JCarter426

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Everything posted by JCarter426

  1. There are two things at play here. The first is the grass texture file, which you can edit like any other texture, and that is determined by the module's ARE file as Grass_TexName. In addition to the texture name, the ARE file configures everything else about the grass. The two other settings of interest are the Grass_QuadSize and Grass_Density. The quad size determines how big the grass is. The "quad" in question is essentially a single instance of the texture. Each blade of grass is a rectangular plane with the grass texture drawn on each side. So the quad size is just how big those rectangles are. Increasing the quad size can produce giant corn field-sized stalks of grass. The density determines how spread out the grass is over a surface. It's something like how many quads per square meter, though I'm only guessing with the units. So a higher density means thicker grass, more rectangles closer together. The game distributes the grass quads semi-randomly over any walkmesh that has the grass material on it. There are other settings in the ARE file for affecting that probability, but I'm not entirely sure how they work and I doubt it's worth messing with them.
  2. They were always stiff. I looked into improving them by skinning the flaps to the robe bones as I did with Juhani's model, but I wasn't happy with my initial results. The back flap was ok, but the front flap either animated too far in front of her and looked silly, or if I dialed back it clipped through her legs. Though probably not as bad as the original clips through her legs. I'll probably take another look at some point.
  3. I can't imagine why that would be happening with just those two mods. I would guess either something went wrong during installation, or some conflict with another mod. On my test build that has almost no other mods installed, they wear black robes as intended.
  4. For feats and most other stats, yes. I don't recall if Force powers can be granted through items. That's a reference to a string in dialog.tlk. The number is the line number in that file. Though applying a hide item to the player would require editing a global script such as k_hen_heartbt01, which is a bit messy. Other mods have done it, so of course there would be compatibility issues. This has to do with how the feat is displayed - whether it's something you get automatically from your class, whether it's something you have to select when you level up, that sort of thing. I believe 4 is to have it not display at all (for example, the player can't see any droid feats) but honestly every time I look at it, I forget how it works five minutes later.
  5. Unlike K2, K1 doesn't have any script functions to give the player feats or Force powers either, unfortunately.
  6. I believe it's the last parameter: void ActionStartConversation(object oObjectToConverse, string sDialogResRef = "", int bPrivateConversation = FALSE, int nConversationType = CONVERSATION_TYPE_CINEMATIC, int bIgnoreStartRange = FALSE, string sNameObjectToIgnore1 = "", string sNameObjectToIgnore2 = "", string sNameObjectToIgnore3 = "", string sNameObjectToIgnore4 = "", string sNameObjectToIgnore5 = "", string sNameObjectToIgnore6 = "", int bUseLeader = FALSE); I'm guessing it's executed through a custom OnDialogue script for the NPC, but I'm not sure what the exact code would be.
  7. I don't believe there's any way to remove or change a class once it's been applied to the character and they've leveled up. Multiclassing Canderous or other characters would be fine though. The issue is that the player already multiclasses from their starting class to Jedi, but nobody else does so it's fine.
  8. I never tried talking to them in 15 years. 🤔 It seems any NPC I talk to turns hostile, but they don't attack unless I attack them. And none of the others seem to care if we start fighting.
  9. I was sent an image through Discord. Pazaak was not mentioned at all, just the fish swoop track, so I wasn't sure if it was K1R or the original game. That's what I'd expect. So K1R's version of the dialogue file was corrupted in some way and needs to be fixed. I've seen that error happen when there's no valid player response to a dialogue node, like from a misplaced conditional script.
  10. You can't, unfortunately. The game only supports two classes and will crash when a third is added.
  11. Hmm, that sounds like it must be a K1R problem, then. I'm not familiar with the changes it makes, unfortunately. Only thing I can think of is to try using the original dialogue and see if you talk talk to the Selkath with it. That would at least confirm if it's a problem with the dialogue file or something else (like scripts that were left out of the .mod, which the older tools did sometimes). I've attached the swoop registrar's original dialogue, just put it in Override. You'll also have to put the .mod file back and load a save from before you entered that area to test it. man26_swpreg.dlg
  12. Could you describe the steps needed to reproduce this bug? This has been reported before and I looked into it, but couldn't reproduce it and couldn't see anything wrong in the files. I was told at the time that K1R shouldn't be editing anything related to those dialogues, too, so it was a total mystery.
  13. She doesn't have a separate head model, so it would have to be extracted. I have a tutorial for this. It's a bit out of date (pre-MDLEdit and MDLOps v1.0) but the procedure is basically the same. She also wears a hood, and without looking at the model I wouldn't be able to say how easy it would be to get rid of that. But her face is geometrically similar to Atris', so it might be possible to borrow some assets from her instead. The model is only the first step. To add a new player appearance would require edits to appearance.2da, heads.2da, and portraits.2da, plus the creation of portrait textures. That's not as difficult as the model stuff, though.
  14. Probably a custom environment map for Korriban. Most outdoor modules have them.
  15. Latest robe progress:

    7E2btYe.png

    This is my replacement for the Ossus Keeper robes. Used Atris and Jocasta Nu for reference because they're librarian robes. I might take a second look and tweak some things later, but for now I'm moving on to the Norris robe.

