JCarter426

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Everything posted by JCarter426

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. You're trying to modify an existing power, but to do so you have to compile the whole script for all the Force powers, with all its include scripts, and then if you do that it will be incompatible with any other mod that does the same. But you can pretend it's a new Force power, copy the code from the original script into a new one, and then change the impact script to run yours instead of the original generic one. That way the only game file you are editing is the 2DA and we have TSLPatcher for that.
  6. You don't need to use k_sp1_generic for Force powers, though. You could copy the appropriate code to a new script, provided that you edit the 2DA properly. It shouldn't affect any other Force powers, and will be better for compatibility.
  7. I think the texture rework would work, but I can't say for sure. I'll have to look through my files but there may be more swords than that. I think I remember more than two. EDIT: Here are all the files I have: https://www.mediafire.com/folder/dqr978zfr77c1/Weapon_Overhaul
  8. No, probably not. I only converted the K1 models by Toasty Fresh, who didn't want to bother doing it for K2.
  9. If those don't work, I believe I still have the original links that I sent to Toasty Fresh when I converted them for K2.
  10. It was Mira at one point, though. gbltestlip002 is with the original Mira actress, and there may be others hidden somewhere.
  11. I remember those videos from back when they were first released. Took quite a while to load them on 56K. The order of the demo was, I believe, the Ebon Hawk prologue, the Peragus mining tunnels, and as you can see in the videos the surface of Telos and the Tomb of Freedon Nadd. There was a story for the demo that connected it all, which made as much sense as was needed for the demo. It was written so the whole thing was set on Telos and its moon Peragus, though this was only for the demo; as they say in the videos, these were always intended to be different planets.
  12. Clearly none of you have played the 1999 classic Star Wars Episode I: The Gungan Frontier. But regarding the merging of planets, there actually is some merit here as the demo of the game had everything set on Telos, even though it utilized assets that would later end up on Peragus and Dxun. Although I'm not sure how much remains that would be usable in any way. Not many of the voice lines remain in the game files, and the demo Mira had a different actress anyway.
  13. I would point out that stoffe's tutorial was for K2, and is not entirely accurate for K1. K1 has far fewer booleans, and the notes about which are available in NWScript are incorrect, and I remember having trouble with local numerics as well.
  14. Mira is #7, so it would be like: void main() { SwitchPlayerCharacter(7): }
  15. No, it would be more like: void main() { int nNPC = 1; SwitchPlayerCharacter(nNPC); } I didn't want to upload an old version from years ago and I've been too lazy to update it to version 1.3. I meant to update it... almost exactly a year ago now. Before LF was down and I didn't have to link directly to MediaFire. I'm going to get to it in the near future, though!
  16. The function is: // 11: Switches the main character to a specified NPC // -1 specifies to switch back to the original PC int SwitchPlayerCharacter(int nNPC); It looks simple enough but there are a lot of eccentricities that can cause the game to crash, and I don't entirely remember what they are. If you want to look at some examples of it in use, it can be found in my Toolbox in the script jc_party.
  17. Nah, I think we've answered the question. TSLRCM's take on Bao-Dur's fate is that it's Varsity Puppet's problem.
  18. No, no, I'm still resisting the urge. And even if I weren't I'd like to see it with his commentary first anyway, rather than try to guess at what it was supposed to be from half-finished files. Already have too much of that problem going around.
  19. I remember we talked about a Selkath connection because all the assets were still there, and the kolto area was part of the mod from very early on, but I either didn't know about or didn't recall all the specifics. Interesting stuff. I have more I could reveal from my end but I may be saving it for something else.
  20. Every time Varsity Puppet uploads a video I have to resist the urge to say "GIVE ME YOUR FILES AND I WILL FINISH IT FOR YOU."
