JCarter426

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Everything posted by JCarter426

  1. Yeah, I actually implemented that in an old mod a looooong time ago, and I was planning to get around to it once I update that. The update would also edit appearance.2da so the mod would not have to rely on a texture rename, making it more compatible with other mods. Just haven't felt like messing with TSLPatcher yet. Been lazy.
  2. Got it. I'll knock a few off your plate when I get a chance then. I've been in the process of updating my old heads resource so applying this there would probably be a good idea too, saves future annoyance.
  3. Sounds like a plan. I just remembered there's also Visquis. I'd be interested in doing a few if only to learn the procedure for future reference. From your screenshot I can guess how you broke up the face so certain elements will be obscured by the head object (mouth, nostrils, etc) but I'm not sure what the method for changing the hierarchy is. Do you just unlink it from the base and then relink it in the order you want? Or do you change it in MDLEdit after export? I don't see any means of doing it in there. I'm sure it could be done by editing the ASCII in Notepad, but I'm hoping that's not the answer.
  4. It's not just your edits though. It's more of a problem on some models than others, even without mods. Carth's eyes were already fine, and only his mouth was problematic, whereas other models have everything wrong with them. I suspect it's the same case with the rest - by chance the hierarchies are arranged nicely for some but not others. Strange. That's funny. I guess that makes sense, in its own nonsensical way. And I bet that explains other issues we've noticed like windows blocking out characters when they shouldn't - again it probably has to do with the order in which the models are drawn.
  5. I checked what BioWare did for the dueling Sith, and it looks like they had one of the character scripts heal them up between combat. The scripts I tried to look at wouldn't decompile, so copying what they did directly probably isn't an option, but repeating the effect certainly is. The 1 HP hack sounds a lot easier if it would work though.
  6. Interesting. Very interesting. I still maintain there was no reason for Carth and Cede to be that different (your edits aside) since they have the same object names and supermodel structure and such so why would the hierarchies be different? But clearly they were different so whatever. Weird game. Weird problem, weird models, weird game. As for other holograms in the game, there's Goto, but I don't recall him having this problem. There's also the reporter on Onderon, and the Twi'lek dancers there as well. And the Sith officer on Dxun. I feel like there must be more incidental ones I'm forgetting. Oh, and also Bastila. I'm definitely forgetting some.
  7. Hmm, that would imply that Carth's model actually is obscuring all the stuff that should be obscured, but Cede's isn't. Well if we knew how that worked, that would make things a lot easier. One thing does come to mind. If you put one lightsaber in front of another, the game has an issue of the lightsaber that was rendered into the game most recently always being on top. So its hilt will always render on top of the other lightsaber's blade, even from behind. It may be a similar case here, of just which object on the model happens to be loaded in the game first. If that was something that could be predicted (like alphabetical by name or something) then maybe it would be of use. But I'm pretty sure it's not, because the models' objects are usually named the similarly with little variation, so there should be no reason Carth and Cede are different if that's the case.
  8. Huh, I could swear I have had placeables that were lightmapped (or rather, kept their existing lightmaps). This was in K2, so maybe that makes a difference, or it could've been a trick of the light...
  9. We never considered it for the main events - despite all the other visual changes, Mr Director still wants his Revan to look like his Revan. However, we have tinkered with some of what you mentioned in the event that we have flashbacks and such. It's definitely still on the table at some point.
  10. Ten years... I'm glad to be able to share this old stuff with you all, both you old people and some new ones too apparently. Yes, my artistic skills certainly have improved over the last ten years. Good luck with your own comics too.
  11. The model format has a means of having some geometry not be shown on the hologram model. I haven't tested it, but there's something there, so let's assume it works for now. In that case, you could split the problematic objects in half and set one half to not be shown in holograms. So you'd be free to remove as much as you want on the hologram model without messing up the regular appearance. Still a lot of modeling work, but I think that's the best option. The issue with the K2 holograms is that they apply the same hologram texture to the all the geometry, and it's a transparent texture so anything that would be normally obscured by other geometry being in front of it no longer is. There's no getting around that without hacking away at the geometry.
  12. Nice idea. Editing the area models is definitely preferable, but just so you know you actually can lightmap placeables. You can lightmap any model, really - it's just an extra texture applied to the model. It's just not usually done because a placeables are usually meant to be placed in a variety of lighting conditions and thus lack lightmaps themselves, but it can be done.
  13. That's strange. It's in the UTC regardless. I believe it's the Interruptable boolean. It all shows up if you edit with K-GFF instead. There are lots more booleans that don't show up in KOTOR Tool, some of which aren't even used in the game, so it's possible there's one that does what you want. Maybe.
  14. That's just a flag in the UTC. That's the thing that for example makes the dancers or band not turn to face you if you try to talk to them.
  15. Unfortunately no. That function determines whether you can select a party member in the menu. I don't know of a script function for what you want. It would more likely to be a flag in the UTC file. I know Doesn't Reorient on PC will make the character ignore any interaction, and I know you can remove the health bars on doors, but I can't recall if you can do that with characters. The health bars on the Sith that spar on Korriban are visible, so that's not a good sign, but there's tons of unused functionality in the game so it may still be possible.
  16. Happy Life Day, everyone. During recent discussions I became aware that some of you remember and even have a peculiar desire to see the comics I made many moons using screenshots from the KOTOR games. I then also realized that ten years have passed since then. I started working on them in 2006 and allowed the first batch to escape onto the internets in August 2007. It's now December 2017, so I compiled everything I released all those years ago, plus some extra, and I'm calling it the 10th anniversary edition. I also added some commentary ten years later about how I think they're terrible. So, for those interested, here is the 244 page PDF. Before anyone asks, there are no plans at this time to continue or reboot the series in any manner. I'm not unilaterally opposed to the idea, though, but I have too many projects right now. Still, I'd welcome any feedback and suggestions and whatever in the event that I ever change my mind.
  17. View File JC's Republic Soldier Fix for K1 I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template. While I was at it, I noticed errors on the male model, so I've corrected those as well. Submitter JCarter426 Submitted 12/25/2017 Category Mods K1R Compatible  
  18. JC's Republic Soldier Fix for K2 View File I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template. While I was at it, I noticed errors on the male model, so I've corrected those as well. This K2 version also fixes the TSF officers, since they use the same model. Submitter JCarter426 Submitted 12/24/2017 Category Mods TSLRCM Compatible Yes  
  19. Version 1.1

