JCarter426

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Everything posted by JCarter426

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. That would be a bit of work, but I like the idea. I might take a look at it when I have the chance.
  7. 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.
  8. 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.
  9. I believe they already do, but in any case it's not possible to add new feats like that. That's because it displays what whoever accesses it can do. I was under the impression that it displayed everything with some options greyed out, though. Anyway, I don't think that can be changed. Yes, but what did you want to do with them? Animations? Or just mechanical effects?
  10. That's not a mod but rather the High Quality Music Patch, which can be found here. As for extracting stuff from StreamMusic, they have to be renamed to .mp3 and then decompressed with Miles Sound System. The installer used to be free on their website, but I don't know where to find it anymore.
  11. 1) Demolition act as a damage&hit multiplier for grenades This is possible by editing k_sup_grenade. I remember this idea has been discussed before, but I'm not sure if anyone went and did anything with it. 2) Awareness increase critical hit chance & protect from critical hits This is not possible. The combat system is hard coded. 3) Charisma can lower the price of the items you buy This is theoretically possible, but not very practical. Stores and their prices are defined in UTM files. The only way have the prices change would be to make a different store and then script which one opens depending on your charisma. But it still wouldn't really work, because the game would consider it an entirely different store and one would not keep track of what was added to or removed from another. Edit from the future: It's also possible to change the markup via script, and that could be based on Charisma. Still not very practical as it requires editing every merchant and may be incompatible with other merchant mods, but possible. 4) Blaster Rifles have a feat like blaster gun Not sure what you mean here. 5) Wrist launcher has a 50% chance of using rockets&darts without consuming them. Or, even better, make it so that rockets&dart are no more consumable but like skill force related (unlimited, but after a certain use they finish and refill only after battle) This is not possible. Rockets and grenades are destroyed upon use and there's no way to change that. Theoretically, you could edit the impact script to give you back another item, but it would be a little wonky. 6) You can see in-game the influence point (es: 65/100) The only way to do this is to edit or create a dialogue file that will display it for you when you ask. There are mods that do this. There's no way to add it to the GUI, though. 7) You see at the workbench all the items you could craft 😎 You can access, equip&unequip all the PCs inventory in the ship The game already does these. 9) Your inventory shows you all the items, even those equipped by members that aren't currently in your team This is not possible. Items are stored in a character's inventory or the party inventory, not both. 10) You can go invisible during fights (with the invisibility going off when you attack) consuming items or force points This is not possible. You can only use the stealth mechanic outside combat. There may be a way to fake it with a new spell, but I think it would require editing the AI to make them stop noticing you and that's a mess I try to avoid, so I can't say much more. I really doubt it would work. 11) You can use a FF12 gambit system (http://finalfantasy.wikia.com/wiki/Gambits) ex: condition hp-80%: medpack / condition non droid: action stasis, / condition stunned enemy: flurry This is not possible. The engine and GUI would have to be built for that sort of thing, and they're not. 12) You can add different stances What do you mean by stances? 13) You can see the dice rolls in the bottom of screen This isn't possible. Again, the GUI can't be edited in that manner. If you want to see the results of die rolls you'll have to check the feedback screen. 14) Always meet lvl 1 new companion so that you can build them differently, and in general modify their starting feats&skills This can easily be done by editing their UTC files. 15) Make all the starting base armors upgradable Any armor can be made upgradeable, but the systems differ slightly in each game. They both require editing of the UTI files.
  12. It's weird that they would use a 32-bit integer if, practically speaking, you'll never get as high as a 16-bit integer would get you anyway.
  13. Comic was 100% canon in the previous Expanded Universe canon, and written by Chris Avellone himself. Miraluka are also long established as having no eyes, going back to the 90s here. So my vote would be for that as well, although I understand the technical challenge. I don't think it would look too weird, and you could include an option with a bag over her head. It should even be possible to unlock her headgear slot and make that an equippable item for her.
  14. Oh, I'm not sure. The walk and run animations are completely different in K2, so it's not a minor thing that can be fixed. Hmm, I took a look at them and if it's just the right arm I could probably do it. I don't really consider it a mistake that needs to be fixed, though. I'm fairly certain they changed the walk and run animations in order to accommodate the robes with capes, so it probably looks the way they intended it to look. Changing it back could possibly cause some clipping problems, but probably nothing worse than the game is guilty of already. Eh, I'll think about it. Update! Well, I can't sleep, so I did that. As I suspected, it does clip a bit. I put it in a separate, optional folder, so if you don't want it you don't have to use it.
