JCarter426

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Everything posted by JCarter426

  1. You may want to stretch it beyond the edges of your texture to be safe. If you can load the PSD version, you can also fiddle with the opacity of the bars. Given that I did it so quickly, I may not have been thorough with regards to accuracy. I did load up one of the game loadscreens and drew the new layers to match it, but I was eyeballing it. If I end up doing loadscreens in the future, I'll take a second look at it. Also, for future reference, to make the bars I first filled in some horizontal lines in black with the selection marque and the paint bucket. A single line was 4 pixels high in the original size, so 8 pixels for the doubled size that I did. I duplicated and moved that over and over to create the venetian blind effect - one line of black, then negative space of the same size, then another line, and so on. Once they filled the screen, I merged all the line layers and applied a blur effect. After that I reduced the opacity to 50%. The exact steps will vary depending on the software you use, but that's the basic design philosophy.
  2. So it was compiling a valid model (which it definitely would if you used the wrong source as the "original") but the issue was its failure to realize hey, this object is the same as that one over there, and it should animate as that one does... that totally makes sense. I haven't done much compiling since before the latest MDLOps release, so I wasn't sure how it handled things differently, but that sounds like a good solution to me - try the cleaner method of loading the supermodel, and resort to the arcane rituals if that fails.
  3. Version 1.1

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    This is a template for the K2 style loadscreens. Included are a PNG overlay which you can place directly over your loadscreen background, as well as the PSD source. Note that the aspect ratio is 1:1, so the image will be stretched depending the display resolution. That's how the game's original loadscreens are.
  4. File Name: JC's Loadscreen Template for K2 File Submitter: JCarter426 File Submitted: 25 Mar 2018 File Category: Modder's Resources This is a template for the K2 style loadscreens. Included are a PNG overlay which you can place directly over your loadscreen background, as well as the PSD source. Note that the aspect ratio is 1:1, so the image will be stretched depending the display resolution. That's how the game's original loadscreens are. Click here to download this file
  5. I don't believe there's an established date for it, but I believe you're right regarding the reason for that date being mentioned in the mod. It would fit with the timeline if we assume the L'Xing/Gu-vandi incident was incited by Revan via an HK unit.
  6. Nah, that's what I mean - renaming files for compiling. It wasn't always necessarily the supermodel with MDLOps, though. A head, for example, would require another head as the original, or else the lips wouldn't move. MDLEdit on the other hand specifically wants the supermodel, not renamed.
  7. The basic functionality is the same - load ASCII, save as binary or load binary, save as ASCII. There are some things MDLEdit can do on its own without conversion that might warrant tutorials. Anything you could do by hex editing before, and a ton of stuff you couldn't. But the biggest difference between MDLEdit and the old MDLOps rituals would be the files you need when you compile a binary model. For any character models, MDLOps required a binary model in order to copy data from it. There were some parts of the model we knew what they did, but didn't understand how they worked, so MDLOps couldn't write it correctly because nobody knew how to tell it. (I say "we" but hell if I know what any of it is). So instead it looked for a model that was already compiled so it could copy the hex values from it directly. This is also essentially how HeadFixer works - it inserts missing data onto the model that MDLOps failed to. So when MDLOps loaded an ASCII model, it needed a binary model of the same name. If it couldn't find one it would say it failed to load the "original model" (i.e. the one it wanted to copy data from) and then freeze. Often the case was if you werere editing a model, you'd keep the original binary model in the same place and put the new ASCII there and recompile, but this was not always the case. You could have any model serve as the "original" so long as it served that purpose, and you could get different results from using different models in this manner. It was a bit dodgy. The important thing was it needed a binary model named exactly the same as your ASCII or else it would freeze up in such cases. MDLEdit doesn't want that, however. Instead, MDLEdit wants your model's supermodel (aka parent). I'm guessing it's for more or less the same reason, just a different process. In short : MDLOps - a binary model to serve as the "original model", one similar to whatever you're compiling MDLEdit - the binary supermodel that your model is using
  8. They very well could've planned a colony for the sake of planning a colony and not because of the civil war. However, by the time of the game, they are in no condition to start a colony due to the civil war. The planet was abandoned, so apart from that being a reference to other events mentioned in the game, it doesn't really have a connection to where the droids or Sith came from.
