Stanlej95 Posted 25 minutes ago Posted 25 minutes ago I modified one of the rooms in my custom module ph1 i cloned from 106per. I extracted the harbinger model from another modules room mdl grabbed it's textures and placed it outside the peragus hangar. I removed ebon hawk from the hangar patched up the walkmesh and fixed the lightmaps. Cleared the minimap of ebon hawk silhouette. I also added a shuttle from telos module and animated it in blender with kotor addon. The animation doesnt play in game but when i open the rooms mdl file in mdleditor it shows the animation. I tried variety of names for Kotor Animation input in blender: animloop01, scriptloop01, default etc. The shuttle correctly spawns on the first keyframe but it refuses to move. I also copied different shuttle with it's already existing vanilla animations and it to refused to move even though it did in original module. I tried forcing the animation with onEnter script: PlayRoomAnimation("scriptloop01", 1); and variations with animation constant SCRIPTLOOP01 (even though it's just an int that equals "1") I inserted all keyframes on the dummy node conatining shuttle meshes. The node is a child directly to a 106PER01 node (The module is cloned with Holocron so the rooms prefixes stayed vanilla instead of "ph1". The shuttle refuses to move no matter what I do. Also I don't know if this is related to this issue but Holocron Module Designer still shows the Ebon Hawk even though it is removed from the mdl completely and doesn't appear in the game. Quote
DarthParametric Posted 4 minutes ago Posted 4 minutes ago 12 minutes ago, Stanlej95 said: PlayRoomAnimation("scriptloop01", 1) Your arguments are wrong. The function is void PlayRoomAnimation(string sRoom, int nAnimation); So, for example, in my K1 Taris Upper City Cantina mod where I have monitors change their screen display based on your progression through the fight ladder, I have commands like PlayRoomAnimation("m02ae_03a", nDPAnim); Where m02ae_03a is the specific room model (the one with the Hutt) and nDPAnim is an int that is determined by GetGlobalNumber / GetGlobalBoolean lookups. The model has scriptloop01 through to 10. Additionally, all keyframed objects must be children of the "A" node. That is, the dummy with the room name with "a" appended to the end. You can see an example in your MDLEdit pic on the right: Quote
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