lfnetwork.com mark read register faq members calendar

Thread: Haha, breakthrough!
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 11-25-2012, 11:34 PM   #1
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 
Haha, breakthrough!

Quote:
Originally Posted by LDR View Post
Now you should make drivable vehicles.
Well, some people should be careful what they wish for. Because I took that idea, and I made it happen in about 15 minutes.

I know what you're thinking, you're like:

But you're about to be like:

Show spoiler

Show spoiler

Show spoiler


That's right. I took a speeder and made it into a playable character. Say hello to cool new KotOR mods! I've long suspected that it would be fairly easy to do something like this, but I finally got around to it. It was pretty ridiculously simple to be honest. Now I've got to figure out how to make it go really fast.



Sithspecter is offline   you may: quote & reply,
Old 11-25-2012, 11:37 PM   #2
VarsityPuppet
Master of Puppets
 
VarsityPuppet's Avatar
 
Join Date: May 2009
Location: MN
Posts: 1,253
Current Game: Chrono Trigger
Contest winner - Modding Forum Veteran Veteran Modder Helpful! 
I'd thought about trying this, but never got around to it...

Kudos to you, SithSpecter!

VarsityPuppet is offline   you may: quote & reply,
Old 11-25-2012, 11:45 PM   #3
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 
Thanks. So far, I've only figured out how to make it accelerate smoothly and increase the size of the player walkmesh (for lack of a better term). I still have no idea on how to change the camera distance or the walking/running speed.



Sithspecter is offline   you may: quote & reply,
Old 11-26-2012, 12:55 AM   #4
LDR
Your Death Angel
 
LDR's Avatar
 
Join Date: Apr 2010
Location: Malachor V
Posts: 1,141
Current Game: Halo: Master Chief Collection
Helpful! Roleplayer Imperialist Meatbags Guild Member The Walking Carpets Guild Member 
Now I really love you. Good job!

All you've got to do is add the character into the vehicle, which shouldn't be very hard. Just put him on there like those guys in the Calo Nord scene on Tatooine, right?



Forgive, but never forget. No amount of DLC can take back lying to your fan base. Trust is earned, not downloaded.



My Mods
Current Mod Thread
LDR is offline   you may: quote & reply,
Old 11-26-2012, 01:06 AM   #5
Xarwarz
Forumite
 
Xarwarz's Avatar
 
Join Date: Sep 2005
Posts: 631
Veteran Modder 
Excellent work


USE MY MOD IN ANY MOD
xediixarwarz.com

NEXTGEN PICZ
Show spoiler
Xarwarz is offline   you may: quote & reply,
Old 11-26-2012, 03:43 AM   #6
Darth InSidious
A handful of dust.
 
Darth InSidious's Avatar
 
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,778
Current Game: KotOR II
Amazing work, SS!

Quote:
Originally Posted by Sithspecter View Post
Thanks. So far, I've only figured out how to make it accelerate smoothly and increase the size of the player walkmesh (for lack of a better term). I still have no idea on how to change the camera distance or the walking/running speed.
On the camera, I'm not too sure how much luck you'll have: camera distance appears to be set in camerastyles.2da, and so would appear to only be alterable in the .are file for an area.

On the other hand, appearance.2da does contain a cameraspace field (after the clothing model and texture fields), which may do something useful: it appears to have settings for some characters, like Carth, but not for others. The setting does not appear to be used for player characters by the game.



Works-In-Progress
~
Mods Released
~
Quid existis in desertum videre?
Darth InSidious is offline   you may: quote & reply,
Old 11-26-2012, 03:57 AM   #7
Sith Holocron
M4-78
 
Sith Holocron's Avatar
 
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,345
Current Game: The Old Republic
Forum Veteran Folder extraordinaire Helpful! Alderaan News Holopics contributor 
Quote:
Originally Posted by LDR View Post
All you've got to do is add the character into the vehicle, which shouldn't be very hard. Just put him on there like those guys in the Calo Nord scene on Tatooine, right?
From the pictures SS added over at Deadly Stream, it seems like he might have added that as a possibility.
Show spoiler

Show spoiler




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
Sith Holocron is offline   you may: quote & reply,
Old 11-26-2012, 09:36 AM   #8
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 









Sithspecter is offline   you may: quote & reply,
Old 11-26-2012, 09:45 AM   #9
Hassat Hunter
Forumite
 
Join Date: Jan 2010
Posts: 565
Heh, I remember trying to be a Krath Dragon.

However, it was generally too big to move around most areas.

It's nice!
Hassat Hunter is offline   you may: quote & reply,
Old 11-26-2012, 09:47 AM   #10
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 
Quote:
Originally Posted by Darth InSidious View Post
Amazing work, SS!



On the camera, I'm not too sure how much luck you'll have: camera distance appears to be set in camerastyles.2da, and so would appear to only be alterable in the .are file for an area.

