Fan48 Posted February 19, 2006 Share Posted February 19, 2006 What are the file names for the pictures where it shows you whether you are light vs dark? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted February 19, 2006 Share Posted February 19, 2006 Do you mean the portrait files? If so.. use Fred Tetra's KotOR Tool to extract the proper files: KotOR I (Knights) Kotor I > ERFs > TexturePacks > swpc_tex_gui.erf > P KotOR II (TSL) Kotor II > ERFs > TexturePacks > swpc_tex_gui.erf > P They'll start with a "po_" prefix. Darkside portraits will have a "d1, d2 or d3" suffix on them. Link to comment Share on other sites More sharing options...
Fan48 Posted February 19, 2006 Author Share Posted February 19, 2006 It's the actual people. Like the guy standing when you're light side. Link to comment Share on other sites More sharing options...
Tupac Amaru Posted February 19, 2006 Share Posted February 19, 2006 You mean the stance on the character info screen? Those are animations, not pictures. They are numbers 59 (LS stance), 60 (neutral) and 61 (DS) in animations.2da. You can play them in dialogues/scripts just like other animations. Link to comment Share on other sites More sharing options...
Fan48 Posted February 20, 2006 Author Share Posted February 20, 2006 How would you go about integrating these in dialogue? Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted February 20, 2006 Share Posted February 20, 2006 With a script: void main() { object oTarget = /*object*/; AssignCommand(oTarget, ActionPlayAnimation(61, 1.0f, 3.0f)); } For that script above, just edit the object comment, and tweak the second and third arguments for the "ActionPlayAnimation()" call until it looks right. You may wish to check the scripting tutorials at the top of the Holowan Labs page for more info Link to comment Share on other sites More sharing options...
Tupac Amaru Posted February 20, 2006 Share Posted February 20, 2006 How would you go about integrating these in dialogue?If it's a TSL dialogue and only one character should play the animation, it is easiest to use the customizable script a_play_anim. When editing the dialogue, put 'a_play_anim' in the Script#1 or Script#2 field. Parameter 1 is the animation number, Parameter 3 is how long the animation should play in seconds. Put the character's tag in the string parameter field. Leave it empty if the main character should play the animation. You can find the source code for this script along with comments in scripts.bif -> Scripts, Source -> a_play_anim.nss. With a script: void main() { object oTarget = /*object*/; AssignCommand(oTarget, ActionPlayAnimation(61, 1.0f, 3.0f)); } I don't know about K1, but in TSL you have to add 10,000 to the row number in animations.2da to play it in a script. Link to comment Share on other sites More sharing options...
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