DarthParametric 3,785 Posted September 9, 2022 Always use TSLRCM's content as a basis for comparison. And make it clear that TSLRCM is a hard requirement for your mod (as it should be for pretty much any TSL mod). For some GFFs there probably won't be any difference in the resultant ini data. But DLGs, especially for major conversations/cutscenes, are far more likely to have significant structural changes under the hood from even minor in-game differences given the way they work. 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 9, 2022 10 minutes ago, DarthParametric said: And make it clear that TSLRCM is a hard requirement for your mod Oh yeah I've always done that. Alright well I do still have to rest the whole thing but I'm trying to get all my icons and retextures finished before i uninstall/reinstall everything. Thanks. Oh hey DP? Can you please take that damn mask off?? 😁 Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted September 9, 2022 No way. You're all still diseased. 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 9, 2022 Wha Wha... Whaaaat!?!?! MY PEARLS!!!! Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 13, 2022 Alright guys I think I've settled on these. Gonna do different icons for different saber loot. Schematic and companion sabers have these Looted or reward sabers have these, and I'm gonna redo them so there's more black showing.... then Master sabers... and the Revan, Malak and Sion will have and Nihilus has his own. Anyway, gonna mess with these so i can go to town on 'em 'cuz I would very much like to finish this this year lol. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 14, 2022 Hey all So at the moment I am wondering if someone out there could basically render like a wire frame thingy of one of my saber hilts for a splash screen? Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted September 14, 2022 Sure, it's not difficult. I've made some before when playing around with stylised icon and logo ideas: Although that example is not strictly speaking a wireframe. But it is created in the same way (take a 3D mesh and use an ink/cartoon shader on it), so it's easy enough to do that as well if that's what you want. Edit: The thing with an actual wireframe is that you want all quads for a good result. A triangulated game mesh isn't going to look so hot: 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 14, 2022 Yeah! That bottom frame is what I'm talking about I think. So I could just do this with Gmax then? Take a screen of a wire mesh and apply a ink/cartoon effect on it? Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted September 14, 2022 I don't know that it's possible to do in GMax. Max has the default option for "wire" materials that make it super simple, plus a toon shader that lets you get more fancy. GMax lacks both of those. You could probably do it Blender, although I have no experience of doing it there. I can do it for you if you want to send me the model. Edit: Yeah I guess you could hackily do it in GMax with a screenshot. Add a white material, enable edged faces, screencap and invert in PS or other editor. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 14, 2022 Ok thanks I'll toy around with it tomorrow, it's very late. Almost 6:30. Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted September 14, 2022 (edited) There used to be a Model Viewer for NWN which had a wire frame mode. If you can find it, that may be the easiest solution. Update: I sent Kaidon a link to it in a PM. Edited September 14, 2022 by Sith Holocron Update Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 14, 2022 Yes i got it. Thanks again. Lets see what this'll do. Edit: Ok I do have .NETframework 1.1 installed for KotOR Tool. But what would I need? It's...uuum...not working. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 18, 2022 So I found a folder with some old never seen before hilt models I abandoned years ago.... Wondering if I should skin and rig them. Or just leave them to the ravages of time lol...but maybe rig and convert em as stand alone hilts...maybe. 2 Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted September 22, 2022 Well. I could cram one more in....should Kaevee have a custom hilt? Also, why wasn't I doing this before?? I mean I know I'm lazy but.... "Directional industrial steel" at 62-66% with a baremetal .txi Kinda kewl yeah? 3 Quote Share this post Link to post Share on other sites
