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Hunters Run
05-16-2010, 06:57 PM
Well, I finally got it to look good:

http://img200.imageshack.us/i/k200000.jpg/

Revans flowing robe in TSL. A warning for you impatient ones. I work on this when I have the time. So please, don't ask when it will be done. It will be done in time.

Kyr'am Galaar
05-16-2010, 07:16 PM
I have to ask this... Did you port Sithspecter's Revan into TSL? If you did the animations by yourself then kudos to you! :thmbup1: If not... :xp:

VarsityPuppet
05-16-2010, 07:50 PM
Excellent job... if this indeed NOT ported.

Lord of Hunger
05-16-2010, 07:53 PM
Ditto. This took Sithspecter ages, so if you did do it on your own then kudos.

Hunters Run
05-16-2010, 07:55 PM
Good of you to ask. Originally I asked SS if I could port his animations to speed up time, but in the end decided against it as it was to much of an issue. As such each one is hand done so to speak. The downside of this is that it will take longer.

Quick edit- I am currently at the beginning. As such this will probably take a long time.

Lord of Hunger
05-16-2010, 10:43 PM
Well it is good to know that you are doing this and doing it legally. Thank you for taking on this project, Hunters Run.

Hunters Run
05-17-2010, 02:17 PM
Update- Unless I missed some all the utility animations are done. Will work on the combat animations next. On another note the weapons are missing their sound. Will pm Sithspecter for a solution. If anyone else knows the solution feel free to post it.

Hunters Run
05-18-2010, 02:53 PM
update- Combat animations done- I think. The double saber animations might need more work. If your wondering how I got it done so quickly I am doing it by clipping issue not by frame. As such there are some I worked on heavily and some I left alone. Now I need some beta testers to tell me what a bad job I did :xp:. It will most likely be first come first picked, so if your interested pm me for more details.

.:Lord Revan:.
05-28-2010, 02:12 PM
Steetness mod looks amazing can't wait for it to be downloadable. Keep up the good work. :D

Hunters Run
05-28-2010, 02:34 PM
News, bad news and good news. I discovered that I missed the double saber animations and as such will be taking longer. To add to this I wasn't happy with the combat animations so I started a fine tuning process. As such it Is still a work in process. The good news is that the combat animations don't take that long to do, however they do add up. There are 23245 frames and about two thirds of them need to to be animated ( maybe less if you're lucky) As such it is long work going through each animation individually to see that there is no clipping. Work continues though.

Hunters Run
06-01-2010, 10:40 PM
update- I am going to do something that I should have done a while ago. I am going to start over. Before you panic know that I'll be using obsidian's cape animations. Following the wonderful tutorials and experimenting I was able to transfer the bones of a cape from a supermodel to the revan model. However it may take me a while to set the bones in the right position. Right now I managed to successfully import the animations into the game but the results aren't the best. Ah well, I'll get it yet.

Apologies to the beta testers for the setback. I will get you the latest version when it is done

VarsityPuppet
06-01-2010, 11:14 PM
update- I am going to do something that I should have done a while ago. I am going to start over. Before you panic know that I'll be using obsidian's cape animations. Following the wonderful tutorials and experimenting I was able to transfer the bones of a cape from a supermodel to the revan model. However it may take me a while to set the bones in the right position. Right now I managed to successfully import the animations into the game but the results aren't the best. Ah well, I'll get it yet.

Apologies to the beta testers for the setback. I will get you the latest version when it is done

How did you do this? Did you use my tutorial, or... ?

Anyways, please let me know how this transpired, as this could potentially be used in a number of other cases.

Hunters Run
06-02-2010, 01:09 AM
Actually your tutorial is what gave me the idea in the first place. That and khrizby's Tutorial.

First import the model you want into 3ds max or gmax. Next import the model with the bones you want into another window. After this delete everything from the second model except the bones you need (in my case I had to many bones). The next step is to save that model. Merge the bones into your first model. Position them so that they are on the section of skin you want to animate. with that piece of the skin selected, go to the modify tab and delete the skin modifier. Next add a skin modifier. Scroll down, you should see a tab that states add. Click it. A pop up box will appear with the different bones. Select the ones you imported. To test it move one of the bones. The piece of the skin should move as well. from there use the other tutorials that deal with exporting and converting the binary model to an ascii.

Rinku
06-02-2010, 07:18 AM
This looks very cool. Keep up the good work.

Now I really wish I had TSL.

Nick Vader
06-02-2010, 01:17 PM
I want to see this finished. Revan's flowing cape in TSL? Totally worth a download. Although after sithspectre's one, I don't think you'll get praised as much as you deserve... IF, though your cape prooves to be good, who knows ? You might even win the 2010 mod of the year contest!

Good work, and I am looking forward to a release.

Hunters Run
06-03-2010, 01:40 PM
update- I will release it as is. Thanks to Obsidian's animations the model is fully animated. Besides, I want to move on to something else- getting a semi brand new character model into the game. I actually have several ideas how to do this. Who knows if it will work. I will fix the sound issue on the revan model then release.

VarsityPuppet
06-03-2010, 02:42 PM
If this works, you are my new hero!

Holty1-5
06-03-2010, 03:27 PM
If this works, you are my new hero!

Need I Say More?

Hunters Run
06-03-2010, 04:53 PM
update- I am trying to replace kreia with a stick figure. So far I have rendered her invisible. A step in the right direction I think.

VarsityPuppet
06-03-2010, 04:56 PM
Quick question about Flowing Revan: Does he now have Darth Nihilus Animations, a.k.a., some missing animations?

EDIT: I refer to Nihilus' animations because he is one of the models in the game that has a cape.

Hunters Run
06-03-2010, 05:33 PM
No, I got the animations from the supermodel with all the animations.On another note- now atton is invisible-except for his head. The best way to put it is that it reads my model yet it doesn't, e.g., it reads I changed something so it turns the model invisible yet it doesn't do anything else. Work continues.

VarsityPuppet
06-03-2010, 06:04 PM
No, I got the animations from the supermodel with all the animations.

There are 3. Which one has the cape bones? or are we thinking of different bones now here? I know there are the robe bones, the one that make the back of the jedi robe go "Flooo!", but that's different from the cape. I dunno, I'm probably doing something weird or wrong.

On another note- now atton is invisible-except for his head. The best way to put it is that it reads my model yet it doesn't, e.g., it reads I changed something so it turns the model invisible yet it doesn't do anything else. Work continues.

Did you make sure those meshes are linked to the aurora base?

Hunters Run
06-03-2010, 07:46 PM
Actually there are five. What I did was take some bones from the cape of the zhesion zha ( I really hope that's how it's spelled) armor and put it on the cape of the revan model. Imported animations from all five then saw it flowed. exported and put it into the game. The whole time I was expecting something to go wrong. Imagine my delighted surprise when it worked.

edit almost forgot- @VP- didn't make sure of that. thanks.

Salzella
06-03-2010, 07:50 PM
update- I am trying to replace kreia with a stick figure. So far I have rendered her invisible. A step in the right direction I think.

lol :D keep up the great work so far. may need to re-install the games for all the awesome mods in progress now.

VarsityPuppet
06-03-2010, 08:26 PM
Actually there are five. What I did was take some bones from the cape of the zhesion zha ( I really hope that's how it's spelled) armor and put it on the cape of the revan model. Imported animations from all five then saw it flowed. exported and put it into the game. The whole time I was expecting something to go wrong. Imagine my delighted surprise when it worked.

Well 2 male, 3 female, even though those name assignments don't really matter.. lol.

