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Everything posted by JCarter426
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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.
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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.
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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.
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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
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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
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Version 1.1
6,019 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. -
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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.
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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.
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Iridorian? Iridonian? Zabrak?
JCarter426 replied to Roth9's topic in Knights of the Old Republic General
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. -
Revan: Rogue Jedi Fan Film Trailer
JCarter426 replied to Jenko's topic in Knights of the Old Republic General
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. -
It would also let you avoid 2DA and UTP nonsense. Editing the area models is pretty trivial with the new tools, so I would definitely recommend it. I can't say what the source of the problem is exactly, but I believe I've seen this before. The room where the prototype accelerator is in the Vulkar base has similar problems with the window. I remember trying to fix that before and ruling out a lot of possibilities (it's nothing to do with the glass texture, for example). My guess is it's a problem with the area model. This was before we had the new tools, so I gave up on it at the time, but it may actually be a trivial fix now.
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Revan: Rogue Jedi Fan Film Trailer
JCarter426 replied to Jenko's topic in Knights of the Old Republic General
I do know of an old style Basilisk model... I'm not saying I want to use it, but it is possible. Possibly. -
Revan: Rogue Jedi Fan Film Trailer
JCarter426 replied to Jenko's topic in Knights of the Old Republic General
I'm glad you like it. The writing is probably the biggest change here compared to our previous works, more than all the new characters and locations and technical developments. All that's business as usual, really, and derived from the writing. It's a totally different story than the one in the games. Well, that's a complicated question. I believe for the most part we're covering parts of the timeline that haven't been shown before, which will help us avoid stepping on the comics' toes too much. There are certainly things we like and will reference, but there also might be some things we maybe don't agree with or have to be ignored or changed a bit to fit the film's pacing, One example I can give without much spoilers is how the comics handled Revan and Malak's involvement in the war. They made it out to be a mercy corps thing that the Jedi Council authorized, which I feel goes against what was established in the games, so we're not mentioning that. But for the most part the answer is yes. I'm not sure if we'll show the old style basilisks, though... I'm worried it would look silly on film, and there's probably a good reason Obsidian didn't go there. Although I do still consider them part of the film canon's history (back in the Great Sith War) and there's a bit of a reference to that in the script. -
Revan: Rogue Jedi Fan Film Trailer
JCarter426 replied to Jenko's topic in Knights of the Old Republic General
Yeah, there's actually a story to that. I first learned of them years and years ago, 2008ish, but the models are incomplete, each has something different missing, so I immediately dismissed them. When we started working on the film, I recalled the models, and more importantly I recalled that one of them was animated. Some of you may recall my http://deadlystream.com/forum/topic/4758-seeking-help-to-restore-flying-drexl/http://deadlystream.com/forum/topic/4758-seeking-help-to-restore-flying-drexl/]request about getting it textured - turned out RedRob had already done it, and VP got it over to me. So I knew we had to do something with it, and here we are now. The other guys thought I was crazy at first, but Jenks and I (mostly Jenks) got it to work and we have a special use for the in the film planned. Thanks, guy. That's a custom design I did, and I'm a little proud of it because it was my first time working with new geometry on characters (Malak's skirts and the gold shoulder trim). Sadly, the visuals for the teaser were locked down over a week ago... any later and we certainly would've had second thoughts on Malak's attire. Her head actually is in the game files, although unused in the game. -
I looked at the model again and I think you're right. The main problem I had with it in the past turned out to be some issue with the smoothing rendering properly, and once that's fixed it looks better. Touch ups would still be nice, of course, and a new turret model would be required for the Peragus departure. There isn't one in the game. Another model that's not in the game is Ahto City. I did create one for new scenes (as seen ) but the quality was not great. The geometry of Ahto City is not that complicated, though, so I'm sure it would be no trouble for the modelers here. Oh, we also don't have Yavin Station. I still have to figure out how to trigger emitters on and off, but I'm pretty sure it's doable. They're on loop in some hangars, so the settings and positions can be copied from there. One thing I'm not so sure about is the dust clouds on Tatooine and Korriban. Yeah, it's not an importing issue. Well, there are importing issues (like the smoothing I mentioned) but most of those can be fixed. The main issue is the game doesn't run on 3ds Max; it runs on the Odyssey engine. A lot of the visuals are rendered through that and don't exist as anything you can import in a modeling program - the lighting, the grass, the particles, etc. A lot of it looks like empty boxes and nonsense in 3ds. So that won't get us anywhere. Better to use the game as a rendering engine.