    5,855 downloads

    I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template. While I was at it, I noticed errors on the male model, so I've corrected those as well. This K2 version also fixes the TSF officers, since they use the same model.
  20. Version 1.3

    38,490 downloads

    I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template. While I was at it, I noticed errors on the male model, so I've corrected those as well.
  21. Decompiling failure may be a big problem, but putting that aside I think it should be doable. You can have files with different resrefs but the same tag, so that shouldn't matter. It would mean you would need two copies of every body, though. For the code, you'd need subroutines that would look something like this: void CREATE_PLC(string sTag, location lLocation) { CreateObject(OBJECT_TYPE_PLACEABLE, sTag, lLocation); } void JEDI_VICTIM_SWAP(string sTag) { object oPLC = GetObjectByTag(sTag, 0); location lPLC = GetLocation(oPLC); string sSuffix = "_alt"; DestroyObject(oPLC, 0.0, 0, 0.1, 0); DelayCommand(1.0, CREATE_PLC(sTag + sSuffix, lPLC)); } And then in main() you would have to check each placeable for the conditions you want, then run the swap subroutine if it applies. Then when it runs it'll delete the placeable and spawn a different one in the same location. So long as you maintain a consistent naming convention it should be fine. In this case, a placeable called "placeable" would be replaced by "placeable_alt" but you could change the string to whatever, or number them. But this could all be done through one script, most likely OnEnter. It's manageable.
  22. That's the problem I had before with the swoop garage window on Nar Shaddaa; by default it's missing the TXI data and causes a disappearing problem like you described. That's strange, though. I was sure I had ruled out all texture and shader possibilities for the Taris problem (it already got its transparency from the mesh). So either that was a different problem or there are more layers to this issue. You're right about blending additive, though. It works pretty much like the post production kind - the luminosity of the window texture gets added to whatever is drawn behind it. Generally that means the background will still be dark but characters will be brighter and stand out more. There are other blending modes like punchthrough, but I've never experimented with them much.
  23. It's not clear. In the game the character is very obviously called an Iridorian, but he was later retconned as being Iridonian even though his species' background doesn't match the Iridonians at all, Iridonians being a relatively inoffensive race of people with horns and tattoos who sometimes become Jedi and not bloodthirsty savages who always wear spacesuits. My rationalization is Iridoria is a colony of Iridonia, and the Iridorians are a Zabrak subspecies much like the Dathomirians.
  24. But seriously, I don't have it set it up or anything. I just know of a model of it out there. There's one in Old Republic at War. It's possible, yes. They're jetpacks. Nice catch. Yeah, that's a break from canon, no question, and it's been there since day one. Mr Director wanted to have HK in the film and I replied "but in the second game he says..." and then I got over it. HK always had a bad memory. Maybe he forgot this stuff. And even before that, I offered to have them move for Episode III and even as far back as Episode II. Mr Director always declined the offer because it was never really going to work as long as he was filming on the Xbox. We're not filming on the Xbox at all anymore, so we don't have that limitation now, but it's grandfathered in for the special editions. You may have noticed, though, that Bria's lips do move in Episode III, and they didn't in Episode II because she was also an Xbox player character. There was really no point in development in which we considered anything else, because obviously lips should move. Only Logan got stuck without them due to his abundance of screentime. But they'll move in Revan because we kind of have to make every character's lips move from scratch anyway so why not.