Thanks for the clarification. I figured it was something like that but I just wanted to make sure. 5 stars for efficiency my friend! :thmbup1:

On a side note though, it would still be nice to be able to use that crazy flowing cape on the Nihilus model or something. THAT would require alot of animation editing though, eh?

Hunters Run
06-03-2010, 08:55 PM
Success! I replaced attons body with something weird.

http:
//img267.imageshack.us/i/k200005.jpg/ (http://img267.imageshack.us/i/k200005.jpg/)

This means someone with better modeling skills than me can replace characters with brand new ones. It might even be possible to not have to replace a character if you spawn it through scripting and give it it's own model.

Kyr'am Galaar
06-03-2010, 09:04 PM
lolwut? What is he supposed to be, exactly???

LDR
06-03-2010, 09:13 PM
lolwut? What is he supposed to be, exactly??? I don't know. Maybe a trash can?

Hunters Run
06-03-2010, 10:23 PM
Atton as a trash can :xp: Actually, it's a placeholder to show it can be done. Atton looks weird because for some reason his head stuck around. Kreia was fully replaced.

http://img139.imageshack.us/i/k200006.jpg/

Imagine if I had the skills to create a whole new character model to replace her.

Create a model from scratch. Break it up into 4 sections- head, torso, 2 arms. import a model with the bones you want into 3ds max or gmax. click on the head,torso and arm sections and take note of what each piece of skin envelopes. Delete the skin leaving only the bones. merge both the bones and new model together. convert to mesh. Envelope each piece of skin with their corresponding bone- eg arm with the arm bones. you may have to import the animations for it to be animated. export convert from ascii to binary then put in override folder.

redrob41
06-04-2010, 12:12 AM
Atton as a trash can :xp: Actually, it's a placeholder to show it can be done. Atton looks weird because for some reason his head stuck around. Kreia was fully replaced.

That might be because Kreia is a single model (both body and head included), whereas Atton has separate body and head models. I bet if you did the same thing to Atris, her head would be invisible too. Do they have goggle and mask hooks, as well as all the others (camera, lightsaber etc)?

This looks like a very interesting project you're working on. All the best luck to you :D

Hunters Run
06-06-2010, 12:33 PM
The op in this (http://www.lucasforums.com/showthread.php?t=204145) thread thought it would be cool if the lightsabers would hang from the belt.Well, I did it, but the results are messed up. However, it's nothing I can't fix, but it will take time.

Sith Holocron
06-07-2010, 03:07 AM
Here goes my obvious question: the mask removal animation and the special saber flourish that Revan used in the BIK isn't included in this, right?

Hunters Run
06-07-2010, 09:05 AM
Actually the mask removal animation is included in the model already. However it is not on the model I animated. The flourish animation is harder. Since it is a BIK movie the animation wasn't included in the model. I could try to animate it though. I could use the challenge.

Rtas Vadum
06-07-2010, 09:13 AM
Actually the mask removal animation is included in the model already. However it is not on the model I animated. The flourish animation is harder. Since it is a BIK movie the animation wasn't included in the model. I could try to animate it though. I could use the challenge.

The model you animated is the masked model, right? Would it take very long to do the same for the unmasked model? I know the hood wouldn't be animated(unless you want to do those as well), but having the cape move is better than nothing.

Hunters Run
06-14-2010, 08:39 PM
update- Finished. Revans Flowing Robe (http://www.megaupload.com/?d=Q9QCN6ZL). It does look good if I do say so myself. Of course that's because Obsidian makes good animations.

newbiemodder
06-14-2010, 08:50 PM
Congrats...downloading now...just want to confirm Rtas's comment from 6-7..it is the masked robe not the unmasked model

Sith Holocron
06-14-2010, 09:22 PM
Could someone post a video of this mod in action?

HdVaderII
06-14-2010, 09:40 PM
Impressive, very impressive! I haven't had time to test this out yet, but if it turns out to be like SS's version for K1, that's an incredible amount of work in so short a time.

Sithspecter
06-15-2010, 08:21 PM
Were you able to get the cape to use Obsidian's cape animations or did you animate them like I did?

Hunters Run
06-15-2010, 08:41 PM
Obsidian's cape animations. That is how I got it out so quickly.

Isaac Clarke
06-16-2010, 06:13 AM
Can you do this for K1, too?

Edit: Just tried. This is really good. Could use improving, though.

Canderis
06-16-2010, 09:50 AM
Can you do this for K1, too?


Um... http://knightsoftheoldrepublic.filefront.com/file/Revans_Flowing_Cape_and_Belt;107623

Hunters Run
06-16-2010, 01:14 PM
If anyone sees any improvements to make don't hesitate to point them out. I only ask that if possible you say which specific animation needs improving on. I'd rather not go through every single animation again looking for problems.

Isaac Clarke
06-16-2010, 06:39 PM
Sorry, I was in a hurry for a short trip. I was going to say, could use improvement, when the PC walks or runs the cape doesn't quite touch the feet, and if one foot hits the cape, the whole cape doesn't flap up, does it?

Um... http://knightsoftheoldrepublic.filef...nd_Belt;107623

Sorry. I wasn't thinking right. I already knew of that.

Hunters Run
06-16-2010, 06:43 PM
Obsidian animations are like that. I may have raised the cape to high, however tbh it's to much trouble to go back through every animation and change it. Or another way of looking at it.....it's the wind, the wind I say!

Seikan
06-17-2010, 12:49 AM
Of course, it's the wind!!! the PC ALWAYS run! so there is a lot of wind, plus he's a jedi using force speed, all the time, the game is just a little in slow motion! :D

Hunters Run
03-23-2011, 07:58 PM
Wow, long time no post. So what have I been up to? Well.....

http://img508.imageshack.us/img508/2248/kotor0000.jpg

http://img651.imageshack.us/img651/6853/kotor0001.jpg

http://img101.imageshack.us/img101/6964/kotor0002.jpg

http://img861.imageshack.us/img861/7430/kotor0003.jpg

Warning: there are some clipping issues with the blades. Unfortunately, this will probably not be fixed unless I'm really lucky.

Viado Onasi
03-23-2011, 08:12 PM
Those look nice!!

newbiemodder
03-23-2011, 08:23 PM
Pretty cool stuff Hunter...nice job.

LDR
03-23-2011, 08:34 PM
Those look great. :D

Phildevil
03-23-2011, 08:38 PM
Neat stuff! Does the stance flows well with the animations?

Hunters Run
03-23-2011, 08:46 PM
I tweaked some of the attacks so that they flowed better but most did well enough on their own. Ironically, the coolest attack is one I did not animate.

Viado Onasi
03-23-2011, 08:49 PM
Are these animations going to be for TSL too? I noticed the screenshot was in KotOR. These are really awesome animations, btw, again.

Hunters Run
03-23-2011, 08:57 PM
Yep, I am going to do a TSL version also.

Slstoev
03-23-2011, 09:52 PM
Yay!

Sith Holocron
03-23-2011, 11:35 PM
Hunters Run, I suggest making a video of your new animations. Showing the new animations compared with the originals might be a good way to go . . .

Hunters Run
03-27-2011, 03:30 PM
That's not a bad idea. However, I know nothing about making videos and have another project that I am focusing on right now (the animations are done, I am currently waiting for some input to put the finishing touches on the mod). However, if somebody has free time on their hands and wants to make a video, I'll be more than happy to send them the model.

logan23
03-27-2011, 04:37 PM
How does combat work with this?