DeepFriedDimebag 4 Posted October 1, 2022 On 9/22/2022 at 4:53 AM, Kaidon Jorn said: Well. I could cram one more in....should Kaevee have a custom hilt? Also, why wasn't I doing this before?? I mean I know I'm lazy but.... "Directional industrial steel" at 62-66% with a baremetal .txi Kinda kewl yeah? I reckon Kaevee should have a hilt of her own. Maybe a yellowy green colour, like Ahsoka's shoto was in the first few seasons of TCW. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 4, 2022 Another trip down memory lane, shall we? So back when I was learning how to model a hilt, I used RandomSabers.com as a basis for (mostly) all my designs... 4900 something polys....yeaaah, I over did it a tad. Kreia"s..... Enclave Guardian's... Currently Honorable Duelist... Kavar's Escort....without the inverted emitter shroud thingy. This ended up being the blue default. Just without the outer shell thing. So then I just integrated the vertical slat thingies at the bottom, and omitted the ring. One more... Currently Visas Marr's Visionary saber.... So I am currently reskinning everything with some new textures I found on the interwebz. Actually almost done. It went fast. But I have a LOT more I want to do. But hopefully I can get this out before the end of the year. So many improvements. G'night. Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted October 4, 2022 I remember modelling a bunch of those sabers for TriggerGod back in the LF days. I still have all the models, if you are interested. TG created textures which obviously can't be redestributed, but you could create your own new ones. Most of the models are probably not worth bothering with (they are pushing a decade and a half old at this point), but if there's anything in there that strikes your fancy then let me know and I will dig out the source model. There might be more as well, not sure. I haven't looked at that folder in a while. TriggerGod_Sabers_Images.zip 1 hour ago, Kaidon Jorn said: 4900 something polys....yeaaah, I over did it a tad. Eh, 5K is fine. Certain details just really need to be done with geometry. My Obi-Wan ANH hilt is 4.6K tris, for example. 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 4, 2022 Oh well cool. I'll look through that when I get a chance. I'm about to have to remap and skin Sion's model. Apparently I left a lot of bits unmapped but so far I can't make heads of tails of where they go. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 5, 2022 Aww..ya know this does look pretty good, but I can't leave it like this. It's got to be black. Remapped and reskinned.... AND I remembered to rotate it 90 degrees so the shroud is on the right side. Yay me. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 10, 2022 Ok. Remapped it once again and hopefully this is the last time...Sion's Pain. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 14, 2022 Alright. So Kavar's Escort can now also be used as a shortsaber. Remapped and reskinned. But now I still have to fix the positioning..... There is the age old problem of positioning in the off hand. Can I just go into the ascii file and fix it from there? Do I need to rig it that way? Thanks in advance. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 19, 2022 Handmaiden's new Arbiter revisited... ...I don't know if I like it. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 25, 2022 Hello Wondering if anyone can see a problem with this. They are successfully equipping their custom hilts but they remain powered on. k_650enter.nss void main() { if (GetLoadFromSaveGame()) { return; } object oEntering = GetEnteringObject(); object oFROM_605DAN = GetObjectByTag("FROM_605DAN", 0); if ((((GetFirstPC() == oEntering) && (!GetLocalBoolean(oFROM_605DAN, 42))) && (GetGlobalNumber("500OND_DarkSide_Iziz") == 0))) { SetLocalBoolean(oFROM_605DAN, 42, 1); SetGlobalNumber("853NIH_CUTSCENE", 1); StartNewModule("853NIH", "", "", "", "", "", "", ""); } else { object oWP_council_kavar; if (((GetGlobalNumber("000_ZezKaiEll_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("Zezkaiell", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_zez"); CreateObject(1, "npc_zezkaiell", GetLocation(oWP_council_kavar), 0); object oZez = GetObjectByTag("zezkaiell", 0); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oZez), 0.0, 0, 0.0, 0)); DelayCommand(0.6, AssignCommand(oZez, ActionEquipItem(CreateItemOnObject("seek_dblsbr_194", oZez, 1, 1), 4, 1))); SetLightsaberPowered(oZez, TRUE, FALSE, FALSE); } if (((GetGlobalNumber("000_Vrook_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("Vrook", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_vrook"); CreateObject(1, "npc_vrook", GetLocation(oWP_council_kavar), 0); object oVrook = GetObjectByTag("vrook", 0); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oVrook), 0.0, 0, 0.0)); DelayCommand(0.6, AssignCommand(oVrook, ActionEquipItem(CreateItemOnObject("vigi_lghtsbr_190", oVrook, 1, 1), 4, 1))); SetLightsaberPowered(oVrook, TRUE, FALSE, FALSE); } if (((GetGlobalNumber("000_Kavar_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("kavar", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_kavar"); CreateObject(1, "npc_kavar", GetLocation(oWP_council_kavar), 0); object oKavar = GetObjectByTag("kavar", 0); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oKavar), 0.0, 0, 0.0)); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTWEAPON, oKavar), 0.0, 0, 0.0)); DelayCommand(0.6, AssignCommand(oKavar, ActionEquipItem(CreateItemOnObject("kava_lghtsbr_191", oKavar, 1, 1), 4, 1))); DelayCommand(0.6, AssignCommand(oKavar, ActionEquipItem(CreateItemOnObject("kava_shrtsbr_192", oKavar, 1, 1), 5, 1))); SetLightsaberPowered(oKavar, TRUE, FALSE, FALSE); } } } I dont know what I'm doing wrong. As usual I guess. Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted October 25, 2022 You are firing the SetLightsaberPowered before they equip the sabers. Quote Share this post Link to post Share on other sites
Kaidon Jorn 196 Posted October 25, 2022 Of course. Ok well I did have that delayed as well to 0.9, but they still weren't turning off. ............... Ok so I just lifted a line off another script that I know for sure works, and delayed the command. Think this will work? else { object oWP_council_kavar; if (((GetGlobalNumber("000_ZezKaiEll_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("Zezkaiell", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_zez"); CreateObject(1, "npc_zezkaiell", GetLocation(oWP_council_kavar), 0); object oZez = GetObjectByTag("zezkaiell", 0); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oZez), 0.0, 0, 0.0, 0)); DelayCommand(0.6, AssignCommand(oZez, ActionEquipItem(CreateItemOnObject("seek_dblsbr_194", oZez, 1, 1), 4, 1))); DelayCommand(0.9, AssignCommand(oZez, SetLightsaberPowered(oZez, TRUE, FALSE, FALSE))); } if (((GetGlobalNumber("000_Vrook_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("Vrook", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_vrook"); CreateObject(1, "npc_vrook", GetLocation(oWP_council_kavar), 0); object oVrook = GetObjectByTag("vrook", 0); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oVrook), 0.0, 0, 0.0)); DelayCommand(0.6, AssignCommand(oVrook, ActionEquipItem(CreateItemOnObject("vigi_lghtsbr_190", oVrook, 1, 1), 4, 1))); DelayCommand(0.9, AssignCommand(oVrook, SetLightsaberPowered(oVrook, TRUE, FALSE, FALSE))); } if (((GetGlobalNumber("000_Kavar_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("kavar", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_kavar"); CreateObject(1, "npc_kavar", GetLocation(oWP_council_kavar), 0); object oKavar = GetObjectByTag("kavar", 0); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oKavar), 0.0, 0, 0.0)); DelayCommand(0.3, DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTWEAPON, oKavar), 0.0, 0, 0.0)); DelayCommand(0.6, AssignCommand(oKavar, ActionEquipItem(CreateItemOnObject("kava_lghtsbr_191", oKavar, 1, 1), 4, 1))); DelayCommand(0.6, AssignCommand(oKavar, ActionEquipItem(CreateItemOnObject("kava_shrtsbr_192", oKavar, 1, 1), 5, 1))); DelayCommand(0.9, AssignCommand(oKavar, SetLightsaberPowered(oKavar, TRUE, FALSE, FALSE))); } } } I should just go try it I guess heheh EDIT: Ok that worked. Thank you DP. On to the next issue....short saber rotation. Quote Share this post Link to post Share on other sites