JCarter426

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Everything posted by JCarter426

  1. Well, it's not quite that simple. Canderous' clothes use different animations than the player heads. For best results you'd have to make a clothing model stripped of those animations, or hex edit all the heads... and I guess all the bodies too, for only the player characters, so that's a bad idea. Maybe it looks fine is, though. It's only a couple idle animations anyway.
  2. Script looks fine to me. I'd suggest taking k_ptat17_enter, renaming that to something, and then adding ExecuteScript("WHATEVER_YOU_NAMED_THE_OTHER_SCRIPT", OBJECT_SELF, -1); to the end of your script. You'll run into compatibility issues with other mods that edit the on enter script, but those are few and it's relatively easy to fix on a case by case basis. Also I don't think this matters, but if it does matter I might as well tell you: GetIsObjectValid(object oObject) That's the function I usually use to check if an object is valid. I think your way should work, but just in case it doesn't, you know.
  3. Hmm, I must be misremembering then. It was probably just a precaution on my part, or perhaps necessary for some other part of the script. But it shouldn't affect switching back to the PC anyway. I second that. If the character being switched is the owner or initiator of the conversation, that could cause problems that have nothing to do with the switch itself. I only ever scripted it outside of dialogue, so I'm not aware of the complications there.
  4. Yeah, but unfortunately I'm not. I have weighted stuff from scratch before, and it was not fun. There are some possible shortcuts with 3ds' modifiers but I've never managed to consistently get them to work with the game, so I try to avoid losing that data. As far as remapping it... well, technically I know how, but I don't think I have the patience or skills to do it well. It certainly wouldn't look as nice as the above images. In general if I could do that sort of thing I'd be making new models for these projects instead of hacking up the game models. But regarding my specific problems, I did manage to work around most of it. Detaching faces to a new element allowed for the un-mirroring, and the smoothing didn't even look too bad. And for the other project, I'm looking into using other models for the legs.
  5. My party script is six hundred lines long and I spent about a week debugging it almost five years ago. But let's see if I can recall some things. One thing I do remember, because this was the last thing I had to fix and it took a while to figure out what was wrong. I had to run NoClicksFor() for the duration of the switch, because any sort of player interaction with anything seemed to crash the game. After I had finished all the other debugging, I still got crashes that were seemingly random, and went away once that function was added in. The character you're switching to must also be physically present and available as a party member, or else the game will crash. But that shouldn't cause an issue if you're trying to switch back to the PC. For switching back to the PC, however, it looks like in my script I make sure the temporary PC is set as the party leader before the switch occurs. Additionally, I have two separate cases for the switch. Case 4 sets up the switch, and then case 8 executes the script. I can't remember why I did this... I think it might've been so I could retain the temporary PC as a party member after the switch occurs, so you might not need that. I'm going to assume we can scrap all that, and I'm also ignoring a ton of safeties I built into my script. But with that in mind, I'd say it would look something like this: void SwitchPC(int iNPC) { AssignCommand(GetFirstPC(), ClearAllActions()); ActionWait(0.5); SwitchPlayerCharacter(iNPC); SetPartyLeader(iNPC); } void main() { int iNPC0 = 0; // Put in Atris' NPC integer here SetPartyLeader(iNPC0); NoClicksFor(1.5); SetGlobalFadeIn(2.0, 1.0, 0.0, 0.0, 0.0); DelayCommand(0.2, SwitchPC(-1)); }
  6. What does work works great. Smoothing on individual mesh elements is fine. No more ugly seams on arms and legs and such. But it won't do smoothing between different meshes or mesh elements - essentially, across seams in the UVW map. It's only a problem depending on what model you're working on. Many of the armors are fine. Where their meshes meet, there isn't supposed to be smoothing, because there's armor or whatever in between the joints. The underwear models are particularly problematic, though, because they're meant to be smooth all over. The issue also crops up on models that have... the nice word would be questionable, questionable UVW mapping. The Jal Shey armor and the Twin Sun models, for example, have faces on the UVW map that are isolated for seemingly no reason, on the pants. The original models get away with it thanks to the smoothing, but MDLOps loses that.
  7. I see. I suspected that might be the case. So the only way to have separate UVW maps is to have separate meshes or elements. I can live with that. But then that does leave the matter of the smoothing. For that matter I can only hope that one of you enables smoothing group in a future update. I believe I tried this already, but I could go back and try again. I may have been doing it wrong before. But it sounds like it wouldn't resolve the smoothing issue anyway, since they would still be separate elements. For un-mirroring, in the past I've split it into two different meshes and it had a visible seam in the middle. Seems like the result would be the same for that. And in the case of PFBAM it has all the duplicate vertices already, but still no smoothing. EDIT: Yeah, I tried welding the vertices and then used the detach as element function. Still no smoothing. It basically set the model back to the way it was before.