Rinku
03-27-2011, 05:06 PM
HR that looks amazing. Did you change the running and walking animations to match, or are they still the same? Regardless it looks really nice ;)

Will it work with SS's Revan's animated robes mod? I'm asking because in the pictures it looks like you are not using the mod.

Qui-Gon Glenn
03-27-2011, 05:12 PM
How does combat work with this?The same question I am curious about... how I missed this lately is beyond me, but wow that looks pretty cool! Take DI's Starkiller-inspired sleeveless robe and add those saber animations, and you have a pretty awesome cross-over mod!

Really neat, Hunter's Run! Glad to see that your work continues, even if it is behind the scenes :)

Darth InSidious
03-27-2011, 05:58 PM
Oh, wow. This is... just amazing. Fantastic work, HR!

Sithspecter
03-27-2011, 06:36 PM
I have given Hunter permission to use my mod with this, and it will be fully compatible with my original robes. I've gotten a chance to test it, and I think that with some refinement, this is going to be a really cool mod that will draw people back to KotOR.

VarsityPuppet
03-27-2011, 06:48 PM
Do you think you could fix some of the animation stances for the female Exile characters? They have this issue where their lips get messed up when going into a combat stance.

Darth InSidious
03-27-2011, 07:36 PM
I'm raising this more as a discussion-point than anything, but... in KotOR II's animations.2da, there are rows set aside for 'ready' stances for the Makashi, Soresu, Ataru, Shien, Niman and Juyo forms. There are three rows each; one for single, double, and dual-wielding lightsabers. Now, I don't know if this is possible and people far better-informed than me can probably say, but... is there any way to create animations to match these? Would it be possible to set up separate combat animation sets for each form? They wouldn't need to be all-new, (in this hypothetical magic world where creating new animations isn't a pain in the rear end :p ) as mixing some of the currently existing animation sets in could give each form a more distinctive look.

Like I said, I've no idea about the (im)practicalities of this - just raising it out of interest. :)

Hunters Run
03-27-2011, 10:27 PM
I once considered doing that when I heard about it. I even was going to create individual stances for each one. However I soon discovered that it was for some reason hardcoded into the game. At least that's what I read.

The version Sithspecter has is an old one. I adjusted the attacks so they flow better. Some attacks are modified a little and some a lot. There was an issue where the twin sabers clipped through the body that has been eliminated and thanks to Sithspecter the robe flows. Also the running and walking animations are the default ones.

@VP- Can you take a screen shot of this issue and send it to me? I'll then compare it to the full body model and see what I can do.

About the TSL version. To avoid porting issues I will probably be animating them all over again so it may take a while. Unless there is unanimous agreement that it is not porting I can't really do anything about it.

About using this with other mods. It is okay with me, However you'll also have to ask Sithspecter as his flowing robe is included. I created the flowing robe for TSL so have a ball when it is done.

Sithspecter asked that I add a new line in the 2da so that you can use his mod and mine in conjunction, however I have no idea how to do that. This is one of the last things that needs to be done before the mod is released, so If you do know how to do it, drop me a line.

As I was writing the wall o' text I had the thought that I should really get the mod beta tested before I shove it out the door.

Requirements for beta testing:

1. You must have kotor installed. I don't know why you'll ask if you don't as this mod is only for kotor, but still....
2. I'll try to put this as nicely as possible. If you sign up just to get the mod early don't bother. If 4 out of 5 testers point out glaring issues or constructive criticism, but the the 5'th one comes back with "TEH BEST MODZ EVAH" than rest assured they will never beta test for me again.
3.Have Fun

VarsityPuppet
03-29-2011, 11:47 AM
@VP- Can you take a screen shot of this issue and send it to me? I'll then compare it to the full body model and see what I can do.



These pictures demonstrate the issue with the lips

http://i.min.us/imoX4c.JPG
http://i.min.us/impiiG.JPG


... and this is what the lips should look like.
http://i.min.us/imtUwC.JPG

Hunters Run
03-29-2011, 01:57 PM
Is it only a specific head or each individual head that is messed up? If it is a specific head which one?

LDR
03-29-2011, 08:44 PM
Well... if it was a specific head, then it would obviously be that one. :xp:

Hunters Run
03-29-2011, 09:30 PM
I can't believe I didn't catch that :p. It just occurred to me that if I fix the full body model than it will eliminate the problems for all the models. However, if there is no problem with the full body model than it would help if I got the name of the specific head model. That way I don't have to filter through all the heads to find the one that is messed up and I can get straight to work.

VarsityPuppet
03-29-2011, 10:06 PM
I can't believe I didn't catch that :p. It just occurred to me that if I fix the full body model than it will eliminate the problems for all the models. However, if there is no problem with the full body model than it would help if I got the name of the specific head model. That way I don't have to filter through all the heads to find the one that is messed up and I can get straight to work.

As far as I know, all of the female heads are like that, which leads me to believe that it indeed the body model animations (the super models).

Dark_Ansem
05-24-2011, 02:49 AM
amazing work!

Hunters Run
05-24-2011, 02:38 PM
I come back with a request and a question. I have finished another animation/stance mod and I think it would be good if a video was taken of it. The catch is that I recently discovered I am no good at taking videos. As such if anyone has the time on their hands or the inclination to make a video please p.m. me.

When I made the stance mod I tweaked the animations to flow better. However they are not new attacks. The problem with new attacks is that they will be out of sync with what the opponent does. My question is that how many of you want new attacks and how many want the attacks to be in sync.

Fallen Guardian
05-24-2011, 06:43 PM
Definitely would rather have them be in sync. But couldn't you also make new defences to match the attacks?

Sithspecter
05-24-2011, 07:06 PM
I think that the coolness of new attacks would be absolutely ruined if they weren't synchronized. I've had a few cutscenes in the game run where the attacks were not coordinated. It looked completely ridiculous. Like, a character would "get hit" by the opponent's weapon before they even swung, and other such nonsense. But, if you could figure out the frame that the hits and parries occur on, and time yours so that they match, it could be sweet.

Sith Holocron
05-25-2011, 01:51 AM
I agree with Sithspecter's assessment.

New question: Are these new attacks going to be connected with the fighting styles that are taught to you by the Jedi Masters: like Ataru, Shien, and the like?

Hunters Run
05-25-2011, 04:28 PM
Hmmm....The attacks are all set lengths. If I play a game of match them up I should have the attacks and defenses matched up. From there it will just be a matter of matching keyframes.

To answer the second question, there is the back hand style which I believe is a varient of juyo. Also revans stance is juyo I believe. Besides juyo what styles do you think revan knew? I ask because I've decided to put the backhand style in a different model and if Sithspecter is okay with it, use his flowing robe model again to animate stances and attacks. Revans new flourish and stance will be the one you saw in his cutscene. It won't be a 1:1 copy but it will be as good as I can make it.

As a last note which model do you think best fits the backhand style? Also which project should I work on first- the back hand style or revans style?

Slstoev
05-25-2011, 11:21 PM
Both are tempting. You could go with the easier and then the harder or vice versa.

harark1
05-26-2011, 05:59 PM
Flip a coin. But if you want our opinion I say backhand.

