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Blue last won the day on November 11 2019

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About Blue

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  1. I've spent a lot of time trying to navigate the old Holowan Labs forum on the lucasforums site through WayBackMachine. It is very cumbersome and there are a lot of dead links that were never archived. And things start to go off the rails if you try to navigate to older pages. It would be nice if there was a way to get access to the old Holowan Labs database files (With just the forums posts/threads and no user data) so an archived version could be reconstructed. I would have already attempted to pursue this myself, but I don't know who to contact about it. I would be willing to host and build something like this on my own server, I could even see making it into a GitHub repository for posterity's sake. I'm hopeful that someone can get me in contact with whoever owned the old site, but I fear there has been too much time since it's demise. Any leads would be much appreciated .
  2. I was wondering if anyone has done any research on or attempted to have more than one area defined and included in a module's AreaList struct? NWN supported this and seeing as KotOR was based on NWN it could theoretically be possible. I could see them taking out the code to do this if it wasn't used in KotOR, but I could also see them leaving it in, for fear of breaking something else in the code. Even if it is possible i'm not sure it would make any difference, just a random thought.
  3. I know it's a little late but I believe the gui files you are looking for begin with "mipc2". There is a version for each supported resolution. There are similarly named files inside the GUI.bif archive, but I believe they are old unused versions of the UI. KotOR 1 - GUI.bif: mipc210x7.gui mipc212x9.gui mipc216x12.gui mipc28x6.gui KotOR 2 - GUI.bif: mipc210x7_p.gui mipc212x9_p.gui mipc216x12_p.gui mipc28x6_p.gui Hope this helps!
  4. Not really, it can import phn files like the original LipSyncEditor by JdNoa. It still needs CSLU to create the phn files.
  5. You might want to look into Hyper-V and
  6. Here ya go KotOR1 & KotOR2
  7. Ah ok. Thanks for the info. I think I can work with that 👍 (Edit: Everything is working in Win7 VM)
  8. I'm also working on a visual lip sync editor for my KotOR JS project. I made a post about it here if anyone is interested.
  9. I'm getting similar results as @Ashton Scorpius is above. Getting entry point not found errors on all tcl files I have tried. Never worked with this software before so I could be doing something wrong. I also made sure to use Run As Administrator for the CMD prompt install. I'm also running this on Windows 10.
  10. I've got another small update. This time it's on the KotOR Forge Modding Suite. I took a break from coding over the holidays, so work has been a bit slow on the engine 😇. I had a bit of inspiration over the past couple of days and whipped up a visual lip sync editor. It's still early on, but It will be available for testing in the next release. As always I've thrown in a short video preview below of some of the things it can already do. Key Features List Timeline Editor for easy Keyframe scrubbing and editing Preview heads for visual aid Preview audio that tracks with the timeline Auto loads in audio from the game assets if the lip filename matches Let me know what you all think, and if something like this would be useful. 😃 I'm also thinking it should also be able to add .PHN support since someone seems to have uploaded a version to the site. I just can't get it to install properly on my windows 10 machine. Looks like i'm getting the same error as another person in the support thread for it. 😞 Edit: I was able to get CSLU Toolkit working after some help from @Ashton Scorpius. After referencing the conversion table in LipSyncEditor I was able to get PHN imports working yay! Oh and a little housekeeping.... I don't currently have any plans to do that atm. Thanks for the feedback!
  11. Greetings and Happy Thanksgiving everyone! I've been hard at work over the last few months. I'm close to putting out a new code release, and I'm in the process of working on a new update video for it. In the mean time I wanted to throw up a quick video showing the progress I've made on Dynamic Lighting and Animated Lip Syncing. Some of the things I've been working on for the next code release are: Handling more NWScript actions (I currently have a bug where While loops loop endlessly. I haven't had time to track it down and fix it yet... ) I'm rewriting the collision detection system to use the AABB trees in the models to more efficiently handle which faces to pass to the RayCaster. Reworked the lighting system to handle FadingLights properly (They now fade in and fade out properly) Lip Syncing data in the .LIP files are now read in and processed during conversations. Reworked the emitter system and most Fountain type emitters seem to work like they should. I still need to add support for Chunk emitters and the other types. Added support for weather emitters that are in the fx_snow.mdl and fx_rain.mdl files. And a ton of other small improvements and changes.
  12. Haha that is great! Oh my bad i'll be sure to look into that. I appreciate the heads up Those all sound like great ideas! My main focus at the moment is to get everything running as close to the original as possible. Once that is complete I would love to look into new features and things of the sort. Thanks for the feedback
  13. The code is now up on GitHub If anyone is looking to get involved hit me up
  14. Wow! thanks for the praise. I've always looked up to the work you and your team are doing, so coming from you that means a lot. I agree the term "further along" is misleading because i'm building off of THREE.js as my base which comes with a scene graph, lighting, shaders, materials, and all that jazz. If i'm not mistaken you all are building all of that stuff from scratch. If I was having to do all of that myself for the past two years i'm sure I would have given up by now. Here is what I have so far on the Endar Spire. Things kinda go off the rails once Trask opens the door. I'm only firing a few scripts like onSpawn, onUse, OnDialogue, and a few module specific ones. Heartbeats loop endlessly for the most part so I haven't turned them back on until I can spend some more time looking into why. I know one of the culprits is GetNextObjectInArea, my current implementation just uses GetFirstObjectInArea instead which causes while loops to continuously loop. I believe GetNextObjectInArea is supposed to return invalid once it exhausts itself. I think if I can get a few more of these core functions working I may be able to get a little farther without using the console. And thanks for encouraging me to contribute to xoreos. I'll be sure to see if there is anyway I can think to be of help. My main drawback is fear of proper memory management because most of the languages I have spent the most time with manage memory for me... though that has gotten me into trouble a few times on this project already. I can also now see the benefits of having the power to capture and release memory at will. Thanks! I sure will 😀. Ok yeah that would be a nice addition. The editor has taken a major step back since I merged the code bases back together. I'll try to free up some time to clean it up so it can be messed with once I publish the code. Thanks for the feedback
  15. I understand where you are coming from. I felt if I was going to throw my hat in the ring I needed to do something different and the xoreos team are definitely doing things the right way building it in C++. I also felt JS would be more accessible for collaboration and ease of testing. Thanks for the feedback! 😃 I would love to get some contributors on board! I've been working on cleaning up the code and trying to get it as presentable as possible. I also want to make sure the project structure and design principals are set before I open it up just yet that way people coming in know where to start and where things should go... I will keep you posted xoreos is an open source implementation of BioWare's Aurora engine and its derivatives, licensed under the terms of the GNU General Public License version 3 (or later). The goal is to have all games using this engines working in a portable manner, starting from Neverwinter Nights and ending with Dragon Age II. - This is the description from their GitHub project page. |