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Everything posted by JCarter426
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Blog #61 - I need a tutorial for a G0-T0 voice filter
JCarter426 commented on Sith Holocron's blog entry in Sith Holocron's Blog
People don't like G0-T0, I guess. I've never tried, or really had reason to try, a G0-T0 filter, but it sounds like there's reverb and possibly a bit of compressor going on - that makes the peak levels all closer together, which can create a muffled sound and bring out all those S sounds when it's overdone. -
Interesting idea. At first I wasn't sure about Sion on the Harbinger - I know, that's the first place you see him, but if you're not changing the scripting then you could be seeing that for a very long time after Peragus... but I also can't think of a better place. I'd advise against Korriban because it's supposed to be a sort of surprise that he's there. So I like it. Do you know if there's a way to change the main menu camera? If so, it may be possible to recreate the zoom in on him from the cutscene before it begins looping, sort of like a DVD menu. Depends on whether there's a separate camera model there, or if the camera is an object in the area, though.
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Casting opposing alignment powers without penalty
JCarter426 replied to KPH2293's topic in Mod Requests
#1 is pretty easy. In forceadjust.2da, set everything to 1. #2 is not easy because the games use lots of different scripts for alignment shifts, and there are other benefits to them. -
TSLRCM's credits are basically already done, and I could release those whenever Zbyl is ready, but... at the last minute I decided to redo them from scratch because I'm fussy about having a proper template for when I need to do this again. And since I have a few extra weeks anyway, I want to do that. But I don't want want to hold it up so they'll be ready in whatever form necessary by the time Zbyl's vacation is over.
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Ah, I've never used that. I'll take a look.
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What TSLRP sought to Restore
JCarter426 replied to N-DReW25's topic in Knights of the Old Republic General
I made a spreadsheet as well but I don't use a spreadsheet or AniCam to make my cameras anymore because that way is terrible and I know how to make them with 3ds Max. When I get a chance I am going to go refresh my memory as to what TSLRP's camera looked like and then recreate it. -
Yes, the actual shininess or whatever is a separate texture (cm_baremetal, for example) but essentially the game can either have a shader or transparency, but not both. The alpha channel is used for either, depending on the situation. And actually you can't just use the alpha channel for transparency, because then it won't render any objects behind the texture for some reason, so you still need a shader for that. Ah, that does look like it works. I should have figured since it was still saved as a separate channel, there would be a way to unbake the cake here. However, I'd still be interested in a more automated process, for two reasons. First, I wrote a batch script to mass convert every TPC file in the game... but having to go fix the alpha channel after that doesn't really save time in the end. So that would certainly help. The other thing is that 3ds Max reads the games' alpha channels as white, which is... not what it should be doing. I'm not sure if it can't figure out how to use the alpha channel properly, or if it just prefers having separate textures, but I've never cared to find out and I end up separating it into two textures anyway when I'm rendering in it. So TPC to 2 PNGs would definitely speed things along there. I look forward to any updates. Thanks for continuing to make tools for a game that's now older than this generation of players.
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Yeah, the problem is that for those textures that do not use it for transparency - and they are many - when they are rendered transparent by the tool, all the non-alpha data, the visible part, is lost. The Sith armor, for example, becomes almost entirely invisible because of all the shiny parts that are rendered transparent.
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Interesting. However, when I tried to use the TPC converter, it seemed to discard the alpha channel and saved it as transparency data instead. Is there any way to avoid that? Unfortunately, the way it is now makes editing textures with alpha channels impossible.
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TSL | Missing animations in head models...
JCarter426 replied to Piscencius's topic in General Kotor/TSL Modding
Well, you see, when you search for "Head Fixer" instead of "HeadFixer" that doesn't come up and that's why you always listen to DarthParametric instead of me. -
TSL | Missing animations in head models...
JCarter426 replied to Piscencius's topic in General Kotor/TSL Modding
Head Fixer was made by VarsityPuppet. I don't know where it's hosted anymore, so you'll have to ask him if he's around. Here's the original thread on LucasForums via Archive.org, but the download no longer works. -
Question/Advice about Skill Modding (and other stuff)
JCarter426 replied to DylanRPG's topic in General Kotor/TSL Modding
In that case, I'd say it's fine. I would still be worried about similarity in builds but it sounds workable to me. I've even cheated in the different Jedi feats before and I was even considering making it a proper mod, so I'd definitely like more choices in that regard. Mm, I understand, and I would like more variety as well. If I were doing it, though, I'd avoid changing stats, since there have been alien species mods and there could be more in the future. -
The Sith assassins can't use the Force. They've had the same training Atton did to shield their minds from Jedi, and the technique also blinds them to the Force. They throw up walls of emotion that mess with a Jedi's senses because Jedi have to block that out to use the Force. Consequentially this makes it difficult for the assassins to use the Force themselves. They do use the Force in the sense that they use it to become invisible, sense their prey, weaken them, etc but they are not typical Force users. Essentially they specialize in negating the Force, and it would also negate their own Force.