Hunters Run
12-12-2011, 04:00 PM
update- Last time I was doing a backhand style. That has given way to my current project- getting animations into the game without replacing them. I have been successful. By injecting lines into animation.2da and dialoganimations.2da I have managed to create new animations without replacing old ones. This of course is in ether late alpha or early beta stage. Unfortunately the ends of my finales are coming soon and that means I'll be playing skyrim and will have no time to dedicate to this project. Still I believe I have 98% of the steps down right. for the last few steps I'll need some scripting help. Right now I can inject new animations to any party member and maybe to the pc. I haven't tried with the pc yet as I am experiencing some problems with that. However that does not mean it can't be done. I have changed my pc's appearance to darth revan and the animations won't hold. It just occurred to me that if I add new animations to the main supermodel it should show on the pc regardless of outfit. Soooo.....I am going now to check that out.

Fallen Guardian
12-12-2011, 05:27 PM
Sounds interesting, I hope you can get it to work...New animations would certainly benefit KotOR.

Warrior Master
12-31-2011, 05:52 PM
So, it would be something like The Force Unleashed 2 fighting style? Not just to fight with a back-hand light saber, but also making a mix of the animations / movements of TFU 2 and the animations that already are in both KotOR, right? Making the fights much more impressive ... What a titanic work, man! I hope that you are successful Hunters Run, as Fallen Guardian says that would be really great for both KotOR, making them even more interesting of what they already are. Good luck! :thmbup1:

Hunters Run
12-31-2011, 07:36 PM
Update- I have come to ask for help. I have managed to inject a line into the animations.2da and dialogueanimations.2da and managed to play a new animation without replacing an old one. However, I have only managed to get the animation to play thru a characters events and not their dialog. As such I believe that it is now a matter of finding the right script to make the animation play. The script I need is a script that makes kreia play an animation.

About my saber stance/combat mod- once I get the last of the kinks sorted out of what I am currently working on I will release a tutorial on how to do this, then I have several ideas but lets get this done first shall we?

Fallen Guardian
12-31-2011, 07:54 PM
Congratulations on making new animations!

Here's the script:

void main()
{

object oNPC = GetObjectByTag("Kreia");

AssignCommand(oNPC, ActionPlayAnimation(18, 1.0, (-1.0)));


}


You can take 18 and change it to whatever the animation number is.

Hunters Run
01-01-2012, 12:02 PM
That did it. One more test then I'll release a tutorial.

Hunters Run
01-12-2012, 08:57 PM
How to get new animations into the game without replacing old animations.

Things you'll need:

Kotor tool

mdlops v.6 alpha 1

a text editor

3ds max/ gmax with nwmax

1. First extract your desired model .mdl and .mdx to a folder.
2. Next use modlops to make an ascii
3. import into your animating program.
4. create your animations. To do so click on the green square. On your right you should notice a box where the animations would be listed. Click on the little downward arrow next to the white bar. A list of names should appear. Choose default.If there are no animations on the model click add. If there are look below the white bar. There are two rows of numbers. If there are already animations look at the end number of the last animation. then in the top row add a number that is higher than the number of the last animation. in the bottom row calculate how much frames you need then add in the number. For example if you want 50 frames and you start at 100 enter 150 on the bottom row.
5. export your model with animations to a new folder.
6. open animations.2da and scroll to the bottom. Add a new line. For example the last line is 393 so create a line 394. name it something short, like "test".
find an animation similar to your custom animation and copy the rest of the line. If you look you'll see 1 and 0. I would assume that 1 means on and 0 means off. change as desired.
7. open the folder with your exported model. Open the model with notepad or something similar. Search for default. rename your animation from default to whatever you named your animation.
8. add another letter to your exported model (n_darthrevan to n_darthrevana)
9. put your exported model in the same folder as your original .mdl .mdx
10. using mdlops find your exported model and and click read and write.You should end up with a k1/k2-r-bin.mdl.mdx. put them in your override folder. rename it so that the k1/k2-k-r-bin is deleted.
12. using a script get your animation working in game. Sorry but that's not really my forte. The best advice I can give you is ask around.

That's it. Using this method I got a simple wave animation in game without replacing any animations. Good luck.

Fallen Guardian
01-12-2012, 09:23 PM
Sounds like a cool breakthrough! Too bad I can't animate or model..... :(

newbiemodder
01-13-2012, 09:16 AM
Nice work Hunter

Hunters Run
05-13-2012, 11:09 AM
*Thy old blowing of the dust* Seeing all those projects going around has made me want to mod again. However before I start I have a question. Is this possible: when you enter combat inject a script that states if animation a plays then animation b plays (damage does not change only the animation, also there is another step but it will only work if this step works). K1 and K2.

TimBob12
05-13-2012, 12:15 PM
I don't have the answer to your question but major congrats on getting custom animations working. Too bad my copies of Kotor 1 and 2 seem to have dissapeared. :(

Hunters Run
06-03-2012, 09:06 PM
for some reason I keep getting a syntax error with this script.
void main()
{

object oPC = GetFirstPC();

GetHasSpellEffect(FORM_SABER_II_MAKASHI, OBJECT_SELF));
DelayCommand(1.0, SetLightsaberPowered(oPC, 1, 0, 1));
AssignCommand(OBJECT_SELF, ActionPlayAnimation(10532, 1.0, 0.0));
DelayCommand(1.5, OBJECT_SELF, ActionPlayAnimation(10580, 1.0, 0.0));
}


points if you guess what I am working on.

Darth InSidious
06-03-2012, 09:12 PM
Well, the first thing I spotted is that there's at the end of the GetHasSpellEffect line, you've got )); where you want ); .

And it looks like you're working on custom flourish animations. :D

Hunters Run
06-03-2012, 09:53 PM
Right you are. If all works out each form will have it's unique flourish. The hardest part will be getting the script right and attaching it to each form.

I got the script to work. Now I just need to figure out where to put it. Any help would be appreciated.

Darth InSidious
06-07-2012, 12:10 PM
With the right checks (probably best to use GetIsInCombat(oCreature); , though as always, its best to experiment and see), you could attach it to the OnHeartbeat script. This would make it fire once every six seconds, which I believe is the length of a combat round, but I could be wrong on that. This would get the job done in the most basic way, though you might want to add more checks and if clauses to it to make it work with a little more finesse. Other people might have better ideas on how to do this, though.

Hunters Run
06-07-2012, 04:54 PM
Unfortunately the saber forms are hard-coded. So I attached the animation to an armband that only plays the animation when the saber form is selected. Still I am not sure who would use this as it takes up an armband slot. I have several Ideas to make it more palatable but I first need to decode the combatanimations.2a. If anybody knows what each number corresponds to please reply.

Fallen Guardian
06-07-2012, 06:13 PM
I don't know if this is exactly what you are looking for, but this deals with combat animations: http://www.lucasforums.com/showthread.php?t=208456&page=2/post#65

Darth InSidious
06-07-2012, 07:06 PM
No idea, sorry. This might be an area where it's necessary to do some experimenting.

Hunters Run
06-13-2012, 07:58 PM
update- Due to the fact that the forms are hard coded I am forced to drop this project. Still, I have other projects. Check out my gallery on deadly stream to see what I am working on. So, what is next? Well there is my yoda style mod. Still I am debating whether to release it or not, as the attacks don't match up. If enough people want it I will release it. Imo even though the attacks don't match up, it's fine.

Another project I am working on is a revised version of revans flowing robe for tsl. The old one was missing a camera hook and I am also fine tuning the belt animations.

Last thing, I would like to create a compilation of animations. So far I have a give item to another person, a look at item, and some animations that should make VarsityPuppet happy. My question to the rest of you is, are there any animations you want?

Sith Holocron
06-13-2012, 08:05 PM
1) A facepalm?
2) How about an animation that has a charactet turning around without looking he/she/it is standing on a slow moving record turntable?

