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Posts posted by JCarter426
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We knew you were up to something...
It's a tough call between Nar Shaddaa and Onderon, but if I had to pick one, I would go with Onderon.
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Nah, don't worry about it. I had noticed it and was planning to take a look at it eventually anyway.
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There are only five animations, of which I think only two are glitched, so it should be a straightforward fix. I can likely copy over the original idle animations and stretch the arms out myself. The thing is, though, when I update one of these robe mods, I have to update all of them, and I usually put doing all that off until my vacation time.
If you want to remove them in the meantime, you can do so with a hex editor. Open the relevant model file, search for pause1 and pause2, and overwrite those characters with something else of the same length, like xxxxx1 and xxxxx2. That changes the names of the animations, so the model no longer overrides those animations, so it defaults to the ones on the supermodel. That will get rid of the arm glitch but bring back the arm clipping.
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It's version 1.4 of Cloaked Jedi Robes that adds the animation to PFBIS/PFBIM/PFBIL. I believe Cloaked Party Robes had it from 1.0.
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The animations are from the female robe model PFBIM, and they override the animations on the supermodel. There are two idle and three walking animations which stretch the arms out a bit more to reduce clipping with the cloak. There is no male equivalent, so Jolee is using the supermodel version. Evidently only the female animations have the glitch.
It looks like in the video, you are using an older version of Cloaked Jedi Robes from before I restored the animation to the female robes. Previously I had exported them without that animation.
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Yes, it's not a conflict with anything you have. It's a problem with the original models that carry over to the mod versions.
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That is determined by the texture's alpha channel. Depending on what you did with the texture, you might have saved it without an alpha channel or you might have scaled up the RGB but not the A or some such.
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On 12/2/2020 at 10:08 AM, Salk said:1) a "twitch" of the right arm of every model.
This seems to be an issue with the KOTOR 2 animation. As I recall, the robes have a custom idle animation to reduce clipping with the arms and the cloak. But the animation appears to have a glitch in it. I'll see if it's possible to improve that idle animation for both games when I get a chance.
On 12/2/2020 at 10:08 AM, Salk said:2) Bastila's front "tail" of her clothes clip awfully much.
3) Jolee's front "tail" having wrong animation in the cycle
These are issues with Bastila and Jolee's original body models. Their skirt flaps are dangly meshes—they aren't animated. They move based on the wind and some other physics. Very limited physics.
I looked into weighting Bastila's skirt flaps to the robe bones, but I couldn't get it quite right at the time. I didn't attempt it for Jolee. I was able to do it for Juhani, because she only has the back flap and that lined up with the cloak fairly well. Maybe I'll try again for the other two, but it didn't seem very promising the first time around.
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Some do, but most do not, including those.
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6 hours ago, Salk said:The burn mark model doesn't use any texture so my asking you is just a curiosity: if it did use a texture, I could have used an invisible one with the same name in the .mod file and that might have worked or did you mean something else?
That should work, yes.
Maybe you could edit the burn mark model to use a solid black texture globally, then localize the texture to be invisible where you don't want to see it. However, if it's not using a texture right now, and instead it's using particle color as I assume, then I'm not sure if it would be possible to give it the same look with a texture. Depends how it's set up.
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The game will default to angle 1 if the angle it was otherwise told would result in camera clipping. This may be down to how your characters are positioned when the scene is triggered.
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I haven't tested it, but I recall hearing mention that putting models into modules won't work except for the area models for that module.
If the burn mark model uses a texture, you could try inserting an invisible texture. Those generally do work as long as there are no bump maps. Again, I haven't tested this, but allegedly they also must be TGA/TXI and not TPC.
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5 hours ago, Kexikus said:May I ask what it is you don't like about Manaan? Not that I'm going to change anything at this point but I'm curious.
1 hour ago, La Ingobernable said:The main problem I have is that I grew attached to the original structures seen from the docking bay. They look absolutely majestic and colossal in my eyes. They make you feel like you're in a truly alien world.