On the other hand, appearance.2da does contain a cameraspace field (after the clothing model and texture fields), which may do something useful: it appears to have settings for some characters, like Carth, but not for others. The setting does not appear to be used for player characters by the game.
I've messed with a few of the fields, but it appears that the cameraspace one doesn't really make a noticeable difference. However, I feel that this will be a fairly specific application, and that if it is going to be used in mods, it will only be in specific areas. This way, the area can be tailored to fit the vehicle, and the camera change for that area won't affect the normal play.

And I'm pretty sure that I can't make this to use the PC specific model. The Iridonian is integrated into the model, and while there might be a way around that, I don't think that it's worth the trouble.



Sithspecter is offline   you may: quote & reply,
Old 11-26-2012, 03:09 PM   #11
GeorgNihilus
Forumite
 
GeorgNihilus's Avatar
 
Join Date: Mar 2007
Location: Somewhere in the Outer Rim
Posts: 600
Current Game: Skyrim
Red face What?!?

Haha ha! still can't believe my eyes ....

looks like you took seriously LDR's Gungan Shield [WIP] comment. Yep you did

P.S. oh, by the way, I DO NEED those gungan shields RIGHT NOW in my game! and with minor clippings would be better of course.


TSL Mods
Nar Shaddaa hidden complex http://knightsoftheoldrepublic.filef..._Complex;91257
Mandalorian camo Armors in-game http://lucasforums.com/showthread.php?t=204159
Telos polar plateau sidequest 1.2 http://lucasforums.com/showthread.php?t=202436

KotOR Mods
A lost sith in a nameless world http://knightsoftheoldrepublic.filef...ss_World;96040
GeorgNihilus is offline   you may: quote & reply,
Old 11-26-2012, 03:48 PM   #12
Xarwarz
Forumite
 
Xarwarz's Avatar
 
Join Date: Sep 2005
Posts: 631
Veteran Modder 
Incredible breakthroughs indeed..think it would be possible to drive the sandcrawler?


USE MY MOD IN ANY MOD
xediixarwarz.com

NEXTGEN PICZ
Show spoiler
Xarwarz is offline   you may: quote & reply,
Old 11-26-2012, 03:59 PM   #13
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 
Oh yes, it's definitely possible...



Sithspecter is offline   you may: quote & reply,
Old 11-26-2012, 07:10 PM   #14
Zhaboka
Applesauce Tractor
 
Zhaboka's Avatar
 
Join Date: Apr 2006
Location: California
Posts: 624
Veteran Modder 
OH MY GOD OH MY GOD OH MY GOD.

You're ridiculous.



Thank you Gorgod.
Zhaboka is offline   you may: quote & reply,
Old 11-27-2012, 01:48 PM   #15
Mandalore5
Rookie
 
Mandalore5's Avatar
 
Join Date: Jun 2011
Location: Dxun
Posts: 158
Current Game: Empire at War:Thrawn's Revenge
It sounds insane, but the insane genius kind of insane.


I'm Mandalore, KotOR scripter-for-hire. Some know me, most don't. Here I am either way.
My KotOR1 Restoration Project (not just mine, there's someone else): http://deadlystream.com/forum/forum/...storation-k1r/
Mandalore5 is offline   you may: quote & reply,
Old 11-28-2012, 01:36 AM   #16
Dak Drexl
Senior Member
 
Dak Drexl's Avatar
 
Join Date: Jan 2010
Posts: 1,079
Helpful! 
Wow nice SS, really fun stuff!

...

Now make it shoot Gizka.

Oh, also, have you had any luck with changing the speed? I remember coming across a thread or two a while ago, try reading this one: http://www.lucasforums.com/showthread.php?t=130527

Dak Drexl is offline   you may: quote & reply,
Old 11-28-2012, 12:32 PM   #17
Fallen Guardian
Wandering the Galaxy...
 
Fallen Guardian's Avatar
 
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,288
Current Game: Knights of the Old Republic
Veteran Modder Helpful! 
I said something similar to this over on DeadlyStream but since I didn't post a function along with it I'll repeat myself here.

You can call this effect to make a movement speed increase

Code:
effect EffectMovementSpeedIncrease(int nNewSpeedPercent);
I used the other effect of this nature, EffectMovementSpeedDecrease, and it worked so this should too, theoretically.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
Fallen Guardian is offline   you may: quote & reply,
Old 11-30-2012, 02:14 AM   #18
Darth DeadMan
Rookie
 
Darth DeadMan's Avatar
 
Join Date: Sep 2005
Location: Russia
Posts: 120
Current Game: StarCraft II
Quote:
I still have no idea on how to change the camera distance or the walking/running speed.
Have you tried to move camerahook in the model?


Stay metal, live forever, never die!

My mods @ DeadlyStream
Darth DeadMan is offline   you may: quote & reply,
Old 11-30-2012, 05:25 PM   #19
Zhaboka
Applesauce Tractor
 
Zhaboka's Avatar
 
Join Date: Apr 2006
Location: California
Posts: 624
Veteran Modder 
Not to get ahead of ourselves, but will it come with its own weaponry? LIKE GIANT LAZERZ 'N' STUFF!?!?



Thank you Gorgod.
Zhaboka is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > Holowan Laboratories > Haha, breakthrough!

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 01:43 PM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.