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Everything posted by Fair Strides
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Well... Technically, the Holo-Roster shouldn't exist. The majority of the Pazaak Tourney is more like M4-78EP; I've taken the concept of a piece of cut content, and made it from scratch with my own realistic idea of what the devs would have done. I made the Holo-Roster to make the atmosphere more realistic for a grand Pazaak Tournament...
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Yes, it is closer to release. I have the Pazaak Tourney 90% complete, then some bugs on Taris, a final playthrough/bug-check, and then release. Of note is the fact that I might not get around to the Juhani sidequest bug in 1.0, as I've made a tentative fix for it but haven't been able to test it yet.
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Okay, let's see... *Consults notes on messages to SH...* Okay, I've got it! I am sorry that you have chosen to be "that guy", but I feel even more sorry for those that have read and followed this thread up to this point. Many would think and emphasize that you are a troll and that I shouldn't waste my time on you. However, I'd like to take this opportunity to address several points you brought up in your comment. 1). We should have made an entire custom module, complete with Manaan's textures, sounds, and architecture just to house a peace of restored content? In all honesty, what is so wrong about re-using that specific module? 2). The Pazaak Tournament is a piece of cut content, and was actually mentioned in several different sections of the game's files. Thus, I can validate the reasoning behind restoring this piece. In addition, there are those who actually like playing Pazaak, so an entire tournament is seen as an early Christ- mas present to them... 3). That "big open space" that I so heartlessly stole from Manaan... For the record, I took great pains in sizing the Holo-Roster to fit that opening without leaking over. Also, the opening can't even be walked on, so it's not like I'm putting a big pile of rubble across a doorway or something. I'm just using empty space to help build the Tournament's atmosphere... About the Holo-Roster: I am strongly considering changing it to a dark-blue hue... Granted, the light-blue does look like crap in my opinion; that texture hasn't been changed since I made the thing, and is in fact a lot darker than the image suggests. It is as bright as it is because I used a txi filter (specifically the blending punchthrough) to create the proper transparency effect, as just editing the alpha layer would have ruined the texture as a whole. And one last thing, about that money comment: Think of this as a way to get enough money for all of those unique/named weapons and armor without cheating, thus giving a completionist a sense of accomplishment...
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In fact, yes you did. I simply have crappy ears and couldn't detect the filters in Media Player Home Cinema...
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Bugs and minor inconveniences with TSLRCM 1.8.4
Fair Strides replied to Hassat Hunter's topic in TSLRCM
For the record, the 1.0c "patch" is before TSLRCM, so installing it after probably doesn't help. Also, it's a conglomeration of other peoples' work without consideration of their permission, nor giving them any credit whatsoever... -
I believe the practical application of this new development is for custom areas or hex-edited reused areas. The important difference between the traditional method and this development is that one can effectively put the .wok, .lyt, .vis, .mdl, and .mdx files for an area into the .mod inside the modules folder. This creates a solution to the endless clutter that develops from having multiple custom modules installed. The only things that one should not pack into the .mod files are unaltered files that are shared among modules*, .2da files, .gui files, and any textures mapped onto two different modules' models. *: What I mean by "unaltered files that are shared among modules" is quite simple. Say I have a .utc for a person spawned by a script. I want to use the guy in two different modules, with the same info, scripts, and dialogues. So instead of increasing the file size of the mod(admittedly by a few KB), I'd keep it in the override folder.
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Thanks! ZM90 helped on the initial layout and the dialogue for the Top Five and the Organizer, and then I went through and did re-writes based on the concepts of ZM's work. He originally intended for him and me to co-opt the workload, but then realized that with me doing the scripting and proofreading, I'd know more about the technical details and he might break something if he tried to work on it. So, he decided to give me full creative license on the project; however, I have been consulting him quite often about it, and have him filling in the dlgs with Alien VO, with the exception of the Mandalorians. Them we have gotten VOs from Zhaboka on. Which reminds me, I need to contact SH about possibly trying to add "helmet/armor" filters to the VO, so it sounds like it's from the Mandos' armor...
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That I can't fault you with at all, man! tk102 did that for KSE, but had the log file being saved to the C:\WINDOWS directory or something. For KSE 3.3.4, I split the Logging into the Activity Log and the Error Log, the last only being written to by the error handler... It's a good idea, and certainly well worth the effort, man...