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I'd be up for pitching in with that sort of thing. The animation, anyway. But the game's Ebon Hawk model is of lower quality than the cinematic ones, so I'd say that would be needed before anything.
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I actually like the blue one. It reminds me of a cruder version of daytime Korriban I did a few years ago (as seen in KOTOR Episode III: The Circle of Fate™). Although for continuity reasons as you say, I'd also vote for one of the others.
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Making Comics with KotOR models
JCarter426 replied to Kreia's topic in Knights of the Old Republic General
I'll get them online. I just have to sort through them. I have a bunch of unfinished and early drafts, some of which may never have been released, so I'm thinking of doing a compilation book. But they aren't labeled, so I have to figure out which is which first. I think I have everything except the very original draft of my K1 adaptation, which was terrible, but it may also be on an old hard drive. Right now I have two later versions of K1, as well as several K2 issues, in various stages of completion. I also know I have draft pages of another version of K1 and the Mandalorian Wars story I mentioned before. I'll put together everything I can find when I find it. -
Making Comics with KotOR models
JCarter426 replied to Kreia's topic in Knights of the Old Republic General
People remember my comics?!!!! Yeah, it was a thing. I did some, and I recall one or two other people did a bit, but I don't think any of us got a lot done. I know my stuff isn't currently accessible because of hosting problems, either. I think I have most of it but I know I did lose a lot of my older images. There's some stuff I never released, too, so I might see about making it all public. I didn't really know what I was doing at first, and my methods changed over time, and even then I still didn't really know what I was doing. So there's a lot I would do differently. I initially started making comics because I had failed at making films, and I only quit making comics because I basically learned everything I needed to learn in order to make films while I was making the comics. There was another factor, though: coming up with the visuals was so much more time consuming than writing the scripts. Back in the day, when I was doing a comic adaptation of KOTOR, at the same time I was also doing a novelization with the help of Jenks and some other guys. I remember getting halfway through Dantooine in the novel before we ever got close to rescuing Bastila in the comic... mainly because I was the only one working on the visuals, but it really took that much longer. The format does have its merits and I'd certainly like to see other comics done with the game, but the game engine isn't a substitute artist; you still have to do all the work. I repeated that process a few times on my own with some other projects, some got scrapped and others turned into just prose. For one of them, I was doing a story set in the Mandalorian Wars and the existing assets were just too limiting for the story I wanted to tell. So that's another issue. If you're drawing a comic and you want to visit a new planet, you only need to draw it. With the game, it's not that simple. If I were to give that another go, I'd probably seek out an artist instead. If you have a story that can be told through the game alone, though, it's worth a shot. -
Bugs / Errors Reporting with M4-78EP
JCarter426 replied to Sith Holocron's topic in M4-78 Enhancement Project
I've added it to my own fix. -
Party Member Conversations in Apartment and Ebon Hawk (K1)
JCarter426 replied to N-DReW25's topic in Mod Requests
I looked at the existing OnEnter script and it really doesn't do much. It just changes the skybox. I'm guessing the other triggers are done with actual trigger objects rather than the script. There may be stuff I'm overlooking but I don't think it would be a scripting problem. The work would be in making all the cutscenes, and also editing the banter dialogue to account for the changes. -
Party Member Conversations in Apartment and Ebon Hawk (K1)
JCarter426 replied to N-DReW25's topic in Mod Requests
That would be a bit of work, but I like the idea. I might take a look at it when I have the chance. -
Need help to modify game mechanics in Kotor2
JCarter426 replied to GGT89's topic in General Kotor/TSL Modding
It could, and that's the method a couple K1 mods have used. But the thing I'm not sure about is whether new forms can be added into the same GUI spot as the existing forms. Otherwise, you would be able to use two at a time. -
Need help to modify game mechanics in Kotor2
JCarter426 replied to GGT89's topic in General Kotor/TSL Modding
Well, once again, pretty much all of the combat system is hard coded; however, it might be possible to make something with similar effects. I haven't really looked into it much, but the existing forms are outlined in spells.2da.