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Posts posted by JCarter426
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Regarding TXI info. I just discarded .tpc format as it was giving too many issues (problems with mipmaps, seams, transparency; don't know if it was just a problem of a tool, but took too much time to transfer .txi info anyway). When making .tga you don't need any .txi info as game provides it by itself.
A TGA doesn't have any TXI data on it, no. The TPC format packages both image (TGA) and text (TXI) data. If you only install the TGA part and leave the TXI part out, in most cases that will cause a problem. Usually the result is a texture being rendered transparent instead of whatever it was supposed to do with the alpha channel.
There are a few cases in which the game doesn't need to read shader data from the texture, but those are the exception.
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Hmm, either that was you solo or I just don't remember. I could see why the MMO rig would be a bit of trouble, like the arm length, but I don't know why it would be that much trouble.
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It would accept anything, provided the model format was otherwise accurate, but the issue is that if you want to use the existing supermdel and don't want to replace every single animation in the game yourself, you need the original rig.
With the MMO rig, that's not so much an issue. The bones are mostly in the same place, although the proportions are a little off. I forget if I tried retargeting the bones themselves, but I did manage to set up a rig to pose an MMO model into KOTOR size and position. But it still needed some tweaking and would have to be repeated for each body size.
As for the Selkath and other animation stuff, we last left it in the state where it looked doable, but I think it would take a lot of time and effort for someone with my level of ineptitude and I have a million other things to do.
I remember there were three big hurdles that I anticipated. First, the reach of the arms was a little - like when holding a melee weapon, the left hand didn't quite reach and grip the weapon. So that means all the combat animations would possibly have to be adjusted manually. Second, I noticed the key frame numbers were off sometimes, maybe due to rounding errors. If they got too out of sync, then the whole timeline would need to be adjusted so the animation times match the actual key frames again. Finally, there are things that can't be retargeted at all, like the eyes and any bones on the model that aren't present on the human rig (on the Selkath, for example, the flappy cephalic nodes) and those would always have to be manually animated.
I can provide a library of thousands of free sourced animations for anyone who does manage it, though. One of the other goals of messing with the MotionBuilder stuff was the potential of getting new animations from anywhere onto the KOTOR rig.
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Makes sense. I'll be getting to GUI soon, but I'm afraid they may be teaching me MFC rather than anything relevant to start.
In any case, that sounds like a good plan, and as you say the interface can be sorted later if the back end is pure C++.
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I'm writing modern versions of the tools for myself and wondered if there is interest in making them publicly available.
There is interest.
Self-contained - No dependencies, just pure C++ code
Hmm, would it be cross-platform? That's another hurdle for some people, since most modding tools were made before the game was released on various platforms and the only advice we can give to Mac or Linux users is "run it in Wine".
I recently started learning C++ as well but give me a year or so. I would like to contribute but I still have a lot to learn.
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By "ouside the scope" we mean "difficult to troubleshoot so I don't want to have to release updates in more than one place" and "would be overridden in favor of cloaked robes and dancer outfits by the vast majority of users anyway".
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New Rules!
in News
I keep forgetting the staff forum is private. I'll just quote myself on the matter:
Also, anonymity may be a concern, so I did some investigating. It seems the only way to prevent PayPal from revealing your name and email address (even through a site like Ko-fi, if PayPal is doing the payment processing) is with a business account. There is no difference in fees. PayPal has no rule against multiple accounts - each account just requires a separate email address. When you make a PayPal business account, you need to put your personal information down as the contact for legal reasons, but you can choose any name for your business to display on transactions.
Basically: make a new email account, make a new PayPal business account, give them your real name, but pick whatever business name you want and that's what people will see.
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Force Affinity, a Jedi Consular/Jedi Master/Sith Lord-exclusive form:
The Force Affinity Form is an advanced meditation state that allows one to focus the power of the Force more rapidly. The effect of this Force Form is:
FP regenerate during combat (though at a somewhat reduced rate when compared to the non-combat regeneration rate).
..which sounds all well and good. However, Force Channel, which all classes get:
The Force Channel Form involves standard mediation techniques that all Jedi learn through their training. The effects of this Force Form are:
FP Regeneration: +50% (non-combat)
Force Power Damage: +3
Saves vs. Force Powers: +2...does allow for Force regeneration during combat, at the same rate as Force Affinity, despite what the description says.
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It was me, but it's true. Also, one of the Force forms is worthless. I'm planning to do something about that, but I'm still debating what exactly.
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DLGEditor isn't pulling them from any game file; the animations are enumerated in the DLGEditor code. Where this information came from, I don't know. It's not in animations.2da or dialoganimations.2da or anywhere else I've looked.
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The second half of the list, the ones that start at 10006 (DEAD) come from dialoganimations.2da, but I don't know what the source of the 1xxx numbered ones is (it doesn't match up with animations.2da). There are also names for ones in the 10xxx range that are starred out in dialoganimations.2da. Perhaps @JCarter426 can chime in with some insight on this.
