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Everything posted by JCarter426
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It's... kind of complicated but not really difficult if you know what you're doing. The way the animations work is a series of steps. When you fire the script, it checks a specific line in animations.2da. This then checks the name of the animation - in this case, good - and it goes looking for the animation based on that name. First it checks the model, then if it can't find that (most models don't have special animations) it checks the supermodel, and then the supermodel's supermodel, and so on down the chain. Once it finds the animation it plays it, and so long as the animation you want to play is at the top of the chain, it's fine. The upshot is you can add an animation to any model (or supermodel) and so long as it's at the top of the chain and you link it to the one of the standard supermodels, all the other animations will be unaffected and play as they're supposed to. So, you want to add the good animation to Juhani, but under a different name - one that can already be scripted. There are two options here: you can either add it to a model, or you can add it to a supermodel. You said you're using a UTC, so I assume she's going to be wearing some specific item, and you only actually need that model... but I'm not sure if that will be easier because the importing method requires a bit of work in 3ds Max and involves some further complications. The other option is to simply hex edit the model - S_Male02 in this case - and change good to whatever you want to use. But when you're replacing something through hex editing you have to keep the number of characters the same... or I guess you could convert it to ASCII, edit the ASCII in Notepad, and then convert it back through MDLOps. There are a number of options here. If this sounds like too much work I won't blame you, but if you're interested in doing it I can provide some more specific details. I do this sort of thing all the time and it's not difficult, just kind of time consuming, and the best method to use is very situational.
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I've never had success scripting anything that isn't in NWScript in K1 either, unfortunately. And it's specifically a scripting problem, because it is possible to script those animations if you mess around with animations.2da or the models - essentially, if you change the alignment animation to be called dance instead, you can script it using the dance constant. Of course, changing the 2DA is not really an option for a mod, because that would change it for everyone everywhere... although it might be funny to see light side characters dancing in the character screen instead. And I wouldn't recommend changing the player's animations at all, unless you can find one you're sure isn't used anywhere (though dance is). But if this is for a specific NPC, it wouldn't be too hard to do something tricky with the model so its dance animation is different.
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I'm playing K1 again for the first time in years, and I've run into this annoying problem. The game crashes when certain creatures are destroyed, from death or fading away because they leave the area, or whatever. It seems to only happen with specific creatures - so far Calo Nord when he leaves the apartment complex in m03ab, and the rancor in the sewers when I try to destroy the remains. I'm not sure if the issue is those creature files or those models, or it's even a script firing on their destruction, but I can confirm that it still happens when I destroy them myself rather than how it naturally happens in the game, so it's something specifically tied to their destruction. So far this hasn't been a huge problem, just a minor annoyance, but obviously I'd prefer it gone. Mods: None. I am playing with mods, but I tested using my clean installation of the game, and still crash. Technical stuff: Windows 7 64-bit, 4 CD copy of the game, patched to 1.03, Nvidia Geforce GTX 770. I could test with a different video card if necessary.
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Yeah, I know... and it's not really the complexity that's an issue. In fact I'd be fine rolling all the complex animations into another category, because for the most part they're already clearly labeled. I only didn't do it before so I wouldn't go over the node limit. But the issue is looping vs fire and forget. They're fired with the same function, but looping animations MUST have a set duration, while fire and forget animations CANNOT have one (usually). So when I or anyone else goes to edit one, we must be sure which type it is... and this is not always intuitive; one animation even changed types during development and is technically both. Yes, this would help, good idea. And I agree a lot of stuff would be better together - all the sitting, all the Force powers, etc... so long as they are clearly labeled. I'm wary of shuffling everything around and having to get used to the new locations, but that's Future JC's problem to deal with. I'll start making a list of ideas and I'll be back with it before the next update.
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M4-78 Pictures for an RPG Campaign?
