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Everything posted by JCarter426
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Version 1.0
160 downloads
By popular* demand! This mod will add a new item that has the appearance of underwear but grants a defense bonus when equipped (+4). The mod does not integrate the item in the game at all; you will have to cheat it into the game in some manner. The item is "jc_under01". *For populaces totaling one or more individuals on Deadly Stream. -
Version 1.0
403 downloads
By popular* demand! This mod will add a new item that has the appearance of underwear but grants a defense bonus when equipped (+4). The mod does not integrate the item in the game at all; you will have to cheat it into the game in some manner. The item is "jc_under01". *For populaces totaling one or more individuals on Deadly Stream. -
Sure, why not. I'm sending it into the upload queue now. I've added nothing fancy, just a +4 defense bonus, but you (or someone else) will be able to edit the UTI further however you wish.
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No, that's not possible. The UTI doesn't contain that information. The model is determined by baseitems.2da and appearance.2da. You could make a new item type that has the stats of armor but the appearance of underwear (model A) but it would require a new line in baseitems.2da. And to make yourself look like a Twi'lek would necessitate editing appearance.2da regardless of what else you want to do.
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.txi Parameters and What They Do
JCarter426 replied to CarthOnasty's topic in General Kotor/TSL Modding
Ah, that makes sense. Also, I made a typo before. bumpshinytexture replaces envmap, not bumpmaptexture. -
.txi Parameters and What They Do
JCarter426 replied to CarthOnasty's topic in General Kotor/TSL Modding
No problem. It's good to have a resource like this. Use an alpha channel as normal. Black will be translucent, white will be opaque. However, all the dark parts of the texture will still be translucent due to the blending mode, since it is additive and black is adding 0. There's no way to get around that unless you use punchthrough or two different textures. By the way, here's what happens when the game is missing the TXI: -
.txi Parameters and What They Do
JCarter426 replied to CarthOnasty's topic in General Kotor/TSL Modding
Additive is equivalent to "add" or "linear dodge" mode - the color is added to whatever is underneath it. Punchthrough is equivalent to "normal" mode, I think. In the game, punchthrough is generally used when only transparency is needed, when there really is supposed to be nothing there (grass, leaves, grates, hair, etc) while additive is used for any translucent texture (such as windows) because it brightens the background and makes it easier to see. You might be wondering why punchthrough is even there when we have alpha channels that can handle transparency. That's because the game is crazy and won't render anything behind another object even if its texture is transparent from the alpha channel, unless a blending mode is applied. This increases the intensity of the bump map. If you have part of the bump map that is higher than the base texture, bumpmapscaling 2 will double the height, bumpmapscaling 3 will triple it, and so on. At least, that's my guess. I noticed a subtle but possibly not imaginary difference when I tried it. This is for use with a bump map on a texture that uses an environment map. If you're using cm_baremetal on a metal texture, for example, you'll want to use bumpshinytexture instead of bumpmaptexture. I believe there's more to it than that. This is an assumption based on how I've seen it work in other games, but I believe decal will make the texture render on top of anything that it's flush with. A burn decal on a wall, for example, will always render on top of the wall texture, rather than the Z-fighting nonsense you'd usually get. This just tells the game the texture is a bump map. This is an optimization thing. A mipmap has multiple copies of the texture in different sizes and the game renders the smaller ones from far away, only rendering the real size when you're close up. I'm not entirely sure how it works with KOTOR since KOTOR also has different texture packs, and I've only seen the mipmap parameter on certain textures. But it's not really a concern to us, thanks to modern hardware. -
