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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.

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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?? 😁

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Alright guys I think I've settled on these. Gonna do different icons for different saber loot.

 

Schematic and companion sabers have these

BlueBackground2.jpg.83d2635b3bf06ca12d4dbc4cb50a9b51.jpg

 

Looted or reward sabers have these, and I'm gonna redo them so there's more black showing....

BlueBackground3.jpg.ace3f2812afa0a301b40d53185843399.jpg

 

then Master sabers...

MastersBlueBackground.jpg.d04cb40084f53e79bb08615b2312e5af.jpg

 

and the Revan, Malak and Sion will have

SithLordsBackground.jpg.e8ef421fd04576a84143e2043c95b9b8.jpg

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.

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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? 

 

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Sure, it's not difficult. I've made some before when playing around with stylised icon and logo ideas:

Stylised_KTR_Double_Hilt_Blades.jpg.18c4bc619cdc4339ee28c216d49233d4.jpg

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:

Saber_Wireframe.jpg.303024b67b036748ff22fb3ca1224c9f.jpg

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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?

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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.

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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 by Sith Holocron
Update

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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.

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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.

JornDbl1.jpg.c81a370c5e5245ab099b424269c903d6.jpg

 

curvyhilt1.jpg.e18e2a572edef2b43f92a707aae46103.jpg

 

 

2038550003_protonaddhilt.jpg.640431516ea70c64a8d8a07195c46764.jpg

 

Or just leave them to the ravages of time lol...but maybe rig and convert em as stand alone hilts...maybe.

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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....

20220921234541_1.jpg.d2467f9daf63cebf5311da8f9c1ddd74.jpg

20220921234613_1.jpg.1c4b744294345048d00f7ed5615a72ed.jpg

"Directional industrial steel" at 62-66% with a baremetal .txi

Kinda kewl yeah?

 

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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....

20220921234541_1.jpg.d2467f9daf63cebf5311da8f9c1ddd74.jpg

20220921234613_1.jpg.1c4b744294345048d00f7ed5615a72ed.jpg

"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.

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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.

acheron.jpg.61518d80e4a9b4e9ac72ac9974f6f1c3.jpg

Kreia"s.....

hikari.jpg.4812d98783f97103b8d2c9f5e6375408.jpg

Enclave Guardian's...

scimitar.jpg.e0e7c53dcbc2275154144231af2900c4.jpg

Currently Honorable Duelist...

samaratin.jpg.5dbbc80563f5fac5e0f283948a9da175.jpg

Kavar's Escort....without the inverted emitter shroud thingy.

cavalier.jpg.d7220fd9baa6ceb5a72d505227feb153.jpg

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.

purgator.jpg.077832327a0d2ba30b4cb251416bbcb7.jpg

One more...

Currently Visas Marr's Visionary saber....

klaxon.jpg.ef8f9ea30a02c23dcc0fcadf9751c16d.jpg

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.

 

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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.

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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. 

 

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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....

20221005003053_1.jpg.ac29eab46450b602ed42df4b3eb63b5f.jpg

AND I remembered to rotate it 90 degrees so the shroud is on the right side. Yay me.

 

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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.....

20221014153920_1.jpg.d2f0266026ec170b86e858d1afdd4a49.jpg

 

20221014153911_1.jpg.46dbd72cbbc0692cb07bdac33ce6bf3c.jpg

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.

 

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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.

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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.

 

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