Zhaboka
06-13-2012, 08:08 PM
Yeah, I think the Yoda animations mod would be fine to release regardless of polish. It's just too cool not to.

Canderis
06-13-2012, 09:05 PM
A sitting animation for kotor 1.

VarsityPuppet
06-14-2012, 01:10 AM
1 - Fix the jaw animation on some the 'combat ready' stances for females. Sometimes the jaws are messed up. I don't remember which are the messed up ones, but I know 'double saber' ready stance is one of them.

2 - Fix the "lifted/choke" animation. The cape is not animated on the supermodel (plus the character is not lifted high enough to match up with Hanharr's "lift/choke" animation.

Other than that, I can't really think of any animations you might add... except for the ones I had mentioned before.

Hunters Run
06-14-2012, 10:22 AM
@ SH A facepalm hmmm, done. Can you elaborate on the second one?
@ Canderis I'll see you one better. Playing pazzak, drinking, and just plain sitting, are animations that I added.
@ VP 1. Consider it done. 2. strange, it is the same animation as the one on the mira model so how come it isn't lifted high enough? consider it done.

I'll wait a week to see if anybody else has any requests than I will release it.

Rtas Vadum
06-14-2012, 11:39 AM
@ SH A facepalm hmmm, done. Can you elaborate on the second one?


I don't know of a specific place in the game that might have it, but it is in a few. Mostly, in any instance the game has to change a character/model's direction, the animation that plays just turns the model around, pretty much by spinning it.

As for the Lift/Choke animation, I've notice that if you have Mira wear anything else but her default clothes(or at least, if she isn't using her default clothing model), Hanhar doesn't grab her by the neck. In her first possible appearance, it plays out fine. It's the one on Malachor that doesn't work, at least if she is wearing something other than her normal clothing.

Fallen Guardian
06-15-2012, 01:29 AM
Maybe a sitting down "bored" animation, in which a character is sitting and has his/her head propped up by his/her hand.

CptPriceless
06-15-2012, 01:53 AM
Twi'lek *Spinning* Blades

Sith Holocron
06-15-2012, 03:12 AM
I don't know of a specific place in the game that might have it, but it is in a few. Mostly, in any instance the game has to change a character/model's direction, the animation that plays just turns the model around, pretty much by spinning it.

That's what I meant. (Thanks Rtas Vadum.)

This video shows a few examples of the character spinning. Sorry it's not a YouTube link - this was the best I could come up with.

The Hologram of G0-T0 speaks to an unconscious Exile (http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm/videos/gameplay-programmer-approved-goto-start)

I thought that a good replacement to the spinning would be a standard "about face" maneuver. I found this video which may be helpful because it shows a few angles of it and it also has it in slow motion.

About Face Close Order Drill (http://www.youtube.com/watch?v=j1AJkfaK5OU)

I realize this is one of the most complicated requests of those asked for but if I didn't ask . . .

You might find this thread of interest for other ideas.
New Animations in KOTOR 1 or 2? (http://www.lucasforums.com/showthread.php?t=197203)

Fallen Guardian
06-15-2012, 03:59 AM
That's what I meant. (Thanks Rtas Vadum.)

This video shows a few examples of the character spinning. Sorry it's not a YouTube link - this was the best I could come up with.

The Hologram of G0-T0 speaks to an unconscious Exile (http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm/videos/gameplay-programmer-approved-goto-start)

I thought that a good replacement to the spinning would be a standard "about face" maneuver. I found this video which may be helpful because it shows a few angles of it and it also has it in slow motion.

About Face Close Order Drill (http://www.youtube.com/watch?v=j1AJkfaK5OU)

I realize this is one of the most complicated requests of those asked for but if I didn't ask . . .

You might find this thread of interest for other ideas.
New Animations in KOTOR 1 or 2? (http://www.lucasforums.com/showthread.php?t=197203)


It seems that the turnstile effect only happens when the characters aren't turning by a large amount, otherwise they do that standard floor tap with their feet as they turn... I'll see if I can find a video of what I'm talking about.

Also, speaking of that GOTO video, Hunters Run you may want to fix the animation for the cape as the PC lies down, as shown in that scene. Because as it is right now it's quite odd that a tip of the cape just spazzes upward every couple seconds.

Hunters Run
06-15-2012, 02:36 PM
It seems that the turnstile effect only happens when the characters aren't turning by a large amount, otherwise they do that standard floor tap with their feet as they turn... I'll see if I can find a video of what I'm talking about.
I find it strange that it is not applied to all turning animations. There does exist a turning animation in kotor and tsl so it could be something isn't firing correctly.

Fallen Guardian
06-15-2012, 03:31 PM
I find it strange that it is not applied to all turning animations. There does exist a turning animation in kotor and tsl so it could be something isn't firing correctly.

Yeah, that's possible.


Another idea for an animation. In NWScript (in KotOR 1, it may be the same for KotOR 2) there is an entry under animations that is commented out, which reads as this: ANIMATION_FIREFORGET_READ

There is also another commented out animation called ANIMATION_FIREFORGET_STEAL.

Now for the read one I think you could so something like the animation shown here: http://www.youtube.com/watch?v=itQc8o8Y3jM from 7:59 - 8:09.

I'm not too sure about the steal animation but I'm just throwing around ideas.

Hunters Run
06-15-2012, 05:58 PM
@FG- reading: done, but I will make it a looping animation. Bored: done. This animation gave me an idea for another one: sleeping sitting animation.

Fallen Guardian
06-16-2012, 01:45 PM
Sounds cool. I saw another animation that may be interesting to add, this one from Jade Empire.

Go to this video: http://www.youtube.com/watch?v=Zv-22HtNkIg

And go to about 2:26. The dismissive hand wave that the big burly guy with the beard does seems like it may fit with KotOR in a few places.

EDIT: Also, in KotOR 2 when the PC dives out of the elevator, it'd be pretty cool to have an animation like that in KotOR 1.

Hunters Run
06-18-2012, 01:13 PM
A question: the wording of the permissions section in bastila romance enhancement is to vague for me. Can I modify 2 lines in the source script and release that script with credit to the original author? I doubt I can contact the original author.

Fallen Guardian
06-18-2012, 01:51 PM
Well to quote the readme:

PERMISSIONS: This mod may be used without the explicit permission of the author WITH ONE EXCEPTION. If you want to use the file "k_hbas_dialog.dlg" from To Override (Allronix Dlg-Pack 2.0) you have to ask Allronix for permission.

So, as long you aren't using the k_hbas_dialog from the mod, then you should be good.

Hunters Run
06-18-2012, 02:05 PM
I now have a request. For testing purposes I need a save right before you kiss bastila. If anyone has a save please send one my way.

On another note will soon release several mods. They are: revans flowing robe tsl 1.1, animation compilation k1, animation compilation k2, and an actual kiss for bastila romance enhancement . Since to my knowledge kotorfiles is having trouble does anyone mind if I try to get them uploaded on deadly stream?

edit- I no longer need a save. Fastest playthrough ever. What I do need is a script to fire an animation from Carth's heartbeat. So far I cannot get any animations to play whether my own or the games. Also the kissing animations are there but they won't fire. As scripting isn't my fort how do the scripting experts think I should modify the script(kiss_bastila from bastila romance enhancement). So far I replaced the number in the script (6) with the number of my script (10405, 10406). Nothing. This is the only thing holding up the release of the mods.

Fallen Guardian
06-19-2012, 10:17 PM
Hey, for the sitting animations in KotOR 1 and 2, maybe you could add one to both games in which the character is sitting but they're more relaxed. Like, they're leaning back a bit and their arms are crossed across their chest. Just an idea..