  8. That may be the case, but that's not what I want to do with the model. I'd like to fix the smoothing to use it as shorts or pants and so on. And as I pointed out, that's not a matter of a simple retexture.
  9. I have two more MDLOps issues to report. We talked before about how MDLOps does not currently allow for smoothing between different meshes. Well, I just discovered that this also applies to different elements within a single mesh. So, you can see here I have the model PFBAM, which is made up of a few elements. They are all set to use smoothing group 1. The individual elements smooth just fine, as do the arms, however... There's a rather nasty seam around her shorts, and it's not really visible but the same issue occurs in the shoulder region. And here's the same model again with the textures removed, so you can see this is a smoothing issue and not a texture issue: I tried welding vertices but that led to more trouble. It was actually a bit serendipitous because it helped confirm the source of another problem I've been having. The second issue is... this is hard to explain, but basically MDLOps does not allow for faces that are connected on a mesh to be unconnected in the UVW map. 3ds has a break function that lets you do this - you can map faces to wherever you want, so even though if they share vertices on the mesh, those vertices don't have to be in the same place on the UVW map. I was using this function to un-mirror Bastila's underwear model, so the left and right sides of her body could be textured differently. It looks fine in 3ds, it exports fine, and I can even import the new ASCII file and it still looks fine. Once it's run through MDLOps, however, it looks like this: Not what I was going for. MDLOps stretched the UVW map, as you can see below: A similar thing happened after I welded vertices on PFBAM. The faces on the map there were already separate because they were originally on separate elements. And then after I welded the vertices, I got the same problem, stretched mapping at the edge of the faces. In both cases, I have faces that are supposed to be separate on the UVW map even though they're adjacent on the mesh, and it seems like MDLOps thinks it has to connect them. So to summarize, if adjacent faces are to be mapped to different parts of the texture, then they must be separate elements or meshes, and in either case MDLOps doesn't allow smoothing. I can have something with smoothing, or I can have it with UVW mapping the way I want - or in some cases, the way the game already is - but not both.
  10. JCarter426

    Malak armor

    I have done it, and I don't recall having to make a new skin. His bone structure was close enough already. It's a moot point, though, because there are no bones for Malak's skirt on the player supermodel, so they won't animate. It's the same issue as Revan - the skirt bits would have to be animated by hand for every conceivable animation. Unless you could get away with turning them into dangly meshes, I don't know.
  11. It's just a lot of simple tricks and nonsense.
  12. Thanks for all the suggestions so far, everyone. I'm thinking of using some already... but I won't say which. And I could use plenty more, so keep them coming. I made a list of characters I have in mind without any pairings yet, but I seem to have misplaced it, so I'll have to be back with that later. Wasn't Kaevee just a youngling, though? Although this is also the guy that didn't know Tatooine is a death planet. He probably didn't have any old man powers...
  13. I have a bit of a game for those of you familiar with KOTORadio. For those of you wondering what KOTORadio is, well, it's a podcast about KOTOR and you can watch it by following the link above. I help out a bit with the editing of the podcast and coming up with content, and I'm putting together a segment for next time (episode 3). I call it the Taris Dueling Ring. I'll be pitting lesser known characters against each other, and you'll get to vote on who you think should win. Then the hosts of KOTORadio will do a play by play, explaining their choices, and we'll compare their answers to yours. With that in mind, here's the poll for the first group of contenders: Taris Dueling Ring: First Night Poll And if you have any suggestions for future contenders, let me know. Coming up with these is kind of hard. I have a few in mind already, but I'd like to hear what the audience thinks as well. The Taris Dueling Ring welcomes anyone from a galaxy far far away, but we'd like to give everyone time in the spotlight. The more obscure the better, really. And I try to go for a theme with each pairing - characters who have a similar role, or already have beef with each other. But let me know what you think.
  14. Episode 2 is online now: This is a compilation of the what got left out of episode 1. The Kevins will be recording new stuff again next time, so if anybody has any more Deadly Stream news you can send it my way. I'm also setting up a little game for the next episode and I'll be posting more about that later.