    Also, I'm looking for input here regarding the remaining texture variants. There's some weird stuff going on with the original designs.

    1. ebmar

      ebmar

      Smooth! I think its shade and tone already perfect. Perhaps some mild touches to the alpha for extra kick on those pattern in the front fold and skirt/flap there. Preferably mycube? Not too many choices though.

    2. JCarter426

      JCarter426

      Hmm, maybe. My options are limited, though, because every texture variant on the model uses the same TXI file. So if I added a normal map, for example, then no other robes could have one. They could share a cube map, but then they'll have to all use the same one. I'll have to finish the textures before deciding, but it might be worth doing if only to have the metal parts of the belt shiny.

      Also, I'm already making adjustments to the Ossus Keeper. I sought advice on Discord about the Norris robe, and that led me to have some new ideas for the Ossus Keeper. It was actually something that I had tried before and it looked bad, but with the power of cosplay reference photos I was able to figure out a way to make it look not as bad. Essentially, the patterned sashes will be closer to how Atris' are.

    3. ebmar

      ebmar

      Quote

      ....it might be worth doing if only to have the metal parts of the belt shiny.

      Couldn't agree more on that one! :cheers:

  16. I did some more testing, but it only raises more questions. I noticed that, regardless the save and transit bugs, if you repeatedly enter and exit the Sand People enclave without triggering the the greeter's dialogue, then the Sand People faction switches back and forth with each repeated entrance. I'd suggest executing the original heartbeat script first. That way you know all of it runs correctly and then the part that went wrong is fixed. But I don't think you need to edit 18aa's at all. My guess is that it's actually the OnEnter for 17ab that's going wrong. I'm not sure how, though, because the globals are correct. With both those in mind, I would guess that the scripts are somehow checking the globals incorrectly. Maybe a bunch of if trees that fail to account for a specific combination of things, or maybe something more obscure like case sensitivity. Though we can only keep guessing so long as we can't actually look at the scripts.
  17. That's the master robe model. So far I've only ported the knight robes. You're right, though, it will work with the supermodel port just as well. In the long term, I plan to add support for more models, but that's... in the long term. On a modding timescale, the distant future. I do want to take a look at the master robes eventually, though. That's an entirely different model, so there's no practical way to make that happen.
  18. I'm not sure which mod you're talking about, but again, since the models are different, it's not as simple as borrowing textures from another mod. They have to be edited to fix the texture mapping on my fixed model. I'm in the process of doing this for the original K2 textures currently. The same thing could possibly be done for modded textures, depending on which model they made for, but rendering the new textures requires a modeling program such as 3ds Max and is a bit time intensive. I don't have any plans to do this for any other mods - mostly because I would have to seek out permission to use them from the original mod authors, many of which are no longer active. But I have made my stuff available as a mod resource for anybody who wants to make other stuff compatible.
  19. I know I've been cheating on my WIP thread with Discord and random status updates, but I hadn't realized I'd been neglecting it so badly. Anyway, I recently ported the K2 robes to K1 and I'm currently working on the actually-for-K2 version of the mod. I didn't just port the robes before; I fixed various things on the model and made new textures specifically for the K1 items. I'm applying the same process to the original K2 textures now. For most of them, I'm simply updating them to fit my new model. For others, though, I've decided to make new textures to fit them better. That's where things get complicated. I've run into a few oddities. First, one of the textures is never used in the game. There isn't any item with texture variant #5. I figured it may have been designed for an item that never made it into the game, so I went digging through the game files. I found this in dialog.tlk: I find that very interesting, but it just raises more questions. There's already an item a_robe_10 - the Norris robe. Time for a little show and tell: Above are all the fishy textures. Texture #5 is unused. Textures 7-10 use what I'm going to call the Baran Do template. They have a distinctive rectangular bit than the random bath robe folds of the other texture variants. I suspect that three of these were originally intended for the three-tiered Baran Do robes (novice, advisor, and sage). Given that Ossus was a Jedi library, I also suspect that the unused #5 could've been for the Ossus Keeper robe. If so, texture #8 presumably would then be the missing Baran Do link. Or maybe the Norris robe texture is the one that's wrong. The point of all this speculation is that I don't want to reproduce this weirdness with my mod. I'd like to straighten things out. I've