DarthParametric 3,782 Posted January 16, 2016 Possibly, not that it makes it much better. I don't really want to release it in that state. Quote Share this post Link to post Share on other sites
DeadMan 103 Posted January 16, 2016 IIRC, to fix this "cyan saber syndrome" you'll need to set blade to retracted position in the frame #0. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted January 16, 2016 Nope, seems like the issue is it gets frozen on whatever position is keyed at frame 0. Originally it was keyed extended, but keying it retracted at 0 now makes it permanently retracted. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted January 16, 2016 Which version of MDLOps did you use? If all the animations are simple movements, you might could try exporting through MDLOps 0.5. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted January 16, 2016 0.6, but no difference with 0.5 unfortunately. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted January 16, 2016 What did you do for baseitems .2da? Did you add a new row? There might be some extraneous fields that I wasn't aware of that could make the difference. It might be helpful to reference the lightsaber or quarterstaff rows. Also, did you try combat with it afterwards? Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted January 18, 2016 Yeah, added a new row to baseitems.2da: copied the row for the blaster rifle, gave it custom label/itemclass/defaultmodel values, changed powereditem from 0 to 1, added powerupsnd/powerdownsnd/poweredsnd values. Nothing else there springs out as being related to the issue, seems to me almost certain to be a problem with the model. Haven't tried combat afterwards as yet, but even if it begins working again afterwards that doesn't solve the problem. I'm not going to release it if it doesn't work properly, I'd rather just release a static version. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted May 25, 2018 Rise, rise! So with the advent of functional model compilers, I can finally get around to releasing this thing. I just did a fresh compile with MDLEdit and it seems like the animations work properly now, although I have only done a very brief test. I might need to tweak the textures a bit, the envmap effect is looking a bit flat, but otherwise the main thing I need are sound effects for the blade extending and retracting. As as placeholder I was just using lightsaber sounds, but obviously that's not ideal. Has anyone got any ideas on existing sounds (in both games) that I could repurpose, or something from some free/open source sound library? I guess it doesn't strictly need SFX, but I figured it would be a nice extra. To be honest I can't even remember if the TOR version has VFX, it has been so long. 1 Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted May 25, 2018 A switchblade sound effect might work well for this. Quote Share this post Link to post Share on other sites
ebmar 893 Posted May 25, 2018 21 minutes ago, DarthParametric said: Has anyone got any ideas on existing sounds (in both games) that I could repurpose, or something from some free/open source sound library? I guess it doesn't strictly need SFX, but I figured it would be a nice extra. Would you mind if I tried to make you one? This intrigues me 😀 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted May 25, 2018 Knock yourself out. I'm not really sure what the sound should be, but some sort of metallic clunk or snik that a piece of metal being extended and retracted would make I guess. The most important thing would be that it is not too obnoxious, seeing as you will hear it every combat. Quote Share this post Link to post Share on other sites
ebmar 893 Posted May 25, 2018 Just now, DarthParametric said: Knock yourself out. I'm not really sure what the sound should be, but some sort of metallic clunk or snik that a piece of metal being extended and retracted would make I guess. The most important thing would be that it is not too obnoxious, seeing as you will hear it every combat. Okay I'll see what I can do. And if it's done, what format should it be then? Is it the same as any action .WAV which should be in mono? Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted May 25, 2018 Yeah looks to be mono PCM 16bit 22050Hz 352kbps. Quote Share this post Link to post Share on other sites
ebmar 893 Posted May 25, 2018 1 hour ago, DarthParametric said: Yeah looks to be mono PCM 16bit 22050Hz 352kbps. Ha! here it is DP; my attempt to do custom SFX for your custom blaster. I have no idea how it's going to be as it's not beta tested yet 😂 [but I am certain this file's going to work in-game]. Note that it is not exactly at 352kbps- it's 705kbps instead. But I am sure there would be no a problem at all because in my current KotOR playthrough, I am using some customized .WAV that rated at 705kbps and they worked just fine. Looking forward for some feedbacks 😂 DP's SWTOR-Style Zakuulan Exile's Blaster.wav 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted May 26, 2018 Thanks, I think that could probably work. I'll test it out in-game when I get the chance. You think you could do a version in reverse for the retraction? Quote Share this post Link to post Share on other sites
ebmar 893 Posted May 26, 2018 4 hours ago, DarthParametric said: Thanks, I think that could probably work. I'll test it out in-game when I get the chance. You think you could do a version in reverse for the retraction? My pleasure DP! Yes, forgot to mention that is the extended part. I already have the plan for the retraction part so, I think I could pulled it off; only hope it would not be a mess then 😂 Note there's a flickering sound if you wonder what that is [that one as close as I can get to a unique flickering sound- doing it from scratch] 🙃 I'll reach out again soon Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 7, 2018 On 5/26/2018 at 10:33 AM, DarthParametric said: You think you could do a version in reverse for the retraction? Ah, here it is DP; a retracted version of "SWTOR-Style Zakuulan Exile's Blaster" SFX To tell you the truth, personally; I think this one would be better as the extended part. And this as the retracted. My bad! 😅 But hey, your choice! DP's SWTOR-Style Zakuulan Exile's Blaster - Retracted.7z 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 7, 2018 Cheers. And yeah, swapping them like you say is probably the best course of action. I'll see what the sound like in the game. Quote Share this post Link to post Share on other sites