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Everything posted by Fair Strides
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Potentially, but what about giving both?
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Then could you please tell me what you strength is at? If it's at 18 or 19, there's your answer. When the feat says "+ strength modifier", it refers to the number next to the attribute's level in the Character Info screen. If an attibute is above 10, then it gets a +1 modifier for every 2 it is above; this also works in reverse. Example: I have a Strength of 16. This is 6 above 10, so 6/2 is 3; I get a modifier of +3. Another Example: I have a Strength of 8. This is -2 above 10, so -2/2 is -1; I get a modifier of -1.
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I'm note telling.
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Sadly, no. This is not due to lack of effort, but merely the fact that the area is empty, with no content nor the hint of what was supposed to be there...
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Likely, we will re-make those, if the authors aren't around.
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GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
No worries, Vriff, I managed to figure it out after I got the 180-270 working. I've uploaded the tool, but forgot to add in the Credits section. I'll be doing that immediately. If you want to check out the tool, it's in the Modding Tools section of Downloads. -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Dude, I could hug you right now!!!:D:D Using the code below, I am able to get angles up to 270 degrees, but no over. I'm currently working on solving the issue... Note: I'm adding comments using the # symbol. sub calc_quatcre # Name of the function { my $camx = shift; # This and the next 6 lines (counting the empty line) are declaring variables my $camy = shift; my $quat1; my $quat2; my $quat1_deg; my $quat2_deg; if($camx >= 0) # If the X Orientation is greater than 0.0 { $quat1 = acos($camx); # Standard inverse of cosine $quat2 = asin($camy); # Standard inverse of sine $quat1_deg = $quat1 / ($pi/180); # Convert from radian to degree $quat2_deg = $quat2 / ($pi/180); # Convert from radian to degree } else # If X Orientation is below 0.0 { $quat1 = acos($camx); # Standard inverse of cosine $quat2 = asin($camy); # Standard inverse of sine $quat1_deg = $quat1 / ($pi/180); # Convert from radian to degree $quat2_deg = $quat2 / ($pi/180); # Convert from radian to degree $quat1_deg += 270; # Add 270, to equal the real measure $quat2_deg += 270; # Add 270, to equal the real measure } my @calc_cam = ($quat1_deg, $quat2_deg); # Make a list using the two variables return @calc_cam; # Return the list } -
Version 1.1
482 downloads
Warning: You will need three dlls, which can be found here. These will have to be in the same folder as JRLEditor, OR you can follow the instructions in the DLL link. This will work for all of my tools. Description: ==================================================================================== This tool is called GITEdit and was created using Perl/TK. It is designed for Knights of the Old Republic and it's sequel, Knights of the Old Republic 2: The Sith Lords. This tool is designed for easily editing the .git file used by these games to keep track of a level's objects. The .git file keeps lists of variouse objects which should be spawned every time the module is entered, without conditions. With GITEdit, you can change the following: -Cameras -Creatures -Doors -Encounters -Placeables -Sounds -Stores -Waypoints For the Encounters and Triggers, you can also: -Edit the shape of the object's "pressure plate"/"activation zone" -Edit the number of points that make up the shape -Edit the number of spawn points(Encounters only) How To Use GITEdit: ==================================================================================== To begin using GITEdit, you first have to open a .git file. You can browse for one by using the File Tree in the lefthand-pane, or by using the button. In regards to the File Tree, you can browse for a .git file from either game, regardless of whether it's in a .mod or .rim or in the override folder. Additionally, you can use the two buttons located directly under the tree to add or remove custom paths to the File Tree. Upon adding a path, GITEdit will scan that path for .mods, .rims, and .git files and add them to the tree. When you open the window to add a Custom Path, you can add an identifying label for use in the File Tree and then the path itself, which you can use the "..." button to select. When you open a .git file, information about the file's size, save time, and contents will be added to the File Info box. Also, the contents of each type of object will be added to their respective sections in the pane on the lower-righthand side. Upon selecting an item, an interface appropriate to the type is created. Credits: ==================================================================================== Varsity Puppet, Bead-V, ZM90 ~-~ Beta-Testing UltimateBear, VP ~-~ Advice on layout Vriff ~-~ Help with radians... -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Exactly. And I imagine you're tired, so get a good night's rest. -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Okay, I just tried it and it works flawlessly. ...Now how would you recommend I do the inverse? -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
The angle is stored as an X Orientation and a Y Orientation, the X being the cosine of the angle and the Y being the sin of the same angle. The issue I have is that Perl's sin and cos functions are incapable of traversing the 180-degree boundary, with any number over 180 being halved before conversion to a radian. -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Basically, I want to allow the user to put in the degrees and have the program mess with the radians, sin, cos, asin, and acos behind the scenes. -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
That would be the Example I gave above. That was how one would get the right numbers from inside the game. -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Sorry. Originally, when I wrote the statement, I had been thinking of 180 degrees, not 1 radian. I'd been frying on the issue for about a week with no interruption, so I was kinda burnt out on the train of thought... -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
I'm using the understanding of radians that the community has been using for the past decade... -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Well, that'll be worth experimenting with. However, I'll just be releasing a version of GITEdit tomorrow that doesn't bother with fixing the issue. Instead, I'll put boxes for the X and Y Orientation and pretty much nulling the circle graph and the degree input... -
Okay, home issue not fixed yet(currently at my uncle's place), but guess what?