  15. This has been bugging me for a while, but so as long as I'm supposedly reminiscing about M4-78 I thought I'd bring it up. Vash is currently voiced by two separate actresses - Vanessa Marshall in the holorecording and Kath Soucie on M4-78. I think. I'm maybe 75% sure it's the two of them. So I've been wondering if there is or ever was a plan to recast her, and what everyone would think of such a plan.
  16. My recollection is that all organics other than Kaah and Vash were cut so as to focus on the droids.
  17. Looks nice so far. I like the idea of having a custom skin for Mandalore's version, although I'd also like to see it in the original colors. But I'm sure I or someone else could figure that out from your texture once you're done, if you don't feel like it. Also, good to hear about the bump maps. I talked with ndix UR about that a while back but I've never seen it in action. I'm hoping someday we can get them as commonplace as they are in The Witcher. That's already available as a placeable in both games, so I guess I could animate it. I just never had any interest it (hence the talk about replacing it in K2). But sure, I can add it to the list. Actually I'm hoping to set up my animations to be more or less universal, capable of being applied to any ship. Each model would probably need custom work on the landing gear wings where applicable, but the general movement I'm hoping can be done through a dummy object to cut down on the amount of work. The main hurdle is getting the animation itself in the game, though. In the past I have used different methods for animating something for the game and animating something that only has to be done in 3ds. I'm working on a way to make the systems compatible, or get as much functionality as I can out of each. I believe NWMax has a way to transfer the data, but I'm still investigating it.
  18. I'll be uploading everything eventually. Right now the files are a bit of a mess because I only set it up as much as I needed for each thing as I went. I've been trying to organize them better because Jenks aka Jenko has been learning the 3ds ways and therefore we'll need to share files, so everything is ready I'll make the 3ds files public. My ultimate goal, though, is to get it all working in the game. I've learned how to do animated placeables and visual effects, and I'm also told MDLOps supports room animations now. So there's a lot that can theoretically be done in the game itself, without the need for an elaborate undertaking in 3ds every time. So you'd have a static model for the ship when it's parked that can be put anywhere as a placeable, and then animations on that same model for the ship to land or take off (just as containers have open and close animations), and then additional models for the ship to fly around or crash or what have you. I'm still working on making sure my animation methods are compatible with how NWMax compiles the models, and figuring out the most efficient way to do it. But I've made animated placeables and visual effects, so it should be feasible. I can do that with any of the game ships, but as you can see from the list above, there aren't a lot of them. That's why I'm interested in acquiring more models. Oh, and my reply about the MMO models seems to have gotten lost. I haven't really set any of them up yet, but I can upload them as I do them. There are already some uploaded on http://https://facepunch.com/ in the various Star Wars threads and you can probably find links to the tools there as well (EasyMyp, Noesis, and then some plug-in files for each of those).
  19. Oh, and regarding the ships, here's a list of ones that are already available and in which games: Lethisk-class freighter (K1) Herald-class shuttle (K1) Interdictor-class cruiser (K1) Sith fighter (K1, K2) KT-400 (K1, K2) Aurek-class fighter (K2) Ministry-class shuttle (K2) Hammerhead-class cruiser (K2) Foray-class blockade runner (K2) Those are all present in the game files (for the games listed) and I've already extracted most of them for use in 3ds. Here's an example of the Basilisk: Any can theoretically be turned into placeables or whatever. But in addition to making them placeables, I'm working on making some generic takeoff and landing animations for each ship that I can, and maybe some crashes as well. Though as I said I still haven't figured out how to have particles and animations at the same time in the game (for the fancy steam stuff) due to tool limitations. Still working on that.
  20. I personally agree with Obsidian on this one. However, if one did want to change it, the primary problem here is the Bink video for when it lands on Onderon. I thought about redoing it to fix some issues (with the original game model still) but ruled it out for the time being. The main hurdle is the shot when it enters Onderon's atmosphere - I don't have an aerial view like that, and recreating the heat effect from reentry would be challenging. Well, I like it! But since the others already asked for another I'd be interested in seeing that too. It would be nice to have more than one option, since different planets have different kinds of crates already. Maybe more traditional oil drums would be found on a primitive backwater like Onderon while Peragus has a more high tech one because it's their specialty. But if you do that, you don't get XP for killing them. But assuming that can be edited, sure. I never had any reason to investigate that minigame, but I know the swoop track objects are easy to change, so I could probably figure it out here.