I will also have to adjust to the new look, but I think the perspective in the original billboards is off. It looks like they go off to the distance in a straight line, when the rest of the background of Ahto City is curved. It makes them look flat, like they were draw on a wall in the sky, which obviously they were. Realistically, the last few would be hovering in the air, not connected to the rest of the structure. So I think something had to be done, and Kexikus' version fixes that.
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I don't know, no. But I think the solution you described could work. As long as the global is increased, I think that should prevent the pre-Leviathan dialogue from firing.
I would want to check if there's any dialogue that doesn't reference Saul and therefore could be salvaged, though. Branches that you could pursue freely after the Leviathan no matter what, if they weren't available before, if there's no reason preventing it. That would require fiddling with the scripts there too, though.
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As far as I recall, no, that is not a local issue, but there's a reason for it. Most of Carth's dialogue has to be advanced before the Leviathan because he repeatedly broods about getting revenge on Saul. The Dustil quest is triggered when the global K_SWG_CARTH is set to 8, but the value must be at 14 after the Leviathan in order for the romance to continue along the romance branch "I think it's time we talked about me being Revan, don't you?" instead of the non-romance branch "We need to talk. About me being Darth Revan." And as you noticed, it is not possible to advance Carth's dialogue tree while the Dustil quest is active.
I don't believe that editing k_plev_throwdown alone would solve the problem, however. It looks like the reason they set the global to 99 there is to make it impossible to advance the Saul-centric dialogue after Saul is dead, as the conditional scripts don't check for that:
Spoiler//:: k_swg_carth25 /* After the final Star Map has been found */ //:: Created By: David Gaider //:: Copyright (c) 2002 Bioware Corp. #include "k_inc_debug" int StartingConditional() { int nRomance = GetGlobalNumber("K_SWG_CARTH"); int nPlot = GetGlobalNumber("K_STAR_MAP"); if ((nRomance == 14) && (nPlot > 49)) { return TRUE; } return FALSE; }
They only seem to check if the value of K_STAR_MAP is greater than whatever is relevant, so this would still be true.
I'm also not sure whether it's feasible to allow you to continue advancing Carth's dialogue while the Dustil quest is active. It depends on the dialogue, I suppose.
If I recall correctly, there is another potential issue in that you can't trigger the Dustil if you have already visited and completed Korriban. I'm not sure how this affects the romance.
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In general, I don't think so. There are similar problems with the saving throws, which other mods can fix. There is also a bug with Ramana and the Red Eclipse refusing to pay you once you have a prestige class, which we plan to fix for the next update, but that won't be for a while. But considering how worthless credits are in this game, the benefits outweigh this problem, and of course these bugs are limited to specific dark-sided choices.
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Yes, I configured it so that all prestige classes are able to select those and other feats that were previously denied to them for no apparent reason.
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Watchman characters are not normally able to select these, no. You must be using a mod that corrects this, possibly my feat fixes or the Community Patch which includes them.
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As for the arms and floaty ball thing, it's possible to copy the animations over. I'd suggest that you create dummy objects for each mesh, placed where the pivot point is, and then copy the position and rotation animation controllers over. Then after you model your replacement, you only need to parent the objects to these dummy objects, similar to how the lightsaber throw animation is set up.
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If they rely on K1R or TSLRCM at all I can't include them, but I will be adding something along these lines in the next version, when I get to it. Maybe over my winter break.
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What is the error?
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An issue like that is typically caused by the model having an MDL file from one source and an MDX file from another.
I would suggest deleting any lightsaber models from mods that you're using until you figure out which one it is, then copy the model files manually or consider reinstalling it.
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See the discussion here. Basically, area models in KOTOR 2 won't render a room if it has no walkmesh, unlike KOTOR 1. Skyboxes in KOTOR 2 always have a walkmesh somewhere on the model to get around this.
@bead-v had talked about updating MDLEdit to add a dummy aabb node when models are missing one but I don't know what the status of that is.
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Ah, I should've mentioned before. Not sure how much help it'll be now if you already worked through all the changes, but here are my notes on the differences between the function definitions in each game that I took back when I was making Odyssey++.
Bug Reports for TSLRCM 1.8.5
in TSLRCM
Posted
You're still in a cutcene, but you're controlling your player, and you can't move but you can move the camera around with the mouse?
I just tested it. Happens to me too.