JCarter426 replied to xassainx's topic in M4-78 Enhancement Project
Here are some pictures of the M4-78 model I took forever ago: https://mega.nz/#!sI9EDCRK!ITzp5XHfJ6lbwkUKg3FPSvKY8gee9-k4tXs3dBjI6SQ -
Yeah, strictly a compatibility thing. Only need one script in one file for that. I haven't actually tried it yet, but I believe I can simply remove the clicky placeable and then spawn a new one of the same type in a different location... and if I can't do that due to some nonsense with the file name or something, I could make a new one with the same data. I did a quick run of Onderon to see how everything functions. You have to click on the thing manually in every situation. Not sure what the trigger is, but it could be the cutscene for Mandalore saying you should leave. In any case I don't think moving the placeable should affect anything. I'm working on the combat animations. I have some in my file that I've added as needed, about a dozen of them, but I've been holding off on a public release until I get through them all systematically. I should also note that there's a limit to what animations can be scripted in K1 without messing about with files. If you have the toolbox beta, well, that's pretty much it. I could change the organization but that's all. As for the other stuff... hmm, I hadn't really considered that. The way I've been approaching them is more technical; looping animations and fire and forget animations have to be scripted differently, and then the animations under complex animations aren't single animations at all, but rather scripted sequences of animations. I see the value in your suggestion, though... and the menus are overcrowded and could use more organization. But I'm not sure how to approach it. Not all of the animations line up as nicely as you're describing; Force push is used for both active and passive abilities, for example. At the very least, though, all the GUI stuff doesn't need to be mixed with animations like yawning and eye roll. I'll have to think on it. Feel free to bother me about it if I forget.
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I'm dropping by because I was just doing a bit of testing and wondering hey, why aren't there any pop-up boxes? And after a while I remembered I disabled them with the GUI file ages ago. So actually I'd say yes, there sort of is some vital information in them. Stuff like the shuttles saying whether you can use them or not, and a few hints like the cantina trash on Onderon... and I presume there are examples in K1 as well. But if you really want to remove all of the pop-ups, you could go through and add the exceptions back in; all you need to do is make the conversations have multiple non-empty nodes.
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Clicky is most likely an invisible placeable, which would have its own coordinates. I believe I could delete it and then respawn it elsewhere with a script if necessary. Obviously less is better for compatibility, but at this point I'm assuming a placeable would have to be spawned on Dxun because the area model might not be possible to edit due to room animation shenanigans, and the Onderon placeable might have to be moved, so a script might be needed anyway.
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Walkmesh should be no problem. I hadn't thought of the clicky thing, though. Maybe I could move it with a script, especially if I end up having to spawn a placeable with a script anyway.
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Looks great so far! Plenty of space too. I was worried about being able to get to the placeables in the back, but it looks fine. I think I can replace the camp one... shouldn't be too much of a problem. Either I'll edit the area model or, failing that, I can simply make the shuttle texture invisible and then add the placeable.
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That is a bit tight, but it looks doable... and if necessary it could be scaled down. The game already cheats with the Ebon Hawk and shuttle sizes anyway. If you'd be interested in doing a new model, I could do the the videos. That might seem like more work but animation is more my thing. The texture is also already in the second game... VFreightL01.tga. Same one as the other freighters, just different UVW mapping. I've been trying to avoid 2DAs for the minor fixes, for better compatibility. When there's an issue like that I send it over to Hassat Hunter... and this is already in TSLRCM, and elsewhere. I only included it in my minor fixes for the sake of completion. I'll take another look before the next version, since I was planning to redo the other Kreia models anyway with the new version of MDLOps, but if I can't fix it I'll just remove it.
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There's another complication, though... the Onderon hangar is really small, so I don't know of many other ships in the game that would even fit in it. I don't think any of the freighters do. Yeah, I was thinking about that one... but it's not in the second game to my knowledge, and I'm also a terrible modeler. Yeah, it's messed up. But it's not recommended that you install those if you have TSLRCM anyway, since it already fixes those. I'll see about fixing it for the next update, but for now you can just revert to TSLRCM's version. The bad files are P_KreiaStunt.mdl and P_KreiaStunt.mdx. Thanks for bringing this to my attention. I'm not sure what's wrong with it, though. Animations look broken as soon as I import it into 3ds... it wasn't anything I did.