already decided I don't like the Ossus Keeper and Norris robes looking like Baran Do robes, so I'm going to come up with new designs for them. I already have ideas in mind, so we can put those aside. I'm not entirely sure what to do with the Baran Do robes, though. For one, we now have a pick of four different textures rather than two. Also, we might be dealing with not two but three Baran Do robes, if we include the unused advisor tier. I could use some input on both matters. To implement the third Baran Do robe would require placing the new item somewhere in the game. I've already checked the random loot scripts and they won't support any new robe items. So it' would have to be placed manually. I have no idea where. As for the textures, I actually like the Ossus Keeper and Norris variants rather than the actual Baran Do ones, so I might be inclined to use those designs instead. But I'm open to suggestions, particularly if a third texture has to be made too.
  20. Oh, so that might not even be setting the faction state at all. 🤔
  21. Hmm, that's not what happens to mine. I have a bugged save with everybody disguised just outside the enclave as well. When I load it, nobody in the area attacks me (because I am disguised) but if I enter the enclave, everybody inside immediately goes hostile.
  22. It can, but I don't think it would be a practical solution. Seems the bug isn't limited to that anyway. Hmm, that would explain the problem I had before. I loaded up a bugged save to see what I could do with it with that in mind. I had to exit the Sand People Territory and reequip the items. When I returned to their territory, I triggered one of the [A small group of Sand People ambush you!] encounters, but nobody else was hostile and the disguises otherwise worked correctly. That would suggest the trigger is handled through area scripts. I looked through the module.ifo files and found the Mod_OnAcquirItem scripts set up for the Dune Sea and Eastern Dune Sea. I couldn't get k_ptat18aa_acqui or k_ptat18ac_acqui to decompile, but I can make some educated guesses about what's going on. First, those scripts only fire when items are equipped when you're in those areas. You equip a clothing item, the script runs and does whatever cryptic thing it's doing that we can only guess at. So you have to equip the disguise items in those specific modules - m18aa and m18ac - for the script to fire and set the state correctly. Returning to the Ebon Hawk with the fast travel option likely fails to unset that state. This would be an issue with one of m17ab's scripts, k_ptat17ab_enter. That one wouldn't decompile for me either. It appears that m18ab doesn't do anything at all with regard to the disguise. It seems the AI for the NPCs in that area actively checks if you have the disguise equipped and they'll go hostile if you're not disguised. This is unrelated to the other disguise checks. I was also able to kill them all, leave, equip the disguise, and return and enter the enclave incognito. Conversely, it means they don't bug out when everything else does. The Sand People ambush triggers probably fail to check for the disguise at all. Finally, while I was testing all that, I discovered another bug. If I equip the disguise and then unequip it or equip another item, the game crashes when loading m18ab. It's hard to say what can be done to fix the problem when I can't look at the source scripts, but my instincts tell me to modify the OnEnter scripts. Simply have them check if the disguises are properly equipped and set the state accordingly. And if you do that you could just dummy out the other stuff. I don't know why OnAcquirItem was used instead of that. But it's clearly not behaving as intended, so it's hard to guess how it was supposed to work.
  23. Right click the controller you want to edit > edit values.
  24. I tried it and didn't encounter that problem, but I've had problems like that before. I noticed that fast travel changes the disguise items; there are probably different UTI files contained in each area's static RIM archive, rather than a single global diguise item. But the only oddity that caused, at least for me, was that they're sorted separately in the inventory.
  25. Some more robe progress:

    LBQmVNk.png

    There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all.

    Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.

    1. Ferc Kast

      Ferc Kast

      Looks nice. 👍 Never made sense to me why the original didn't look more like Jolee's outfit despite being named after him.

    2. JCarter426

      JCarter426

      Could've been an unrelated design that only got attached to Jolee's name after it was done. There are some other questionable things going on with the texture variants, too. #5 isn't used at all, and I believe #9 and #10, the Baran Do Sage and Norris robes, should be swapped. I've decided I'll have to take a few liberties with the remaining textures to sort out these issues. Of course I've ended up creating more work for myself by deciding to give some of them the same treatment I did Jolee's, but only for two more of them.

    3. JasonRyder

      JasonRyder

      Love the new Jolee's robe look! It's been 6 years since someone posted a reaction to this. Looks like this never got released. 

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