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Bone to be thrown by Fair Strides tonight... Edited: Bones: Okay, just kidding! However, you can thank Sith Specter for the picture... Pazaak Tourney Screenshots, including the never-before-seen Holo-Roster, an idea I thought up myself when we decided to re-use the Manaan Ahto East module and I saw the open space...:
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Finally logged back in, stupid tablet... Okay. Sorry for all of the delays, guys. ZM90's desktop monitor crapped out on him and he had to borrow a friend's TV to transfer files to his laptop. LDR's been busy with a normal High School Summer with his friend's and his own projects to avoid burnout. Fallen Guardian should be back from his trip soon if he isn't already. I have been busy. The pazaak tourney is about 85% complete, without adding in the alien VO, which ZM90 has volunteered to do. I am using a tablet right now and can't give any pictures, but I will talk to ZM90 tonight. In addition to our Real-Life troubles, we also experienced recent issues with tools and user-error. Amongst them are the following: - ERFEdit does not support + symbols in filenames (unlike KT's module packer), so the Taris Duelists' dialogue wasn't getting the right scripts checked... - Script typos on my end because of not noticing the function calls. - KotOR doesn't like playing Pazaak with blank dialogue in between... However, I have identified the causes of most of the bugs for Taris and know that they are simple fixes. Once the Pazaak Tourney is done, I can start on those.
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WalkSwitch -- The Walkmesh Type Editor
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Which would require me learning them, which would slow me down more than I already am between programming, mods, and life. -
WalkSwitch -- The Walkmesh Type Editor
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Why? It was designed for text- and byte-file manipulation, and Tcl\Tk got a Perl port... -
WalkSwitch -- The Walkmesh Type Editor
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Oops! I meant to release the source code! I coded it in Perl, using tk102's coding libraries rather than making my own... -
Sithspecter's Midsummer Mod-Off
Fair Strides replied to Sithspecter's topic in General Kotor/TSL Modding
SS has extended it for two more weeks, VP. Edit: SS beat me by a hair! -
Sithspecter's Midsummer Mod-Off
Fair Strides replied to Sithspecter's topic in General Kotor/TSL Modding
The angle on that second screenshot makes that look like a very long lightsaber... -
In the Enclave Sublevel, going past the fountain from the opening, there are a series of rooms that is a dead-end; in here are 9 or Laigreks. Killing all of them triggers Kaevee, who runs out from behind the locked door.
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You like area reskins, so this might broaden your options:) http://deadlystream.com/forum/topic/2785-walkswitch-the-walkmesh-type-editor/
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WalkSwitch -- The Walkmesh Type Editor
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Could you PM me with info on this, pictures if possible, since I still haven't learned a lot about it. I can probably open the walkmesh in 3DSMax and fix something if I have to. Though, then I'd have to connect each walkmesh model into one piece. It might pose a problem, but it'd need testing. ... I suppose I could edit the .lyt and .vis to point to new models, since I can't take the walkmeshes out of the .bif... If you don't know why it'd be an issue, I'll explain it to you in PM. -
I just checked all of those links, and they all work fine for me. Alternatively, I can send you an archive within 5 hours that has all of the tools in it. RIght now, I'm busy prepping for a Yard Sale.
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WalkSwitch -- The Walkmesh Type Editor
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
That would depend on the walkmesh being there. By that, I mean that this lets you edit the walktypes(dirt, nonwalk, metal) for the faces of the walkmesh. It cannot be used to add geometry to the walkmesh. However, if you were to tell me which module it was, and which room/model if you could, I could take a look at expanding/fixing the walkmesh.... -
Huzzah! After about two weeks' work with MagnusII's analysis of the walkmesh format, I've made a simple tool that allows you to view the binary .wok files and edit the walktypes for individual faces. To quote the read-me: Pictures: Download!
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... Eradicator, he just said it was fixed in the most recent post before yours...
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Did you replace the path? How about restarting the computer? What error messages do you get from KSE and KT?
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Paste this into notepad and change the path to wherever you installed the game. Then save it as "Kotor2.reg", with the quotes. Then run it and try KSE or Kotor Tool again. Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts] [HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts\KotOR2] "Installing Name"="Star Wars Knights of the Old Republic II - The Sith Lords" "GUID"="{629F65FB-7F3C-4D66-A1C0-20722744B7B6}" "LastInstalledVersion"=dword:00000001 "Path"="C:\\Program Files\\LucasArts\\SWKotOR2" "Language"=dword:00000000 [HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts\KotOR2\SecuROM] "ADMIN_RIGHTS"="No administrator rights. Please logon as an administrator." "AUTH_TIMEOUT"="Unable to authenticate original disc within time limit." "NO_DISC"="Please insert the Star Wars(R) Knights of the Old Republic(R) II Play disc." "NO_DRIVE"="No CD/DVD-ROM drive found." "TITLEBAR"="Star Wars(R) Knights of the Old Republic(R) II: The Sith Lords(TM)" "WRONG_DISC"="Please insert the Star Wars(R) Knights of the Old Republic(R) II Play disc." [HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts\KotOR2\SWUpdate]