Hunters Run
06-20-2012, 03:31 PM
update- I am experiencing a problem with k1. For some reason it does not play any animations from the animations.2da file whether my own or the games. If anyone knows why this is please reply. On a related note how would I write a script that goes: If Animation A plays send a message to myself saying "this animation fired", and if it does not play send a message saying "this animation failed".

Hassat Hunter
06-21-2012, 04:56 AM
Do you add "100" before the animation number?

Hunters Run
06-21-2012, 05:33 PM
yep, I did. Strangely enough it doesn't read the games or my animation from the animations.2da. It does however run animations from nwscript. For example it won't run the animation if I put in 10006, but it runs an animation if I put in 6. To make it even stranger it is reading the animations.2da because I hid the weapons through animations.2da
and the weapons were hidden in game.

Hunters Run
06-22-2012, 03:32 PM
update- Bad news. It appears that custom non replacing animations are impossible with k1. The main problem I believe arises from the fact that you need to call up the name of the animation from nwscript (for example ANIMATION_FIREFORGET_*). Either that or I am really bad at scripting. The animations are there but it will not read the script if you use numbers not found in nwscript (like 10405, which should call up animation 405 from animations.2da yet it doesn't). So what does this mean? It may still be possible to script animations into k1 if I knew how many unused animations there are. Still, k2 is proven to work.

Hassat Hunter
06-22-2012, 07:54 PM
(this is from KOTOR2, might be true for KOTOR too)
There are a few animations who don't work per script (which are the xxxx ones, 4 digit), who can however be said in the .dlg file. Usually their 10xxxx equivelant doesn't even work). Have you tried having it be an active animation in dialogue?

Also could try just "1405" in the script, maybe works for KOTOR1. Worth the shot...

Fallen Guardian
06-23-2012, 09:32 PM
If it doesn't end up working you can always replace the kneel_talking_angry animation and kneel_talking_sad animation, seeing as those aren't used, with the two most sought after animations.

Hunters Run
06-24-2012, 10:53 AM
Alrighty, I did some more research about placeable animations (k1). Going under the assumption that you are trying to get your character to sit in a chair that you placed in a model, I believe there something I can do for you. Each siting character has their own model so I would assume they have their own animations(for example, there exists a commoner model that is the regular model for all the other animations-n_commm/f. There is also a placeable for the commoner- l_commm/f). If you want a new model to have the sitting animations (it would be best if you specified the type of sitting animations- drinking, playing pazzak, etc). just tell me and I'll add them to a model, rename it, and specify it in placeable.2da, and send it to you. You'll have to create the utp though. If it doesn't work than my theory is wrong and sitting characters are impossible to put in the game.

On another note right now I am trying to match up animations. once I do that I will release.

Darth InSidious
06-24-2012, 11:36 AM
This is a slightly random thought, HR, but to get particular animations to run (like the new combat animations, say), have you considered the "special walk" item property? It's listed as row 52 in itempropdef.2da, and is defined by iprp_walk.2da, which consists of two columns (in addition to the (Row Label) column), called "name" and "label". "name" has a number (1008 and 1009 are the two current values), and "label" has "Default" (corresponds to 1008) and "ZombieWalk" (corresponds to 1009).

I'm assuming these are the animation number (1008 for normal walking, 1009 for zombie walk). I just thought this might potentially be useful as a way to get animations to fire, given that the property can be added to any equippable item. :)

Hunters Run
06-24-2012, 07:18 PM
Unfortunately, I am forced to replace old animations in k1 to make new ones. There are three old animations I can replace that aren't on the main supermodel. One is already taken by the diveroll (because it's just to cool). That leaves two more. It just struck me that I can put different animations on different supermodels. The downside to this is that people will have to pick and choose. I think I will divide it up as follows. 1. diveroll, dimissive gesture, facepalm. 2. sitting animations(disregard my last post). 3. give item, look at item, and one more. So get creative, the coolest animation will go in.

Fallen Guardian
06-25-2012, 03:20 PM
Hey, in addition to adding in the new animations maybe you could add all the normal combat animations and other things to the Ithorian model?

Sith Holocron
06-25-2012, 06:04 PM
HR, but can you add all of those animations to TSL? For that game, we don't have to choose?

Hunters Run
06-25-2012, 06:32 PM
@FG- I just checked and it should be possible. I just need to create combat animations for Ithorians. Unfortunately, it will only have either one animation type- melee, unarmed, or ranged. So what type of animations should Ithorians have?

@SH- Yep, all the animations for TSL are on one model. I tried it before and it worked. It is even compatible for tslrcm as I created my own lean animation. Note-the lean animation is not a 1:1 copy but (shameless plug) it looks cool non the less. I recommend you install after tslrcm.

On another note for TSL, I discovered a hide weapons during dialog mod. This mod is incompatible with my upcoming mod. So what I'll do is tweak the animations.2da that I use to hide the weapons also unless there is a general uproar not to.

Fallen Guardian
06-25-2012, 09:29 PM
@FG- I just checked and it should be possible. I just need to create combat animations for Ithorians. Unfortunately, it will only have either one animation type- melee, unarmed, or ranged. So what type of animations should Ithorians have?

Hmmm, I'd say melee. Seeing as that's the one type of combat animation that will never be cancelled out of. Ranged will cancel out into melee if a character gets close, and unarmed is just... well... it's unarmed.

Hunters Run
06-26-2012, 07:42 PM
I just realized more bad news, unfortunately the Ithorian only calls one set of melee animations. There are two sets melee vs characters and melee vs creatures. Ithorians, being creatures themselves are limited to one set of combat animations(the creature animations -mo/bo), whereas characters have different animations(g2, etc). What does this mean? It means I need to experiment. Also it would be good to know if you can play random animations in a script. If playing random animations is possible, it means we're in business (I should be able to get all combat animations-melee, ranged, and unarmed on the model, but only if playing random animations is possible).

Hassat Hunter
06-27-2012, 06:01 PM
Well, any "standard" KOTOR2 spawn-script starts off with the following code (sub-number varies of course), I suppose the same could be done for KOTOR1...

void sub18() {
int nRandom = d8(1);
if ((nRandom == 1)) {
ActionPlayAnimation(103, 1.0, 0.0);
}
else {
if ((nRandom == 2)) {
ActionPlayAnimation(102, 1.0, 0.0);
}
else {
if ((nRandom == 3)) {
ActionPlayAnimation(1, 1.0, 3.0);
}
else {
if ((((nRandom == 4) || (nRandom == 5)) && (GetRacialType(OBJECT_SELF) != 5))) {
if ((GetGender(OBJECT_SELF) == 0)) {
sub1(intGLOB_52, 0);
ActionPlayAnimation(24, 1.0, 20.4);
ActionDoCommand(sub1(intGLOB_52, 1));
}
else {
if ((GetGender(OBJECT_SELF) == 1)) {
sub1(intGLOB_52, 0);
ActionPlayAnimation(24, 1.0, 13.3);
ActionDoCommand(sub1(intGLOB_52, 1));
}
}
}
else {
if ((((nRandom == 6) || (nRandom == 4)) || (nRandom == 5))) {
ActionPlayAnimation(100, 1.0, 0.0);
}
else {
if ((nRandom == 7)) {
ActionPlayAnimation(101, 1.0, 0.0);
}
else {
if ((nRandom == 8)) {
sub1(intGLOB_52, 0);
ActionPlayAnimation(1, 1.0, 5.0);
ActionDoCommand(sub1(intGLOB_52, 1));
}
}
}
}
}
}
}
}

Hunters Run
06-28-2012, 05:06 PM
@HH- Unless I'm wrong, it looks like that script is as follows: If random action plays, do animation 1. If random action 2 plays do animation 2. Very close, but what I am looking for is when action plays, of two animations play one at random. Or as I said I could be wrong and the script does what I am looking for. I would be the first to say that scripting isn't my forte.

