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Everything posted by JCarter426
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You need to use a 2DAMEMORY token. I don't remember if I've ever used one for placeables, but generally you add the line 2DAMEMORY1=RowIndex at the end of the code block for your AddRow, and then in your GFF block you do something like Appearance=2DAMEMORY1 to give it the appearance of the row index you just added. If you need to use more than one token, you repeat with 2DAMEMORY2, 3, etc.
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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.
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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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Finally tested this and can confirm the above script function works.
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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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There is interest. 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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- 13 comments
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I keep forgetting the staff forum is private. I'll just quote myself on the matter: 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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I don't recall - I don't have it installed at the moment. I've added them as a preemptive measure in the event that some anonymous individual releases a TSLRCM-compatible version of USM, which is most assuredly only a hypothetical and not something that was unexpectedly delayed due to mysterious circumstances. So, uh, you should wait until the hypothetical release of that, I guess.
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TSL Saber and Force Forms?
JCarter426 replied to N-DReW25's topic in Knights of the Old Republic General
Force Affinity, a Jedi Consular/Jedi Master/Sith Lord-exclusive form: ..which sounds all well and good. However, Force Channel, which all classes get: ...does allow for Force regeneration during combat, at the same rate as Force Affinity, despite what the description says. -
TSL Saber and Force Forms?
JCarter426 replied to N-DReW25's topic in Knights of the Old Republic General
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. -
That is the appearance he has on the Xbox version, for whatever that's worth.