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Question/Advice about Skill Modding (and other stuff)
JCarter426 replied to DylanRPG's topic in General Kotor/TSL Modding
Yeah, I get that, but - if you want any sort of distinction at all (a name, a feat for just that class, etc) then they will have to be different classes, in terms of proramming. Even if you make them fundamentally the same. Then you've used up all the classes again. And by playing the same I mean you have up to four Jedi in the party, and currently they all have different hit dice, saving throws, feats, amount of Force points and powers, etc. And the player has the option to vary all this. With a single class you'd be losing all of that. Finally, the tabletop version has a nifty list of things in the talent trees that tells you what each type should go for, but we can't have that here. So I'd suggest some sort of administrative work on that just to make it clearer, because I don't think it would be very clear to someone who wasn't intimately familiar with them already. I'm not sure if you can change the order of things - might be alphabetical or by row number and that would be too much of a pain to change - but different colored icons, in addition to the text of course, would help I think. I'm definitely in favor of every class getting persuade. It's a huge waste as it currently is, given that only the player can use it and that's probably why they gave it to all Jedi, but it's also very useful early on in the game and to not have it is a shame. Having 7 class skills seems like a bit much to me, but when I play the second game I end up with everything as a class skill, so I also wouldn't complain about that. One thing you should keep in mind is that - I believe - you retain all your class skills from non-Jedi levels when you multiclass to Jedi. Eh, I wouldn't recommend more restrictions. An alternative would be to increase the amount of feats each class gets automatically, so for example a scoundrel might get improved sniper shot and then later master sniper shot, but any class can still choose these. Skill focuses would be a good option here too. Assuming you only want to edit their starting attributes, yeah. If you wanted it to level up you'd have to do it via script, and then you'd run into that problem. On that subject, I would definitely suggest editing their stats anyway because they are not consistent with the game's rules. It's been a while since I've looked into this stuff, but unfortunately I don't believe we can make new combat feats. I hope I'm wrong and somebody corrects me, though. But as I recall we can only make spells that do anything, not feats (except to check if you have the feat, but that's not a doing). Sounds like it would work, although it feels a bit weird to me to have classes affect attributes, given that's usually a racial thing. -
Question/Advice about Skill Modding (and other stuff)
JCarter426 replied to DylanRPG's topic in General Kotor/TSL Modding
Well, rule systems get revised for reasons (not just to sell more rulebooks) so I'd still be interested in more Saga-like changes. There are some parts of Saga I prefer, and some I don't, but either way I do think the game in general could use an overall. If someone else is going to do it, then I look forward to it. I was just talking to someone else about this today. Personally, I don't really like the idea that feat gain is the major difference in classes. It's a little unbalanced the way soldiers get lots and lots of feats to choose from, while the other classes don't get to chose as many, but get some automatically, and in general those are superior than any the soldier can choose. I don't think evening it out would necessarily work, as you say, but at the same time it irks me that such a vague thing is the major difference. It only works if there are a lot of good feats, and by the end of the game most of the ones you have left to choose from are garbage. I recall the last time I played, when I was leveling up Carth and Canderous the last few times, there wasn't anything left that would really benefit them, and I just gave them tiers of implants or something. I don't know if there's a solution to this... the more customization you offer, the less distinct the class choice becomes, that's a universal rule. But it's certainly a weak point here. I don't recall ever seeing any way to change it, so I assume it's limited as the attributes are. You can change the base amount of points each class gets per level, however. On the subject of skills, though, I did some thinking and a bit of digging and I don't believe there is anything forcing you to keep computer use and repair. As far as I can recall, every game mechanic involving them is a scripted skill check that could be changed to something else. Using repair kits, repairing droids, slicing computers, all that is through scripts we can edit. The only possible issue I can imagine is that it would display the wrong values on computer terminals, and maybe there's even a way to get around that. The same goes for treat injury and persuade, but I doubt you want to get rid of those. Demolitions and security have some function that is hard coded, I believe, and would present more problems. I'm not sure about stealth or awareness - these might be handled through AI scripts I've simply never researched thoroughly. Depending on how the code is, and this makes me curious because I see the constants in skills.2da, it may be possible to rearrange even these functions. I'd be fine with reducing the classes that way, only thing I would worry about is that it would make them play too similarly but I would say they already do that for the most part anyway. There are a couple problems with your idea, though. First, there's no way to force the player to choose one of three feats that way, unless you do make them different classes. You could make each class statistically the same for the most part, but they'd still be taking up space and you couldn't add more Jedi classes. Second, with the game's level up system, the more agency you want the player to have, in general the dumber you have to make the system. You can't say, for example, a Jedi Guardian will get this feat at this level, unless the player already picked this, in which case they get the next tier of it, or a different feat, or whatever, the way the tabeltop rules can let you. You can either say a Jedi Guardian gets this feat at this level, or they don't, and they can choose it at this level, or they can't. So there's no way to work in recommendations apart from the descriptions like you described. I don't think a footnote at the end would be enough, especially if every class can pick anything anyway. I would suggest grouping them all together, changing the icons as well to make it clearer, something along those lines. All this is why, I think, they dumbed it down to the level they did. Although they did have a far more complicated system in Neverwinter Nights, unfortunately none of it works here. -
Make new ones, no. Edit the existing ones, yes. The combat animations are spread across five models: S_Male01, S_Male02, S_Female01, S_Female02, and S_Female03. Recompiling them with different animations is not difficult... though doing the animation itself is a bit.