Hassat Hunter
07-01-2012, 08:01 AM
It is. The very first line is a dice roll of a 1d8.
Depending on the result, an animation plays. Some requirements listed to prevent droids from playing certain animations...

Fallen Guardian
07-05-2012, 09:54 PM
Hey, not sure if anyone's mentioned this before, but I had an idea for two new animations for KotOR II. So basically, when

Atton dies

I always found the scene to be a bit awkward just because of the way he is lying down while talking. If you could make two animations, basically one animation where he is sitting on the ground, his back is leaning against the wall, and he is talking, and another where he is just sitting, leaning against the wall, and dead, that'd be awesome.

Hunters Run
09-29-2012, 10:11 PM
update- I have released revans flowing robe for TSL on deadly stream. Unfortunately, as often happens life took over. Even worse, I have decided to abandon putting new animations into k1. This decision was sparked by the fact that you have to replace animations to get them in the game. Still, I will be animating for k2.

Current project: adding animations to creatures that don't have animations-this will be my last project in k1. (Ithorian, Selkath) I haven't tested it yet but all the utility animations should work. Selkaths already have combat animations, Ithorians don't. I will give Ithorians melee animations.

Hunters Run
04-29-2013, 11:48 PM
Long time huh? Anyways:

http://www.lucasforums.com/picture.php?albumid=839&pictureid=9492
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9493
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9494
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9495
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9496


For Tsl, Kotor comes afterwards.

If you know how to model and have time and you want to help the criteria is simple. 1. you must be able to texture your models. 2. you must keep the shape the same although you can add things that make sense (like the trigger ring). 3. post in this thread what you are modeling so others (if there are any) won't model the same thing.

The workflow to model the item is simple. First import the weapon you want to model. You'll notice there are upgrades attached to the weapon. Next model the new weapon based off the old one sans upgrades. Texture your model. This is your base model. Next is the hard part. you have to model any upgrades the weapon can have off of the base model. Sometimes there are two sometimes three. The hardest thing is getting all the combinations of upgrades. If you think you can do it my suggestion is model one upgrade like a scope then model every single chamber with the scope (mark I, mark II, etc). Keep doing this until you have every single combination.

I'll understand if nobody takes up the task (it is pretty daunting). Chances are I'll get burnt out before I complete it. Should I release what I have then or should I hold onto it as it would be incomplete? As always coming when it's done (provided it is done, hey it is a huge task).

Fair Strides 2
04-30-2013, 12:42 AM
Long time huh? Anyways:

http://www.lucasforums.com/picture.php?albumid=839&pictureid=9492
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9493
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9494
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9495
http://www.lucasforums.com/picture.php?albumid=839&pictureid=9496


For Tsl, Kotor comes afterwards.

If you know how to model and have time and you want to help the criteria is simple. 1. you must be able to texture your models. 2. you must keep the shape the same although you can add things that make sense (like the trigger ring). 3. post in this thread what you are modeling so others (if there are any) won't model the same thing.

The workflow to model the item is simple. First import the weapon you want to model. You'll notice there are upgrades attached to the weapon. Next model the new weapon based off the old one sans upgrades. Texture your model. This is your base model. Next is the hard part. you have to model any upgrades the weapon can have off of the base model. Sometimes there are two sometimes three. The hardest thing is getting all the combinations of upgrades. If you think you can do it my suggestion is model one upgrade like a scope then model every single chamber with the scope (mark I, mark II, etc). Keep doing this until you have every single combination.

I'll understand if nobody takes up the task (it is pretty daunting). Chances are I'll get burnt out before I complete it. Should I release what I have then or should I hold onto it as it would be incomplete? As always coming when it's done (provided it is done, hey it is a huge task).

If by "burnt out" you mean done with Kotor modding for the foreseeable future, then I'd release the stuff as modder's resource with specific instructions/ a vision of what you want to be done with them. Also, if you do this, I recommend releasing a template for the read-me file with an up-to-date credits section.

Canderis
04-30-2013, 07:19 AM
I like what i see! Nice work.

Hunters Run
04-30-2013, 02:46 PM
You know, instead of modelers right now, I need people to tell me where all the workbenches are located. I already did Peragus and Telos so you don't need to worry about those. I also know which module the ebon hawk is in.

supreme kotor
04-30-2013, 05:11 PM
I already did Peragus and Telos.

Including the military base and polar academy?

Also do you need M4-78 and TSLRCM locations?

Fallen Guardian
04-30-2013, 06:00 PM
You know, instead of modelers right now, I need people to tell me where all the workbenches are located. I already did Peragus and Telos so you don't need to worry about those. I also know which module the ebon hawk is in.

There's also one on Nar Shadda (301NAR, I believe), as well as one on the Mandalorian Camp on Dxun (403DXN). There might be one in the royal palace on Onderon (506OND), and I'm pretty sure there's one in Khoonda on Dantooine (601DAN?).

Hassat Hunter
04-30-2013, 06:36 PM
From the top of my head;

301NAR, 305NAR. Not sure; 302NAR, 303NAR
403DXN, 411DXN
506OND as mentioned, not sure if anywhere else on Onderon is one. Probably should be.
602DAN, 610DAN
702KOR
851HAR
Malachor depends on TSLRCM or not...

(I might have missed some)

Hunters Run
04-30-2013, 07:37 PM
@HH: thanks that helped.
@Supreme kotor: The screen shots are actually from the Telos academy. I played through the game going through every workbench up to that one to make sure the camera angle was right.

Tslrcm locations? You mean tslrcm adds workbenches? Ah well more work for me.

Thanks to me figuring out how the Tslpatcher works it will be tslrcm compatible. M4-78ep comes later after regular tsl (I'll need to obtain permission to access some of it's files to make it compatible, also seeing as I have never actually played it yet I will probably do so first).

I just thought of another job that can help me out. Script writing. While easier than modeling it is still time consuming, so the prerequisite is that you have time on your hands . Meanwhile I slowly but surely head towards the 1/10000000 mark ( I may be underestimating it a bit:xp:).

I'll check back every now and again but the majority of my time will be taken up by RL and this mod.

supreme kotor
04-30-2013, 08:09 PM
^On malachor and I'm assuming there's probably at least one at the HK factory?

Hassat Hunter
04-30-2013, 09:01 PM
Yeah, there's 1 more in the restored areas of Malachor. And in the HK factory. And I am not sure why you need M4-78EP files? (custom camera points added to the .git?)

Hunters Run
04-30-2013, 10:48 PM
That's right. I inject camera points into the .git then call it in a dialogue. The problem with m4-78ep is that there is no vanilla git file that I can modify. Would modifying a vanilla .git and using the tslpatcher to insert new lines into the .git of each module work for the Hk factory, Malachor, and m4-78? On that note what is the Module designation of the HK factory, Malachor, and m4-78?

Fair Strides 2
05-01-2013, 12:41 AM
Would modifying a vanilla .git and using the tslpatcher to insert new lines into the .git of each module work for the Hk factory, Malachor, and m4-78? On that note what is the Module designation of the HK factory, Malachor, and m4-78?