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I mean the G-Wing, not the Telos shuttle. The one that evil Bastila has in the first game, and then the same design is used for Mandalore's shuttle during the trips to Onderon in the second.
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You can do it, yeah... but After Effects doesn't do real 3D, so there's no 3D tracking. Not sure about 3ds Max, but I'm on an ancient version there so it's doubtful. In the past, I would mess with the camera and render stills until the angle matched the source footage... and then repeat that for the angle at the end of the animation... and then adjust the timing to match too. It's a real pain but it usually works. In this case it might not be too bad because the running guys don't have to match all that perfectly. And regarding the Basilisk, actually there are two things I have been considering... these might be beyond the scope of my minor fixes, but I'd be interested to hear thoughts on them nonetheless. 1. To make it so you actually take the Basilisk back from Iziz. Instead of a repeat of the shuttle video from earlier. 2. To replace that shuttle entirely. This is partly inspired by the discussion regarding the shuttle's resolution, but that shuttle actually irritated me even before that. It doesn't fit two people in the first game, yet apparently it can fit the whole party in the sequel. And Mandalore says he's trying to avoid drawing attention to his little camp, while flying around Republic space in a Sith shuttle. There are also animation issues in those videos that I wouldn't mind getting rid of. But I'm not sure what I would would use to replace the shuttle. A Mandalorian design would draw attention for the same reason, and I'm not a modeler so I'd have to contact someone for permission. There are other designs from the game that I could turn into placeable model, but I'm not sure which I'd use.
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They do the same thing, more or less. VP made his before the recent update to MDLOps, in which he and Fair Strides worked out how to preserve the model smoothing. I had been waiting years for that, so I made mine as soon as that was available; as such, there are no seams on the handmaidens' arms or legs or anywhere else, while there might be on VP's. The second thing is VP's can be installed without TSLRCM. I did not do that because I am a lazy person.
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That does look smoother than I would've expected. I don't have a proper 3D compositing program like Flame or Nuke, just After Effects and 3ds Max, so I'm still wary of trying to work out the perspectives during the pan down. I have done that sort of thing by hand before, and it can be a PAIN. But it might be doable. Yeah, but the original Basilisk design was silly. It's a giant ball they ride on top of, when it's clearly big enough to have them ride inside it and not get shot.
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I don't think removing them is an option... the motion of the camera would be an issue, and there's also dust around the Basilisk as it lands to complicate matters. So I've been debating whether to rotoscope and recolor or to composite some new figures on top. Rotoscoping by far would be easier, but I'm worried they'll end up looking like grey blobs, since the bones would of course lack the texture detail that the geometry has.
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I'm aware of that one, and I'm still considering how to fix that too, but actually I was thinking of OndMov07. The people running away at the end are all pink and yellow from what I believe to be bones that were not hidden during the render. Just some stuff in the background that would disappear depending on what room you're in. The tops of buildings from other rooms, if I recall correctly. I set them to be visible from those rooms too. Yeah, I know, but... I mean... when you're replacing... yeah, I got nothing.