  21. The first one, the Herald-class, is... well I'm not sure about its status, actually. It's in the first game, obviously. I can set it up for that. I don't know if it's in the second game. I know it's the model used for the crashed Zhug ship on Dxun, but it's... crashed. I don't know if it's in a usable state anywhere else in the game. The second one, the KT-400, is in both games. So I can set it up. The third one is the Lethisk that DarthParametric modeled. Once that's textured it will be available for both games. And Quanon's ship does look nice. If he were willing to part with it, I'd be willing to set it up for use in the game. I have all the models. But as I said, there are issues getting them in the games. And I'm still figuring out where they are located. I've found pretty much all the ships, though. Yeah, I have that mod and I can import files from that as well. However, they're a bit of a lesser quality than the KOTOR models, just because of how Empire at War is. I'm not sure how decent they'd look in these games. And also we'd have to seek out permissions and such... I'm not sure if the modelers are active anymore, because the mod was canceled some time ago. Incidentally, that mod is the only current source I have for the Chela-class fighter from the first game. That's another one I'd be interested in having.
  22. Oh, that looks nice. I can see about converting it to the right format. Yeah, exactly. They can be placed in areas near enemies, and you can shoot them, like a free grenade. All that's currently functioning - I'd just like a new model for aesthetics. It also shouldn't be too hard to script in some AI to have enemies shoot the barrels if you get too close to them, too. Yeah, or in Bink videos, I suppose. Still, it would be nice to have new stuff in the game, so we don't have to use the same half dozen models for everything. This also applies to more than just ships. I have access to all the MMO models - crates, computer terminals, even areas. There's a lot of reference material here. I've been trying to improve my own modeling abilities, so I'll try to recreate some of the more basic stuff. Ships are still beyond me at the moment, though. Oh, nice. I look forward to it.
  23. For a while now I've been developing a lot of random, half complete stuff I don't know what to use for. And there are many times I've thought "you know what would be nice to have..." So this thread is for both of those things. I'm looking for artists to help finish some of these assets and make some sort of mod resource package for the whole community. Let's start with something I've done already. Here are some exploding barrels: I'm looking for a nice new placeable model to finish it off. Like a canister of rocket fuel, or some such... anything better than a generic plasteel cylinder. I started working on one but got distracted, and when I got back to it I thought hey, Deadly Stream could do a better job. And if anyone's wondering, I pulled this off via a combination of existing elements in the game. There explosion is on the placeable's damage script - the same thing that fires to put broken items into containers in K2 is used here to blow up the whole thing. For the GUI, I've made it so the placeable has no lock and thus is impossible to pick - you can only bash it. The bash then does the damage, firing the damage script to blow it up. Additionally, I've increased the sight distance and turned it hostile, so it appears red like enemies and mines. I wanted it to be clear this isn't just a placeable you're bashing from very far away. That hostile function is in placeables.2da, probably left over from Neverwinter Nights, but it's just never used (all placeables have it set to 0). Next item on the list: I'm looking for someone to texture Darth Parametric' Lethisk-class model. A while back I talked about replacing Mandalore's shuttle with another ship model because I thought it was weird that he uses the kind Darth Bastila had in the first game, which couldn't even fit two people, and DarthParametric just whipped up that model, as he is wont to do. But it's not textured, and again I think somebody out there could do a much better job than I. Along that vein, I'm also looking for new ship models to use as placeables or have them flying around in the background of spaceports, that sort of thing. For reference material, I have access to all the MMO models: Now, they'd need to be remodeled both because of porting issues and because a lot of the details rely on a bum map format that doesn't work in KOTOR. But I have the models to use as a reference - to trace over it in 3D, as DarthParametric did with the Lethisk. If anybody has new designs, I'd love to see those too. I'm just looking to add more assets to the game in general. For example, I don't have a 3D reference for this one, but I also think it would be nifty to have Calo's ship: ...which was based on Ebon Hawk concept art, and appears on the map, but never in the game proper. Well, that's enough of my wish list for now. And now that I'm done asking for things I'll finish off with what I can bring to the table. I can handle all the administrative tasks, setting up the models as placeables - putting in the necessary dummy objects, adding a walkmesh, making the UTP files, editing placeables.2da, and setting up TSLPatcher - as well as rigging the models for animation. I'm still working on having animations and particles at the same time, but maybe someday. I have a bit of practice in modeling and texturing, so I can help out... but I'm just not confident in my ability to model something from scratch. That's why I'm asking you! I know there are much better modelers out there.
  24. It's possible to edit and recompile an area model provided it has no animations attached to it. I'm still learning lightmapping myself, so I have no proof of concept, but I can confirm that it's theoretically possible.