  9. I'm not positive and more testing may be needed, but that was my initial impression. I added in up to line 580 or so and tested the last one with dummy items. Initially, the game crashed on launching the upgrade screen. After a couple instances of that, it stopped crashing and would display the new crystal, but I couldn't select it. I tried like 255 and this time I could select the new crystal and assemble the lightsaber. Then it completely destroyed the lightsaber. That's the sort of thing I would expect if it were generating nonexistent UTI items, but I think I had them set correctly. Also in this case, the preview would display a model of the lightsaber crystal rather than a lightsaber. Finally, I tested line 127 and that performed as expected. So my tentative conclusion is it only supports 128 lines. I should test it some more, but it was such a shocking, disappointing discovery that I haven't wanted to take a second look yet... I'll have to muster up the courage. By the way, I've confirmed you can put anything into upcrystals.2da and it'll recognize it as a valid crystal item. So that's not an issue, at least. It's 255, but yes, that's right. I've already planned around that, and have room to spare. That's the problem. I did want most of these to be in the upgrade system. The new exotic types (lightsaber pike, crossguard, etc) would not be upgradeable, due to either requiring new base item types or not making sense when applied to the upgrade system (imagine putting a longsaber crystal in a short lightsaber). So those are fine handled through the new console, as you say. The regular hilts, though, the ones that only apply aesthetic changes, I had intended to be upgradeable. The console would create the hilt item and merge it with a crystal to create a new crystal item, but the rest would be handled through the existing upgrade system. And it seems the number of those possible is severely limited.
  10. Hmm, I'd say the ones that have been the biggest pain are player armors C and H in both games and I in K2 (PFBCM/PMBCM, PFBHM/PMBHM, and PFBIM/PMBIM), and maybe the commoner clothing too (N_CommF/N_CommM). That's mostly down to how versatile the models are. There are loads of robe mods of course, while armors C and H and the clothing are useful for new NPC designs. I can also recall some models with rather bad mapping, like PFBMM and the Twin Suns body model. In general, the male textures are of higher quality than the female textures. This was especially so on the Republic armor, which is one I already sorted. For that, I tweaked the male model to bring it more in line with the body shape of the female model, while retaining the male texture mapping. I tried to do the same for PFBCM, with underwhelming results. The best option would be entirely new maps, which would also get rid of the mirroring issues, but that's beyond my skills. So there's my wish list if you ever want to take a look.
  11. If it's using blending, additive, then it doesn't need an alpha channel - all the black parts of the texture are rendered transparent. So to make it less opaque, you could darken the texture.
  12. Interesting. I'd definitely like to see better mapping for some heads. I've unmirrored a few but only with hack jobs, doubling the texture width and then moving faces... I'd very much like better mapping for the armors, primarily so male and female bodies can share the same textures... but I'm sure just doing the heads will take you quite a while. Those are handled through the AuroraFlex/OdysseyFlex modifier. There's a tutorial for it here and it should be possible to make them in KOTOR, but it's a convoluted process and I've never managed it successfully, so all I can say is it should be possible.
  13. There's no indication of who those Sith were meant to be in the game files, and I don't believe the final mod is meant to give any indication either. There were ideas discussed during development concerning the Sith, but ultimately none of them made it into the mod. So they could be anybody. Revan's empire controlled half the galaxy, and many factions of Sith remain. Dathomir wouldn't be populated by the Nightsisters until a couple thousand years later. Though it's conceivable that there was some other Dark Jedi-related group there before them, there's nothing in any expanded universe canon to suggest that. In any case, the Sith were not the colonists, so there needn't be any connection like that. As far as I recall, the Quelli reference didn't have any significance. It's just a place with preexisting KOTOR connections, being the location of Praven Prime and Malak's homeworld. It was before that. And again, Sith != colonists. They were lying. There are actually three different questions here - who the Sith were, who the real colonists were, and where the droids came from.