Camera not facing where it should
JCarter426 replied to Kexikus's topic in General Kotor/TSL Modding
Doors, placeables, creatures, waypoints, and anything else that's spawned. Static cameras are the only game objects that do use them. That would be a no. That's all that matters, right? You don't have to mess with that stuff in 3ds Max or even AniCam. You do have to if you want to place any camera in a GIT file. Sounds like it's doubling everything you enter? That doesn't make sense... at all... -
Camera not facing where it should
JCarter426 replied to Kexikus's topic in General Kotor/TSL Modding
Oh, that does make sense. That's a strange way to go about it, but I can see why they would do that. You could still do it all in the same dialogue without requiring a new trigger, but it might end up being more work so it might not be worth it. Static cameras: a ) are required to be placed in a module's GIT file, which means they can't be placed after you've entered the module and make for a compatibility nightmare b ) use the obscure quaternion rotation system c ) are restricted to a single module d ) can't be animated Animated cameras: a ) can be animated but don't have to be animated b ) use intuitive XYZ values for rotation c ) are contained in a model file that can be named whatever and used wherever (though difference in module layout is obviously still an issue) There is one and only one thing static cameras can do that animated cameras can't: You can change cameras in the middle of a dialogue node with SetDialogPlaceableCamera. Unless I had to do that, I wouldn't ever use them. I hadn't ever considered a circumstance like the Xor encounter, though. That's a unique case because it can pop up in different areas, as you said. -
Camera not facing where it should
JCarter426 replied to Kexikus's topic in General Kotor/TSL Modding
There are approximately zero reasons to use those, but ok. Well, you're right - it does look like you want 180°. I've attached an animated camera that confirms this, though it's not going to tell you anything you don't already know. I don't know what to say other than that BioWare wasn't at all consistent with orientation. 90° being south is typical of some other modules, such as m01aa. It's probably just a quirk of that area. Though it is weird that only the static cameras would be incorrect, that wouldn't be the most shocking oddity with this game. Camera Rotation Test (m17ab).zip -
Camera not facing where it should
JCarter426 replied to Kexikus's topic in General Kotor/TSL Modding
First, what sort of cameras? Static ones in the GIT file? Second, the orientation in the game isn't consistent. Some modules have 0° as north, some don't. So you might just be in one of those modules. -
I'm guessing the game renders it and attaches it to the camera if the flags in the ARE are set... otherwise it doesn't. I don't recall any script functions that would turn it on or off, and I also don't recall needing any specific OnEnter script for it to work. I've known weather to work in 231, 301, 506, 601, and 605. So it would be hard coded if anything. I know The Witcher has randomly-generated weather, and I believe this already supported by the engine and not anything they specifically cooked up for The Witcher. So whatever it is, it does seem to be something that can be triggered on and off... although I don't know if it works in KOTOR. Each room in the ARE has a flag to allow weather, though I don't know how this works. I remember assisting someone in editing this before without any luck - rain would show up everywhere or nowhere. The game definitely doesn't have this problem for modules that are already set up for rain, however.
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The rain does use particles, but I'm not sure if you can edit them. As far as I can tell, the weather system is generated from an emitter that follows the camera, a 10 meter cube or something like that. Presumably the game uses some sort of model for this, but you'd have to figure out what it is. It's easy enough to create rain with the fountain emitter, though, and it's even possible to have rain (or snow or whatever) in the first game.
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Well, no, there's no such file. That's just an instance of the waypoint template sw_waypoint001.utw with a custom tag. As for the script that spawns the party members, that's k_pebn_pophawk.ncs.