  21. Yes, but that doesn't mean I'm willing to do something about it yet. I already have too many projects...
  22. I'm with bead-v. I think a proper Malachor ending can be accomplished, but it requires some liberal thinking that isn't befitting the ethos of a pure restoration mod like TSLRCM or TSLRP before it - the "restore only what can be restored" philosophy. We need more restored than can be restored, and even in some cases I think a bit of cutting or moving might be in order. Essentially, one would have to be willing to look at the game and admit what is there does not work, and change it, without caring about how things could have been or should have been, what this bit of content implies, or what a developer said in an interview - without caring about anything except what will make the game work according to their personal vision. Frankly, we will never know how the game should have ended, and the best we're going to get is someone's personal vision. And then inevitably a lot of people will disagree with that vision. But I for one would respect the effort regardless.
  23. I'm not sure he was... what he describes sounds like that dialogue in part, but it also sounded like the context was different. Well, sure, they didn't have time to do it consistently. As you say there are contradictions all over the place. However, what makes me suspect there was at least some sort of plan amidst this madness is that there are several lines towards the end of the game with alternate takes - a pair with one line mentioning Malachor, and then the alternate that does not. For example, I remember one of Zez-Kai Ell's - "For you, the Mandalorian Wars was that crucible." / "For you, Malachor was that crucible." And Atris also has two scenes with the Sith holocrons, one with her saying she didn't tell the Exile about Malachor and then another with those lines cut, if she did. Stuff like that. Add to that I know there was another way to learn about Malachor that was cut - T3 unlocking the navicomputer - so it seems like a pattern to me. But we'll likely never know. I don't understand - what makes you so sure that Chris Avellone didn't know how the game was going to end? Just because the content is missing in the game files does not there was never one written. The story was there. It just wasn't finished. I wouldn't criticize the writing of a novel for failing to explain or conclude things if I knew the last five chapters were missing. You could argue that the ending had a higher priority and all that should've been completed before work was done on M4-78, the swoop racing, and so on. And Avellone has admitted to that as well. The game suffered due a combination of the rushed schedule and less than stellar planning. But I don't see how you would conclude that's a problem with the writing. And of course complicating the matter is that nothing is really directly explained, instead left open to your interpretation. But that's a matter of preference so I don't see any point in debating that particular issue. So instead, I'll address some of your complaints with my own interpretation. The destruction of Malachor created an echo, a sort of scream in the Force that was too painful for the Exile to bear, so he/she severed his/her own connection to the Force. Kreia wants to force that choice upon the entire galaxy. She would do this by creating another, even greater echo. I believe the destruction of Telos would have done the job, given how it is supposedly connected to everything in the game. But of course the Exile saves Telos, so this is averted. I also believe Kreia never intended for her plan to succeed - or to be more precise, her true plan was for the Exile to defeat her and become stronger for it. The Exile has lost his/her own personal connection to the Force, but is still able to use the Force of others through bonds. Kind of like a computer with a wireless receiver. We'll just have to agree to disagree there. The very premise of the story is that you can be cut off from the Force, and it's an idea that does not originate with Knights of the Old Republic II. But the game also makes it clear that the Exile is a very unusual case, regardless.
  24. Hey, one line is more than no lines, all I'm saying. I don't think it meets the standard for restoration material, but I do think there is enough content for a mod to be made. The lack of dialogue could be covered up by some sort of playing as Bao-Dur sequence, as with several of the other party members' sequences towards the end of the game. It's theoretically doable, I say. That doesn't mean I'd want to do it, though. Oh, that's interesting. You are the THIRD person I know of (including myself) to consider using those Bao-Dur lines in that specific manner. I still had it during Dantooine, but very similar. On that subject, though, I suspect the repetitive Malachor revelations were just to ensure the player learned about it at some point. There's some evidence in the dialogue of checks for if the player already knew about Malachor, so I assume the idea was different stuff would fire off depending on how the player learned about it - from Atris, from Bao-Dur, possibly from T3, and I know there was another that I don't believe made it into the game files, but Avellone described it in an interview - a scene on the Ebon Hawk with the Exile meditating and remembering stuff from all over the game, that I assume was the final cover if the player missed all others.