  14. Depending on circumstances (if the other rooms already have animations on them) the maps might have to be their own separate room models, but it should be doable. Room animations can definitely be scripted in K1, I can say first-hand, though I've never tried to make a new one since it wasn't possible before. The code for the room animations is PlayRoomAnimation(string sRoom, int nAnimation); with sRoom being the actual room model name, and nAnimation being the animation number. Looks like there are 20 available room animation constants, which would be more than enough for the 7 - at least I think it's 7 - Star Map animations. You would have to change the animation names on the models. I'm not sure what the naming scheme for that is, but you should be able to figure it out by checking the Ebon Hawk skyboxes.
  15. Their overseas marketing is thorough and aggressive. I've looked at some of his hilts but I didn't realize he did both the Revan versions. They should be good references, at least. I also have a bit of bad news. I was overlooking this issue until I had to deal with it, but I happened to discover during testing that it was even worse than I anticipated. It seems that upcrystals.2da has a limit of a paltry 128 lines, so there can only be 128 color crystals. Meaning what I wanted is nowhere close to possible. I had planned for 10 colors, 6 crystal types, and 15 hilts for a total of 900 "crystals" needed. And we can have 128. Needless to say, there will be some downsizing. Now, that doesn't necessarily mean scrapping a lot of it. It's still possible to have every combination of the above, so long as it isn't in the upgrade system. In other words, you'd have to change the color crystal through the new saber workshop console, and it couldn't have any power crystals put in it, just as I'd planned to do for the exotic lightsaber types. With that in mind, I'm putting off making any decisions until I finish a bunch of models I know I'm going to want in the mod no matter what. I can say for now though that my crystal ideas are scrapped, which is a shame because that was originally the point of the mod. I thought I could get around the model limit by having crystals that change only the stats... but it turns out there's an even worse limit for that. With 10 colors and 6 types, we'd only have room for 2 hilts. Even my plans for Heart of the Guardian and Mantle of the Force are now in question. But I don't want to decide anything right now. No point in worrying about getting assets into the game if the assets aren't done yet.
  16. It's the lightsaber used for Stormtrooper dark Jedi clones. Though I suppose it needn't be an exact replica, the idea is some sort of white hilt.
  17. Nice. I remember seeing them that long ago. So, here's part 1 of the plans in motion: These are all the common hilts (and also material and individual hilts) planned so far. All of them will be available for the three standard lightsaber types and in all ten colors. The first five are common hilts - the traditional hilt, just a simple replacement of the game one; three class hilts; and one Dark Jedi hilt. I'm not sure about the design for the last one, but be some sort of eviler version of the traditional hilt. The next five are the material hilts - beskar, electrum, plasteel, rancor tooth, and ultrachrome. For each of these, there will be a unique crafting item found somewhere in the game. The final five are the individual hilts. The hilts for Bastila, Jolee, Juhani, and the player all have reference images, fortunately. The Endar Legacy is a new hilt and I'm not sure of the design for that yet. It'll be found on the corpse of the Jedi who dies on the Endar Spire. (But I'm not giving the player a lightsaber that early in the game, if you're hoping for or worried about that. Just the hilt.) I'm thinking when you first build your lightsaber, you will be able to choose the hilt, with your options being the traditional hilt, the hilt of your class, the canon Revan hilt, and any other hilts in your possession. At that point in the game, it will be possible to find the other class hilts, the Endar Legacy, and the saberstaff. Parts 2 and 3 of the plans will wait until later. I think it might be a good idea to wrap up these before moving on to the exotic stuff. For future reference, though, the rest are: crossguard lightsaber, curved-hilt lightsaber, darkstaff, forcesaber, lightsaber pike, longsaber, and saberstaff for new saber types and Ajunta Pall's lightsaber, Darth Bandon's lightsaber, Darth Malak's lightsaber, Uthar's lightsaber, Yuthura's lightsaber, and the Sith ceremonial lightsaber for unique items. The new types will be available in all three colors, while the unique items will only come in whatever color they come in. Actually, it's red in every case. If anybody feels strongly about them being available in other colors, there is just barely enough room for all of them, but I felt that it would be strange to have an item called "Darth Bandon's lightsaber" available in blue or pink or whatever. Also, it would be good to leave a little space for future saber mods. I'm also open to suggestions about hilt designs - whether anybody has any requests, or wants to donate a model, or model a particular one, or whatever. I'm not going to work on this stuff at all until I finish modeling the traditional hilts, and probably the class hilts too, so if anybody wants to tackle any aspect of it in the meantime, that would be nice.
