DarthParametric

K1 Endgame Cutscene Improvements

34 posts in this topic

Kotormax exports all verts and UVs, regardless of whether they're "stray". Mdledit cleans this up and ignores the stray ones. It's just that this time the index in the ascii was so high, the numbers turned negative in mdledit so it couldn't fetch the right UV from the array. It tried to fetch the -2888sth-th element in the array, which crashed the program. If your code is written better, this won't happen, which is why it worked in mdlops. Nothing to do with the game, really. But it was a simple fix.

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This is looking great DP! I do have one request: When making the Sith Troopers, could you make some of them use their 03 appearance? It won't make any difference in the base game, but if someone were to use my Sith Trooper Texture Restoration it would make them elite (either all the regular would be silver, and them white, or vice-versa).

I'm really excited about this!

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So not exactly what I was originally intending, but I have been cleaning up the Light Side ending for inclusion in K1CP. Here's where it is at (note that the skybox is one of @Kexikus 's mods, the robes @JCarter426's and are not part of the changes):

And for anyone needing a reminder, this is the vanilla cutscene:

 

  • Light Side Points 1

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Good work DP! The only thing I like better in the vanilla version is the camera angle when Vandar steps forward. Yours is very close up, so it actually confused me on where exactly he's standing (I forgot how the scene plays out). The way it jumps from a right side to the left side right afterwards was also a bit abrupt, I would suggest a broader view from the same side. But other than that it's perfect!

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I altered that shot because I moved Dodonna in all subsequent shots, and reframing the Vandar shot was the most expedient solution to hiding that change (since you see where she ends up in the vanilla Vandar shot). I'm not super thrilled with the end result myself, but there's only so much I can do with the available assets.

Here is a shot-by-shot breakdown of the changes.

https://imgur.com/a/bgVV92z

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I see... then I wonder if it would work making Dodonna move in the previous shot already, but you've probably considered this as well and found the best solution :) And thank you for the list of changes, didn't catch all of them before! Kudos!

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Yeah it might be possible to move her in the previous wide shot perhaps. But while she would be masked better in that angle, the problem is still the same. Namely that there is no sufficient animation to get her from her starting point to where she needs to end up. Hence why I was doing it offscreen.

Edit: This needs some further adjustment, but how does this strike you as a general concept @bead-v?

 

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Everything here looks awesome! But i think people should see that original smile, it's too funny

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On 6/11/2019 at 9:51 AM, DarthParametric said:

Edit: This needs some further adjustment, but how does this strike you as a general concept @bead-v?

 

Considering how weird animations are in kotor sometimes, this is perfect! I'm fine with it as-is :)

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