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Well, based on the link, GOG is just a modified Steam version, so the mod should still work. On another note, for those of you who've read the status on my profile, I should be up and running with a new charger and battery by this weekend...
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Ah... Sorry...
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Yep. In addition, they're boasting Co-op, Online play, New game modes, and a re-made combat system... They can't come anywhere close to this without cracking the game, which is a big no-no even with the no-profit thing... And the leader is, in my opinion, a dumba**. Here's why: http://kh13.com/forum/topic/72719-kotor-hd-remake-currently-in-development/page-2?do=findComment&comment=1402316 He's too stupid to realize "Hey, I can ask permission and credit them in the release..." Add to that that they claim to be using the same tools Bioware uses, and that they promise support form modern consoles via USB files... I don't think this is going anywhere, except a lawsuit...
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Guys, I got some bad news... I had to leave my house(not by choice), and forgot the charger for my laptop, which won't run without it. Because of this, I'll be out of commission for the foreseeable future...
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GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
That's about as far as I've gotten too. The main issue isn't the conversion, but the sin and cos functions, and their opposites asin and acos. Mainly, I can't tell the difference between angles above 180 from angles below. My brain's frying out on it, but here's a breakdown of sin and cos: 0 degrees: sin = 0; cos = 1 90 degrees: sin = 1; cos = 0 180 degrees: sin = 0; cos = -1 270 degrees: sin = -1; cos = 0 360 degrees: sin = 0; cos = 1 If you'll allow me to think things through while typing... If the sin is between 0 and 1, and the cos is between 1 and 0, the angle is between 0 and 90. If the sin is between 1 and -1, and the cos is between 0 and -1, the angle is between 90 and 180. Currently, this all works fine, due to the asin and acos functions. However, I rely on those functions for the answer, and might have to do the math myself... If the sin is between 0 and -1, and the cos is between -1 and 0, the angle is between 180 and 270. Yet if the sin is between -1 and 0, and the cos is between 0 and 1, the angle is between 270 and 360/0. In the end, I might just have to do a bunch of manual math based on the difference in sin and cos between 1 degree and 2 degree(the rate of change for a single degree)... Okay, the rant's over... -
GITEdit: What do you guys want?:)
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
The orientation for creatures involves rotations on the X and Y axes, which the engine handles in the form of radian rotations around a circle. When the game handles it, the X Orientation is calculated with the cosine of the angle's measure (most likely in degrees). The Y Orientation is handled with the sine of that same measure. That is all fine and dandy, except for one issue: Perl deals in radians, and I'm trying to let a user handle the orientation in degrees. You see, when one gets the X and Y Orientation via scripting within the game, they pass the facing of the object in question in degrees and use the sin(sine) and cos(cosine) functions on the facing. This means that the game handles and treats sin and cos in degrees. Example: void main() { // Get main PC object oPC = GetFirstPC(); // Set PC's facing to 180 degrees(calculated from the East in-game, which corresponds to the right on the area's map) AssignCommand(oPC, SetFacing(180)); // Now get the facing and store it int iFacing = GetFacing(oPC); // Here's where Perl and Aurora Engine diverge... float fXOrientation = cos(iFacing); float fYOrientation = sin(iFacing); } Notice that I just sent the degrees to the cos and sin functions... Unfortunately, Perl uses radians for the cos and sin functions, which means that it expects to get passed radians as an argument and will return radians as an answer. And with 1 Radian = Pi (3.1415926535897932384626433832795 and then some...), no matter what conversion or transformation I apply, I can only get answers that are at or below 180 degrees... .................................................. .................................................. .... I could modify the .utc and .utw(all that was said above applies to waypoints as well) section to allow for input of the X and Y Orientation, but that would also disable/screw up the circle above it that gives a visual indication of the rotation... So, what do you guys want me to do here? If anyone can do it, I'd like to talk to this guy, since he was able to do half of what I want/need to do...