1. Maybe. Try experimenting.

2. HK Factory: "TEL_"
Malachor: "MAL_"
M4-78EP(Unless they've changed it): "DRO_"

Fallen Guardian
05-01-2013, 06:35 AM
You could always just use animated cameras. They'd require you to have the correct coordinates but they're contained within a separate MDL and MDX file, no GIT necessary.

Hassat Hunter
05-01-2013, 08:13 AM
You do realise we modify a LOT of .git's throughout the game? If you use vanilla ones, and then use TSLPatcher to replace .git files in modules, it would still be incompatible.

Fair Strides 2
05-01-2013, 12:06 PM
You do realise we modify a LOT of .git's throughout the game? If you use vanilla ones, and then use TSLPatcher to replace .git files in modules, it would still be incompatible.

Couldn't he just extract the .git from every module using ERFEdit, modify it, and then use TSLPatcher on that? A bit overkill given that some modules probably weren't touched, but it'll work, won't it?

Darth InSidious
05-01-2013, 12:23 PM
Is it not possible to use the TSLPatcher to modify an existing .git file? It should also be possible to use a .bat and multiple changes.ini files to provide the user with mulitple installation options, IIRC.

Hunters Run
05-01-2013, 12:40 PM
Actually I add lines to the .git. I was actually using modified vanilla .git files and injecting lines into tslrcm's .git files. To my knowledge it worked (the main indicator was when I did not repeat myself when talking to Atris). I just realized that I answered my own question :eek:.

edit: Aaaaaand DI beats me to it.

VarsityPuppet
05-01-2013, 01:01 PM
Is it not possible to use the TSLPatcher to modify an existing .git file? It should also be possible to use a .bat and multiple changes.ini files to provide the user with mulitple installation options, IIRC.

If I remember correctly, I had to ask stoffe how to modify multiple files with the same name, but in different locations

Hunters Run
05-01-2013, 01:48 PM
If I wanted to have an install to vanilla TSL I would simply extract all files for that module and replace that .git with my .git then make it a mod file, correct? I ask because I did this and the opening scene of that module won't fire.

edit: never mind, didn't put the .dlg files in.

Hassat Hunter
05-01-2013, 09:37 PM
Couldn't he just extract the .git from every module using ERFEdit, modify it, and then use TSLPatcher on that? A bit overkill given that some modules probably weren't touched, but it'll work, won't it?
Yes. That would be the correct procedure. But vanilla .git's would definitely break stuff.
Is it not possible to use the TSLPatcher to modify an existing .git file? It should also be possible to use a .bat and multiple changes.ini files to provide the user with mulitple installation options, IIRC.
I don't know, is that possible? If so, how? Any instructions around here, since I couldn't find them.
Would be very helpful to make several mods compatible, since currently if I modify a .git outside of TSLRCM it just overwrites the old one. Not really compatible with other mods thus wanting to add to the same .git.
Also multiple-installations are already possible with using TSLPatcher itself, no .bat needed. You do need multiple changes.ini (and info.ini if you want slightly different readme's displaying).
Actually I add lines to the .git. I was actually using modified vanilla .git files and injecting lines into tslrcm's .git files. To my knowledge it worked (the main indicator was when I did not repeat myself when talking to Atris). I just realized that I answered my own question :eek:
Sounds good. A good baseline would be to assume we changed everything in a module. It's not exactly true (but pretty close xD), but it's the best way to make safe your mods not conflicting. Just extracting from the .mod and modifying that, and it should work. Provided your own additions are correct of course :xp:
If I remember correctly, I had to ask stoffe how to modify multiple files with the same name, but in different locations
Do you recall the answer? Since currently I need to use a multi-install using different maps per same-named file. Which requires users to run the installer a few times before the mods installed. Which apparently is kinda counter-intiniutative, seeing someone complaining lately that Sith Assassins where at the turret game, but not in the Hawk. But (s)he just installed part 1 instead of the full mod.
Could also be handy for something I want to modify what you made ;).
If I wanted to have an install to vanilla TSL I would simply extract all files for that module and replace that .git with my .git then make it a mod file, correct? I ask because I did this and the opening scene of that module won't fire.
A lot easier, and more compatible with other mods would be to simply replace the .git with the other .git in the module. .MOD for TSLRCM, .erf for vanilla. It would also make your mod around 2000% easier to download, having a few kb .git files instead of entire modules.

For an example how that works you can try my Vao Amband Drop mod;
http://deadlystream.com/forum/files/file/192-vao-armband-drop/
And run it through the TSLPatcher configurator, so you can quickly see how to add .gits to mod/erf-files using it instead of having to manually do that and have it install that.

Hopefully all is clear now. Good luck. :thmbup1:
And if you have any more questions, well, that's what we're here for...

Hunters Run
05-06-2013, 12:29 PM
Unless there is a general outcry against it I will make every single workbench besides the ebon hawk workbench invisible and not usable in TSL. The reason behind this is that before, I was creating dialogue for every workbench, this way I only need to create one (ebon hawk). Kotor 1 only has two workbenches (ebon hawk plus dantooine) so that is no problem. This does not count the tutorial which I am making a separate dialogue for.

supreme kotor
05-06-2013, 02:17 PM
Unless there is a general outcry against it I will make every single workbench besides the ebon hawk workbench invisible and not usable in TSL. The reason behind this is that before, I was creating dialogue for every workbench, this way I only need to create one (ebon hawk). Kotor 1 only has two workbenches (ebon hawk plus dantooine) so that is no problem. This does not count the tutorial which I am making a separate dialogue for.

No problem here. I don't know about others though...

Sith Holocron
05-06-2013, 02:23 PM
HR, besides the Ebon Hawk - enable the workbench of Malachor V as you can't get back on the ship to use the workbench there.

Hunters Run
05-06-2013, 02:32 PM
You mean the one added by tslrcm? Which module is it in?

Hunters Run
08-19-2013, 08:01 PM
update- Still alive. Also script parameters are our friend. Now if I only didn't keep going back to increase the quality of the mod it would get done slightly quicker. Unfortunately, I am still on the first blaster. Fortunately, Every single scope for that blaster is modeled. That means every scope is different in level (mark 2 looks like a mark 1 with additions, if that makes sense, and each addition in level adds something).


To prevent it ever coming about that if I get burnt out and nothing gets released, I will be doing the mod in phases. Once I complete a weapon or armor I will release it on deadly forums. There is a downside to this. An incomplete mod means you can't upgrade everything. If that ever happens I will release my workflow and any unfinished models, textures, whatever, so hopefully someone would take up the torch. As stated anyone who helps I will do my best to get every phase first to them. It should be noted that each phase would be a beta phase- untested in game, it won't crash your game (at least it didn't mine) but it may have bugs like missing textures.

I believe that is all for now, back to work.

update: I was plugging away when my computer crashed and I lost all my data. What does this mean? The project has changed. Once I can get the parts in game I will show screen shots. When will it be? unknown. The project is currently on hold as I am having trouble with lightsabers. if anyone is able to get lightsabers into the game and has time on their hands please p.m. me. So what am I doing? Modeling lightsabers actually. Concepts and direction to concepts would be welcome. An idea of mine would be when you first meet Atris and shows the lightsaber the hilt would be a unique hilt. But I would have to mess with one of tslrcms scripts then inject that script back into tslrm's .mod to make it compatible. Doable, and a cool feature. Still nothing will happen until 2 things happen. I solve my lightsaber issues, and tslrcm 1.83 comes out.