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Question/Advice about Skill Modding (and other stuff)
JCarter426 replied to DylanRPG's topic in General Kotor/TSL Modding
There was a mod that did it with this very method ages ago, and it worked. The only thing you'll have to look out for is that some party members already use these slots. If the unused skill focus feats don't work, the hidden item method would work here as well. If you edit the heartbeat script, you could have it check for those feats and then script in the appropriate item. You'd need dozens of items to account for all the possible combinations, so it would be a complete mess, but it would be possible. If it were the second game you could just script in a skill bonus but you can't do that in the first game. You got this backwards. The Saga Edition came out a few years after KOTOR. KOTOR itself was based on the Revised Core Rulebook, which had two Jedi classes: Jedi Consular and Jedi Guardian. BioWare added Sentinel to make the game work with their three-class system, and then when Wizards of the Coast revised the tabletop version, they simplified Jedi to one class and made the talent system to reflect the customization in the previous version and KOTOR. It is very possible to reduce the three to one Jedi class but anything resembling talent trees isn't feasible. The only way to limit choices is based on class, so you'd just be back to classes. It would be fine if the player could start as a Jedi and then multiclass to a specialty, as with the prestige classes in the second game, but we can't add new Jedi classes, and a character can't have more than two classes, so that's not an option either. They left out a few other classes as well - again, three-class system, video game simplification, etc. Adding them back in is doable... but you can't make them starting classes. We're stuck with three options. The only way around this I see is to offer different versions of the mod for anyone who wants a different class. This would be as simple as changing which ones appear on the first three rows of classes.2da and then editing all the relevant checks for them, and also any UTCs that use that class (so Carth and Canderous don't turn into nobles, for example). Regarding the difficulty of adding a Jedi class, I did some testing on this in the past. The problem is really an amalgamation of different problems, but the one thing that absolutely cannot be fixed is that any new class is not granted Force points. Even if the character has Force powers, they have no points to use them. If it's a multiclass character and they have Force points from their previous class, they still have those, but the GUI reads them as always having 0 Force points. When I was testing, I got into a funny situation in which I could use Force powers from my old class, but I couldn't tell when I ran out of Force points. There's really nothing that can be done here. The game is hard coded to only let those classes use the Force. -
Ah, looks nice.
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Seems like it would be doable with the scoundrel clothes, in a process similar to what DarthParametric did here. Extending the length of the coat is a little problematic, because it would have to be weighted to the legs bones to avoid clipping, but likely possible. I might be interested in doing it but I'm not sure when I could get to it.
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It might be possible to fix the visual so you can actually see it fumble. I'd have to do some testing to be sure, but it seems like it should be possible to remove the grenade projectile from the spell, then have the script cast a new spell with the projectile added on a success roll. If it goes quick enough it should look no different from the original visual. Then for the failure, you'd need a new visual effect of the grenade dropping to the ground since there's no projectile for that, but that's definitely doable. Probably would be a lot of 2DA work, though... I'm guessing you'd need a duplicate spell for every grenade type, one with projectile and one with fumble.
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Well, I think it looks nice so I would favor of the higher quality option. If it's just a matter of processing power, there must be some options here. I wouldn't even mind rendering it for you if there was a way to do that.
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Yeah, the collar was the big problem when I tried it before. Looked like the neck was sucked through a vacuum cleaner. Had the same problem with the Ithorian. I had planned to maintain the original collar should I ever take a look at it again, only replacing part of the torso, or perhaps just the arms and legs. That would at least allow for a little more body variety. I'd have to take a closer look, but I wasn't thinking of attempting to get the entire animation - rather, picking one rig or the other as the base, and then making an approximation of the animation by mixing the parts. That thing they do during dialogues, scratching the cephalic lobes, could probably be done by replacing just the arms but leaving the rest of the skeleton intact. Mind you, such scripts would be nice to have...
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I've tried and failed to put Selkath heads onto the player bodies. The anatomy is just too different. It may be doable by someone more talented than me, but it's definitely not an easy job. It would be more practical - still not easy, but easier - to fix the animations themselves on a new Selkath supermodel. Might be possible to get the original dialogue animations on it, too. This looks great, by the way.
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Compiling Module Textures vs Putting Them in Override
JCarter426 replied to LDR's topic in General Kotor/TSL Modding
For most things it's not going to make a difference. On the Xbox, lightmaps, area models, etc are actually module files rather than BIFs anyway. And if it was fine on a 2002 Xbox then it should be ok on today's computers. I've done it and noticed no discernible difference. So the organizational benefits may make it worth it for you. The catch is it only works in that module. So if you want to use an asset in multiple modules, you'll have to duplicate it - which is less efficient, especially for textures. -
It's two separate strings. "Cannot Equip" and "Bao-Dur". But the Bao-Dur part might be used elsewhere, is the problem. Like for the feats only he can have.