  18. For what it's worth, it is on the cover of the Revan novel. Noted. Oh, nice. I suppose now is as good a time as any to mention I'm generally unware of what other lightsaber mods there are because I've had a broken copy of the Ultimate Saber Mod installed for years and it's incompatible with almost everything ever. I'll take a look at it when I get the chance... with that, I can likely check another one off the list. I've also figured out a few more drop locations, so all that's left now are the longsaber, lightsaber pike, and the matter of the class hilts, which in turn depends on the Revan matter. Any of those could be placed in the enclave with the saberstaff, but I'd like a little more of a scavenger hunt if possible. The one item drop I have not used so far is the Sith on Manaan. He normally drops a double-bladed lightsaber. Most others I listed were NPCs that have lightsabers but don't drop them - but this guy does drop his.
  19. Well, if they can be found, I'd like to take a look at them. Oh, that's cool. There may be room for it if you want. That's definitely a possibility, but there are three complications. First, this... I have seen the source of the image. It's a page of with many pictures of "notable lightsabers", and all it says is "Darth Revan". The problem is, MMO shenanigans with him changing color every day of the week aside, Revan had at least three lightsabers in canon: the violet-bladed one he had as a Jedi which he also used as a Sith, the red-bladed one he had as a Sith Lord, and the one built in the game which is apparently supposed to be this. So the matter is vague. It definitely isn't the MMO one, and it doesn't look like the comic one either. It doesn't even look like the one on the KOTOR campaign guide. Now, I'm willing to rule it all off anything as inconsistent art, and just pick whatever I want, but I'm not sure what I want. What really bothers me is none of these look anything alike when they were all meant to be built by the same person. The second issue is that if we go with the MMO hilt for the one you make on Dantooine, then you're forced to start with that hilt. Which might be fine, but it would rule out the option of getting a hilt based on your class, or choosing from a variety of hilts, or anything of that nature. I'm not ruling it out, and I've certainly left room for it in the database, but I don't know what to do with it yet. The third matter is what to call it. It can't be "Revan's lightsaber". But it's also not possible to put the player name into items in K1. I believe you yourself encountered this problem, Kexikus. A name can be picked, but I got no ideas. Oh, I suppose. I had thought of having a generic saberstaff and a special temple guard saber staff, but it might not even be worth it to have different ones. I'll check around the enclave to see if there's a good spot for it. Well, it'll be old in 4000 years... but maybe. And in other news, I'm working on my administrative stuff so I can start making the show and tell I promised... then my intentions will be clearer, I hope.
  20. I'd certainly be happy to receive donations. It's not that I mind modeling it, but there's only one of me and only so much I can do or can do competently. I'm very much still learning as I go. I am looking to use the canon designs as much as possible - I believe there are ones for Bastila, Malak, and Jolee, and I also have some reference images for Bandon and Juhani, and a lot of contradicting reference images for Revan that I'm not happy about. I'm also planning to base the class hilts on the Guardian, Sentinel, and Consul hilts from Jedi Academy. It's the other way around, really; I realized all three were already there, and thought that would make things easy. I believe I can get the models for those, though, so it would be a trivial matter to import rebuild build them in higher quality as I've been doing with the original KOTOR hilts. The crossguard lightsaber would be based on the one in Rebels. I have some other ideas in mind, but I've yet to decide on a lot. Maybe I'll compile what goes with what in a big image.