Animations in the 1000s are what I call "complex" animations - one sequence split across two or three different animations. They are meant to be added to consecutive nodes in the dialogue file, although they can also be scripted with as you two noticed. A typical sequence goes like this:
- 10xx: Start of animation sequence (fire and forget)
- 14xx: Middle of animation sequence (looping)
- 10xx: End of animation sequence (fire and forget)
with the last digit incremented to give at least some idea of what follows what.
Here's a real example:
- 1014: CROUCH_SHORT
- 1415: CROUCH_LONG
- 1016: COURTSY
Unfortunately, the names aren't always correct or even spelled correctly.
They still count as dialogue animations so that's why they don't match what's in animations.2da.
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This is typical of those texture upscale mods. I don't know about this one specifically, but others are known to be missing necessary TXI files as SH says, and/or have corrupted the alpha channels altogether, resulting in issues with any textures that require transparency or shaders.
In short, you can't hit a button that tells an AI to process thousands of files and expect it to work with no further meatbag effort. Yet.
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FYI, the source file from skills.2da should be taken from patch.erf and not global.rim or 2da.bif. @ebmar noticed the patch archive and we explored its contents a bit. It contains a minor description fix for the awareness skill. That gets undone by this mod since it's using the unpatched version of skills.2da as the source in tslpatchdata.
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The lines are in StreamVoice\904\904KREIA. Towards the end, I forget which numbers though. The text is in dialog.tlk, starting at line 106329.
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{Goading at the end, knows the last sentence will bait the Disciple to attack}You, perhaps? Come, boy, face me now - do not make this one of the many battles you have run from.
Think. Think before you throw away your life for her. Think of everything you will lose by dying.
A love, requited. A hope of another life, beyond the shadow of the Jedi. {Beat before last sentence} Think before you give it up so quickly.
{Turns to Mira}And you.
You were stronger than I thought - to spare the beast that wished to kill you. I felt it, faintly, even here on Malachor.
Come, huntress. You have tracked me so far and killed many beasts to be here.
Come, huntress. You have tracked me so far. Cast away your past for this moment.
And now... at last, the fool.
You only delay the inevitable. You have been difficult to sense before... but not now. You can cloak your mind only for so long.
It is only a matter of coaxing the right thought to the surface. Your desire to protect the Jedi... and the hope that will kill the guilt inside you.
He will fall before me, you know. And when I am done with him, I will watch as he murders you with the Force.
It is only a matter of coaxing the right thought to the surface. Your desire to protect the Jedi... and the hope that she truly cares about you...
She will fall before me, you know. And when I am done with her, she will view you with all the contempt I do for a murderer such as you.
And that is the last of them.
Take them. They are strong in the Force... and they will have their uses.
I will remain here and await the one who comes.
Ah, I did not think you would make it... but you are stronger for the journey.
You slayed the beast - at last the prey becomes the predator.
You spared the life of the beast... now it is twice, and you have made him suffer all the more.
Do you seek to hunt me now, child? Come - let us see what weapons you have that can harm me.
Do you seek to hunt me now, child? Come - let us see what your master has taught you.
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It seems that originally, the final boss would be either Atris or Kreia depending on your game choices, but they must have cut that pretty early on. And that's fine. The frustrating part is that Atris has some voiced lines in the Trayus Core that Kreia doesn't and they would be really nice to have.
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There isn't any indication about a lot of things.
My guess would be that you were meant to play as one of them as in the Atton vs Sion encounter, and then whichever one survives goes on to appear in the party confrontation scene, with perhaps Atton/Handmaiden being on Kreia's side. But there's no material left for such a thing. There's only one version of the party confrontation, and it implies a light side ending and that all the party members have been trained as Jedi. Also, frustratingly, some of the remaining content is only voiced by Atris, not Kreia.
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Yeah. That's likely a bug in the original game. Basically, the .TGA files have Alpha (Transparency) information that the TXIs use to generate the reflections (cubemap) into the skin. However, for some reason the Appearance.2da uses the "default" setting of six asterisks instead of specifying which cubemap to use.
It's not really a bug. The envmap is supposed to be set to default in appearance.2da so the game loads the shader info from the model. It's default in K1 too. The issue is that the game always loads shader data from the texture on the model, and there is no texture on the model. They removed them from the K2 versions for some models, maybe intentionally. It seems to me that they willfully stripped the shaders off of a lot of NPCs, probably to improve performance in areas with lots of them. That's not an issue for modern PCs so it would be nice for us to have the option, but now changing the TXI data isn't enough. They need a model edit or the appearance.2da hack too.
Hutts are also missing the bump map they had in K1. It's not in the files at all and would have to be ported to get their proper look back.
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Oh, so that guy was supposed to be blue. That's one item off my list of testing notes then.
Due to the extensive changes in this mod, can it be used alongside K1R or is it an either or situation?
Some people use it. Problem is none of us do, and haven't tested at all. There are some minor reported issues, but nothing game-breaking, I think, at least with v1.7.
Selphadur's KotOR Texture Redux
in General Kotor/TSL Modding
Posted
Like I said, sometimes it does. However, there's no guarantee of that in every scenario, and numerous users have reported problems with textures missing the shader data.
That's not a problem with the TPC format, that's a problem with how KOTOR Tool reads and writes it. There are better tools for that like xoreos, tga2tpc, and KOTOR Stuff.