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Well, the contents are listed in the changelog too. The point of that section the readme is so people know which files effect which changes. Here's everything in v1.2, though: ASTEROIDS Replaced some background asteroid textures using high resolution renders of other asteroids from the game. - EBO_Astr.tga - PER_As02.tga ATRIS Added missing shader for Atris' head. - P_AtrisH01.tga - P_AtrisH01.txi BASTILA Added missing shader for Bastila's clothes. Although I don't think that solves the entire problem with them. - P_BastilaBB01.tga - P_BastilaBB01.txi BATTLE OF TELOS TURBOLASERS Turbolaser palette for the battle of Telos swapped to match their colors elsewhere in the game. Citadel Station and Republic fighters will now fire green; the Ravager and Sith fighters will now fire red. The loadscreen for 221TEL has been corrected in the same manner. - load_221TEL.tga - tel_blst1.tga - tel_blst2.tga CITADEL STATION SKYBOX Citadel Station skybox completely redone, based on high resolution renders of the Citadel models with 3ds Max. New texture resolution is 4096x4096. - TEL_BDrp.tga COMMONER CLOTHING Fixed some issues with the fourth male commoner clothing variant. - n_commm04.tga DILLAN Dillan's head edited to make her hair less horrible looking. - n_tatcoma_f.tga EBON HAWK TEXTURES All Ebon Hawk textures replaced with the highest resolution texture I could find in the game assets. By Ebon Hawk textures I mean the ship's exterior. - DXN_EBOHWK.tga - KOR_EHOK.tga - NAR_EBOHWK.tga - PER_EH1.tga FIGHTER TEXTURES Republic and Sith fighter textures replaced with the highest resolution textures I could find in the game assets. - tel_sftr.tga - tel_rftr.tga GRASS TEXTURES Alpha channels for some grass textures improved. Shouldn't have any missing bits anymore. I haven't done them all yet, though. - DXn_grassfx.tga - DXN_jungfx.tga KHOONDA MILITIA ARMOR Reskinned the female Khoonda armor texture to remove the awkward painted-on breasts and strangely symmetrical dents. - PFBE10.tga KIOSK 2 MODEL Removed parts of the PLC_Kiosk2 model. There were some random metal things just hovering in the air, and I always thought the droid head looked a bit anachronistic. I mean, more like the droids of the film era than the ones in the game. It still has some terrible texture issues, but I didn't feel prepared to tackle them. - plc_kiosk2.mdl - plc_kiosk2.mdx - JC_Invisib.tga KREIA Added a fix for the Kreia models. I know there are others, but I decided to do my own. Not compatible with the others, obviously. So just don't install the P_Kreia**** files if you don't want that. - P_Kreia1hBB.mdl - P_Kreia1hBB.mdx - P_KreiaEvil0hBB.mdl - P_KreiaEvil0hBB.mdx - P_KreiaStunt.mdl - P_KreiaStunt.mdx LIGHTSABER PART ICONS Swapped the icons for two of the lightsaber components. They were clearly misplaced. - lspart01.uti - lspart02.uti LUXA Fixed a problem with Luxa's teeth and tongue. For some bizarre reason they used a different texture than the rest of her head. The UVW mapping did not match this texture, causing errors on that part of the model. I hex edited the model and reset everything to use the same texture. - JCLuxa.tga - n_lala_xuh.mdl - n_lala_xuh.mdx MANDALORIAN FLAGS Replaced the Rakatan imagery on the flags around the Mandalorian camp with the Mandalorian Neo-Crusader symbol. Loadscreen for 403DXN has been updated to reflect this. - load_403DXN.tga - PLC_RakatFlg.tga - PLC_RakatFlg2.tga - PLC_RakatFlg3.tga MIRA Some small adjustments to Mira's clothing. Green where there shouldn't be green, mostly, now removed. Not compatible with any other mods that alter Mira's clothing, of course. - P_MiraA.tga ONDERON BLOCKADE Fixed several texture errors concerning the Onderonian ships. Also redid the blockaded ships in the distance using high resolution renders of the ship models. - mg_cs.tga - mg_ms1.tga - mg_ms2.tga - mg_ms3.tga - MG_OFtr.tga - mg_sbk.tga PAZAAK CARDS Swapped the colors on the pazaak card placeable and item around so nobody's cheating anymore. - JCw_Pazaak.tga - PLC_Pazaak.tga - w_BlstrPstl_014.mdl - w_BlstrPstl_014.mdx RAVAGER Ravager texture redone, based on a snapshot from one of the prerendered Bink videos. By Ravager texture I mean the ship's exterior, which appears during the Battle of Telos. - TEL_Rav.tga TELOS SHUTTLE TEXTURE Replaced the texture of the shuttle in the Telos swoop track with the usual one. The original was low quality and had an orange stripe, bleh. - TEL_SShtl.tga TELOS SHUTTLE MOVIE Fixed an animation error in the Telos shuttle departure video. Duros in the background would just walk in place once he got to the door previously. I've only applied the fix to the the HD version (1600x680) that came with the High Quality Movie Patch. - TELMov03.bik VASH Vash's head edited to make her hair less horrible looking. - N_jedmast2h.tga VIS FILES VIS for 301NAR edited so the swoop platform doesn't disappear as you are entering or exiting the alley adjacent to the landing pad, and so the crates on the landing pad and the landing pad rails are always visible from the swoop garage. 