  21. Update: I did some modeling and testing and planning and made some key decisions, and now I'm looking for input again. Here's what I got so far: 3 common lightsaber types: standard, short, double-bladed. I've given up on changing that. Unlike in the base game, however, the lightsaber hilt can be changed... 5 common lightsaber hilts: Traditional, Guardian, Sentinel, Consular, and Dark Jedi. These are aesthetic changes only - they change the hilt model, but not the stats. Common lightsaber hilts are fully upgradeable and can be used on all 3 common lightsaber types. 5 material hilts. There will be crafting components scattered throughout the game; each material can be used to create a new, custom hilt. You will have to find the necessary materials to craft them, but apart from that they behave as common hilts - aesthetic changes only, fully upgradeable, all 3 types. Individual hilts. Certain characters will have their own personal hilt design. They can't be crafted, must be found. Apart from that, they behave as common hilts - aesthetic changes only, fully upgradeable, all 3 types. So far there are 5 of these, but I'm debating whether to add more. 7 exotic lightsaber types: Crossguard Lightsaber, Curved-Hilt Lightsaber, Forcesaber Lightsaber Pike, Temple Guard Lightsaber Pike (I'll probably call it something like "Saberstaff" for clarity), Longsaber (long blade like Malak's), and I'm also working on a new Sith weapon type. Exotic lightsabers cannot be upgraded, but the color of the blade can be changed. No fancy hilt customization here, generally one hilt per new type. They are new "types" but not necessarily new base item types for technical reasons. Only two of them actually are. The others will be modified versions of one of the three common types, as far as UTI edits will allow. Since they can't be upgraded, I've made them about as powerful as a fully upgraded weapon of the same base item type, or at least that's my intent. Unique lightsabers: Like Freedon Nadd's Short Lightsaber, these are rare item drops that cannot be upgraded at all, not even blade color. Darth Malak and Darth Bandon's lightsabers are the only certain ones for now. I've included the Darksaber in my system database to ensure compatibility, but I'll leave that as a separate mod. I have some ideas regarding Ajunta Pall's swords as well, but that's beyond the scope of the current mod. I plan to utilize the system I'm building with those and possibly other mods (including the K2 version of course) once it's complete. 10 lightsaber colors: blue, red, green, yellow, violet, orange, cyan, silver, viridian, and pink. All lightsabers except unique ones will be available in all 10 colors. 6 focusing crystal types: Natural Crystal (i.e. the kind in the game), Synth-Crystal, Comprssed Energy Crystal, Crystal Lens, Heart of the Guardian, and Mantle of the Force. I've dropped the unstable crystals. There was no way it was going to work with 20 different blades and the 255 model limit. I could conceivably add more colors or blade effects for unique lightsabers, but not for every saber. There are 10 colors and every new type is available in all 10 colors. Every crystal type comes in 10 colors. Natural crystals and synth-crystals can go in any lightsaber. The others can't go in exotic lightsabers. Overall, there will be more than 20 hilts that can come in all 10 colors, plus a few special cases. I'm currently debating how much more than 20 I'm willing to go, what with the model limitation and also the actual modeling work. There is enough room for some other characters to have their own designs. On the other hand, I've yet to place some of the designs I've already decided on. So that's where I'm at right now. Two key questions. Who should have a custom hilt design? Characters included so far: Bastila, Jolee, Juhani, Darth Malak, and Darth Bandon. Characters not included so far: Belaya, Dustil, Jorak Uln, Lashowe, Mekel, Nemo, Sherruk, that one Sith on Manaan, Uthar, Yuthura. What are some good ways to integrate the new items into the game? I've gone through and confirmed a bunch that will work, but I'm mostly going by memory and I haven't decided what goes with what yet. The above unused characters are all potential drops, for example, if they don't get their own stuff. Potential placement methods could be in the form of actual lightsabers, lightsaber parts, or schematics. Items not yet placed: Consular Hilt, Sentinel Hilt, Guardian Hilt, Crossguard Lightsaber, Curved-Hilt Lightsaber, Lightsaber Pike, Longsaber, and Saberstaff. So, if you have strong feelings about some character deserving their own thing, or ideas for what would go good with what, or if there's anything I've missed, let me know.
  22. I'm actually working on that right now. I was thinking of how to convert Bastila's lightsaber to the other hilt types and how I'd have to do that over and over and I should have some systemized design philosophy for how one style translates into single, double, and short. So now I'm just remodeling the originals as practice, so I can get a feel of how each variation should be. With any luck, once I figure out that process it'll be easy(ish) to convert each hilt to all three types as I complete each design. I'll include my own tin cans in the workshop, and possibly as its own mod in case you just want those.
  23. I started modeling again to see what I could manage. I may attempt more.
  24. No, that wouldn't be possible without making a new item type, and then you wouldn't be able to use Force jump with it, or deflect blasters, or receive bonuses from lightsaber feats.