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This should work (attached). Ministry.zip
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Conversation sometimes not starting
JCarter426 replied to Kexikus's topic in General Kotor/TSL Modding
Oh, my mistake. I assumed it was using an event fired from heartbeat but it's actually his perception event (1002) which... should not be failing. Unless you went into stealth or something. It might be something wrong with the general AI. The other one being used here is the damage event (1006) which makes him surrender. But you said that's working. Still, you could bypass the problem with heartbeat like I was saying before. If you copy the whole 1002 tree to 1001 and put in a condition that the henchmen are dead, then it should fire that when his heartbeat event fires in the event that the other one doesn't. -
Conversation sometimes not starting
JCarter426 replied to Kexikus's topic in General Kotor/TSL Modding
Are you sure the global is being properly set to 1? I've heard of that being a problem before. I'm assuming that's meant to happen when all the henchmen die and Xor's health is below a certain amount. If it's not that, then I would guess the problem is in his heartbeat script rather than anything there, since the user defined script only ever fires from that. You could probably ignore the problem entirely and simply fire the dialogue from his heartbeat script, too. -
I started translating some of my ideas into code. This script is essentially a copy of the script for the dark side taint in the Tomb of Freedon Nadd: I've set it up so it can be applied to the player or the Disciple, or both. It grants a Force power based on a certain progression tree. If by any chance the character has all the powers it'll give them 10 bonus Force points instead. I've also drawn up a light side version: I've picked light side powers that I think correspond to the dark ones in the original script. Finally, these two scripts will check what power is supposed to be given without actually giving it: These will let the game say "here's what power you're going to get" in the dialogue file before it gives it to you. I think that should cover the rewards for generic holocrons the Disciple doesn't have anything to say about. I've yet to look at the ones he does say about in detail, though I imagine the player would find at least one generic one before getting any of the special ones. Holocron_Quest_Source_Scripts_v1.zip
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It's possible to get rid of swoop minigame altogether and convert the tracks to regular modules. This would let you run around in them and take whatever pictures you want, though you would lose the swoop bike (which could be composited back on) and possibly all the other minigame items like the mines and accelerator pads. I believe I already have done that for each swoop track, though I'll have to dig through my files to make sure I can package it into something that can be installed easily. So let me know if you want to try that method.
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Oh, so you're not doing any 2DA editing. Huh, this is... strange. I would think 154, 853, 907, and 950 might be in trouble too, but they actually do have custom loadscreens. Just not 205. There's a line for it, but it has 204's data. Maybe it was a typo. Progress looks good, in any case.
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Yeah, I'd say the back for the reasons you mentioned. It also makes it seem more like the ship is going somewhere if we can see out the window.
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Nah, 154 is the cutscene of him meditating on the bridge when the Harbinger arrives at Peragus. That is correct. EDIT: Whoops, I did... not read that properly. It's the cutscene with Admiral Onasi speaking to the player. After the battle. I suppose that would work. Hmm, I'd go for the overhead shot. It's the first time we see evil Kreia, so I'd avoid revealing her in the loadscreen.
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There are modules that are missing loadscreens, or don't have unique ones, like 001EBO and 004EBO, which you've done. Some others that come to mind are 205TEL and 950COR. As far as mods, go, it would also be nice to have custom loadscreens for modules that replace prerendered cutscenes, like Sion's introduction, Visas' introduction, the Nihilus and Tobin scene, and Kreia's fall... but that depends on whether they were given unique modules and I don't recall if they all are. Sion's is 154HAR and I believe Kreia's is 907MAL, but I think the others are both 853NIH. There's also the Telos shuttle, if that was given its own module.
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Yup, all source scripts are included. I know for sure because, given that five years had passed, I had to track them down to make sure all scripts were fixed and everything was included in the mod. I hope it helps! Even I forget how some of this stuff works, and I wrote them...
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File Name: JC's Toolbox for K1 File Submitter: JCarter426 File Submitted: 01 Apr 2018 File Category: Mods K1R Compatible: No JC's Toolbox is a collection of items I created to perform various tasks while working in the game. Some I created out of necessity, others were by request, and a few were just for fun. If you're a fellow modder, think of these as developer tools. They can do handy things like add or remove party members, let you change party members whenever you want, open and close doors, play animations, delete objects, clone objects, adjust your alignment, warp, teleport through broken walkmeshes, and much, much more. And for the rest of you, if you were paying attention you might have noticed many of those functions are of a cheating nature. If you just want to mess around with the game, do stuff you can't normally do, you can find something useful here. Like make everyone in the game dance. Click here to download this file