  15. I didn't notice any other differences, but if there are any I could take a look. What's the problem?
  16. I think you'll have to rename VisasAssassin.ascii.mdl to VisasAssassin-ascii.mdl or such. MDLOps was hanging up on me for the same reason. It wasn't liking any other dots.
  17. Update! Fixed dual blaster animations. Somehow they ended up in the wrong place in K2, so I restored them to the K1 positions. So the blasters will no longer clip through the hands or hover in the air.
  18. Well, I'm just guessing. The texture variations for the UTI files are stored in 8-bit, so they only recognize that 256 numbers exist - 0 through 255. If you try to input anything higher, it just rolls over back to the beginning, so it thinks 256 is 0, and so on. appearance.2da clearly goes higher than 256, so my guess is 16-bit, which would support rows 0 through 65,535. If you go higher than that? I don't know. Perhaps it would recognize no more entries. Or maybe it would crash the game like everything else does.
  19. The Model Name™ is what the Aurora/Odyssey Base is named in 3ds. Whenever you compile with MDLOps, it looks for that, regardless of what you name your ASCII file. So in this case, VisasAssassin. When you run MDLOps to convert ASCII to binary, it looks up your ASCII's model name and then tries to find a binary MDL & MDX with the same name. So it can copy missing data over as previously mentioned. So you need a binary MDL & MDX with that name. That's the only time it cares about file names. You can name the ASCII to whatever you feel like. So, if your model name is VisasAssassin, to compile it you need: An ASCII named whatever you feel like. I usually go for a scheme like VisasAssassin-ascii_v1. VisasAssassin.mdl (renamed from the game's P_VisasBB.mdl) VisasAssassin.mdx (renamed from the game's P_VisasBB.mdx) Also, I believe the ASCII file extension has to be .mdl for MDLOps. I've had it hang up on .ascii files.
  20. Oh, yeah, that's NWMax for you. That actually is ASCII, but you have to rename it to say that (for example, Model-ascii.mdl). And be careful about overwriting models by accident. when exporting because it will not warn you about that. Easy way to check if it's ASCII or binary: open it in Notepad. If you can read it, it's ASCII. Not sure about the runtime error, sorry.
  21. It probably isn't reading the "original" binary model. Since our collective knowledge of the model format is incomplete, MDLOps directly copies data from binary models during compiling to compensate. In other words, there are parts that it's unable to translate from ASCII to binary, so it just copies that data from an existing binary model. Therefore, whenever you use MDLOps to compile something with animations (either on the model, or via a supermodel) you need to have an "original" binary model in the same folder. I'm using quotes all sarcastically because it does not have to be the actual original model. In this case you're making a new model, but it has to load a binary model from the game that it calls the "original" model. You can get different results by using different models, but generally you want the model that is most similar to yours, which is almost always whatever your supermodel is, though it's more of dark art than a science. So in this case, extract P_VisasBB.mdl and P_VisasBB.mdx and rename them to match your model, YourModel.mdl and YourModel.mdx or whatever it's actually called.
  22. 1. A supermodel is just a different model that has animations on it, and then your model takes animations from that model instead of needing animations itself. That way different models can share animations. So in this case, the best course is to use P_VisasBB so both Visas models will have the same stuff. If you select the base and go to the modifier panel, it's the first textbox under MDL Base Parameters in NWMax. It says "Super:" and then next to that is what you enter. For reference, almost every model in the game uses either S_Female03 (female) or S_Female02 (male, for some reason) as the supermodel. And they can be chained indefinitely, so P_VisasBB for example is parented to S_Female03 so she has her unique animations plus all the female ones. Anything higher in the chain will override anything lower. 2. What's warning you about them? If it's MDLOps and it's saying there are overlapping vertices, you can ignore it. Anything else, well, generally welding vertices is better than leaving them unwelded. Unless they're supposed to be weighted differently or part of different objects or elements, then there's usually no point to having them separate. I'm still speaking generally, but generally stuff only really needs to be on different elements if they have different smoothing groups and on different objects if they require different textures (that's a limitation of the game). Anything else is up to your personal convenience. MDLOps does have some issues about the number of geometric vertices matching the number of texture vertices, but that's probably not an issue here yet.
  23. Ah, I've never worked with Maya so I'm not sure. I would think, though, that it shouldn't really matter how you get the mesh in. So long as you're dealing with identical meshes, same vertices in the same place and so on, you can easily copy UVW and skin modifiers from one mesh to another. So you shouldn't have to worry about getting it from Maya onto that specific mesh. If you export as an OBJ or something and get it into 3ds textuerd correctly, you can unwrap it and then copy the skin over... I think. If you do it that way, be sure to convert to editable mesh, center all pivot points, and Reset XForm in NWMax/KOTORMax before applying the skin.