804DRO similarly fixed. But it doesn't do anything if you don't have an M4-78 installed. - 301nar.vis - 804dro.vis MISCELLANEOUS RESOLUTION FIXES Replaced these with higher resolution textures found elsewhere in the game files. - TEL_wl06.tga MISCELLANEOUS SHADER FIXES Added missing shaders for these textures. - DAN_Wn02.tga - DAN_Wn02.txi - MAL_wn01.tga - MAL_wn01.txi - ond_eng1.tga - ond_eng1.txi - PLC_Hyper.tga - PLC_Hyper.txi INVISIBLE TEXTURES These are invisible textures that I use for when I hex edit a model to remove some part of it. Editing through hex editing does not allow for files names with a different number of characters, hence the multiple files, but it ensures nothing else about the model is changed. Since these are all JC_ files it's safe to install them, and I would suggest you install them even if you don't see them listed as files you need, just to be safe. They are identical to files from my other mods, so you needn't worry about compatibility with those. - JC_Inv.tga - JC_Inv.txi - JC_Inv1.tga - JC_Inv1.txi - JC_Inv01.tga - JC_Inv01.txi - JC_Inv001.tga - JC_Inv001.txi - JC_Invisib.tga - JC_Invisib.txi
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Yeah, that's pretty much what I'm thinking. I'll keep thinking, though. Maybe I'll group everything into a few packages. Like all the straight fixes (missing shaders, alpha channel corections, higher resolution textures, etc) on one installer, and then stuff prone to compatibility issues on other installers. I'll keep thinking about it. The main issue is it's more convenient for me to throw everything in one package rather than churn out a dozen different mods. So if I then have to split that into a dozen different installers, that's... less convenient. Especially if a lot of you are going to do a manual install anyway. Thanks. I've been working on stuff with this game for years, so catching this stuff is kind of inevitable. Also, there are other issues in the Bink videos I've noticed... but I'm still working out how to address them. One is particularly glaring and I'm not sure how to handle it yet. Anyway, there will probably be more of those in the future. It's the fourth section of the v1.2 readme (4. Contents). There's a brief description for all the changes, and then the files included in them.
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Minor update. Just a couple things I should've done in the the last version that I forgot about. Next version will be more substantial, but it won't be for a while, so I didn't want to just sit on this stuff that's already done. For those of you that have v1.1, the only NEW file in this version is TELMov03.bik, in the new Movies folder. The bigger thing is the readme. Yes, the readme of all things. I added a list of all the changes and the associated files, so that should make it easier to install what you want to install and only what you want to install. Thanks, guys. I know you both have been longtime followers of this... it's good to hear these are fixes other people want too,, so I know I'm not just crazy. I haven't done it yet because I figure what parts of the mod people want to install will vary by what other mods they have and their individual tastes and so on, but it's something I will consider. I hope the update in the readme as mentioned above make things easier in the meantime. I'd like to hear further thoughts on this, though. It wouldn't be difficult to write an installer that doesn't overwrite specific files if they're already present, but that also means if I ever updated those files, the installer would ignore them. So perhaps I would need multiple installers or some similar scheme.
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There is some restoration work I'm looking at, but nothing quite on that scale... at least not yet. Both versions are 512x512, as far as I can tell - compare that to the Basilisk's 1024x1024. There still could be a higher resolution texture somewhere in the game files, though, so I'll keep looking.
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I'm not sure. In the first game, many of the party members' clothing models have unique animations - for example, Canderous stretches his neck - for Pause 2, but as far as I recall everyone in the second game does the same stuff. I think Mira's rocket launcher is not in there, though. Because it's a combat animation and I've only started going through those. So I could take a look. Hmm, I may want to see that, then.