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[TSL] Progress in Retro-Mod


blawk

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Hi fellows,

 

Here we go with some eye-candy and noise on Retro-Mod. I've made available some screenshots that show the progress that has been done lately on the mod.

Despite the dark side points icon, I'll add a more smooth and cleaner version ASAP. I'll try to make a release on the art-work ASAP too.

 

So, for now you can enjoy the screenshots at:

 

http://blawk.krath.googlepages.com/swkotorii%3Atslretro-modscreenshots

 

This is the "official" project logo, if someone feels like spreading the word on it, feel free to use and modify it in whatever way you want (I would like to do a button soon, or something decent to put as avatar or alike. Send me your hacks/modified works, I always like to know about how people use my work ;)).

 

retro-mod-logo_medium-full.png

 

Please lemme know your opinion and suggestions. I would like to know if someone is interested on contributing. I'm working on Hoth's Echo Base and need to do some models and alike. The sound FX & graphic design part is fine right now (I don't mind on doing all that stuff, I've enough background on both fields so it's not a problem).

 

Scripting isn't much of an issue as well, but I would appreciate help regarding modeling and dialog writing.

 

Another point is that, while I'm fine with Google Pages (it's easy to add stuff in a matter of seconds, it's not really scalable but at least it's free and works well), I would like to find a better place for hosting the mod website, files, etc.

 

Feedback is always welcome!

 

Cheers.

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Looks really nice blawk...I'm afraid I can't volunteer to help as I don't have the necessary skills, but I just wanted to comment and say that it does look really good.

 

The screenshots have spanish in them...will the release be in English as well?

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Since this is a WIP thread, I am moving it to Holowan. As indicated in the forum rules, the Taris Upper City Emporium is for mod releases only.

 

For mod hosting, check this sticky thread: http://www.lucasforums.com/showthread.php?t=140563

 

and if you are making a Spanish version, you can also host it here

 

The mod looks good. Keep it up!

 

Thanks and my apologies (once again) for posting in the wrong place. I've re-read the rules, just to make sure that I won't miss anything in the future :)

 

Thanks for the comments, I'll send some more details on models that I want to do and upload more meaningful screenshots.

 

On the spanish GUI.... all I can say is that I have the translated version of the Game but currently writing the dialogs in English (don't mind on writing them in both languages, but that's twice more work for dialogs) and this may be the reason that explains why I get blank dialog (and thus, "soft crash") when one NPC spawns:

 

object o_fdroid=CreateObject(OBJECT_TYPE_CREATURE,"n_fdroid",al_fdroid);

AssignCommand(o_fdroid, ActionStartConversation(oPC,"d_fdroid"));

 

The dialog file name is d_fdroid.dlg. So, it should work right?

Another question is, can the user receive items after a fight has finished? My current script gives them away right after getting executed, which also means that player engages combat mode at the same time and I would like to improve that.

 

Are 'for' type loops supported? or a while loop which checks inside an outside variable an breaks if it's value is equal to N or alike, pretty much like this:

 

int var = 0;
while (var < 5) {
   foo_bar();
   var++;
}

 

Same happens with values, can I randomize them? for example like rand() function.

 

BTW, one of the very first models I'm doing for the mod (will put work at http://blawk.krath.googlepages.com/swkotorii%3Atslretro-modmodels):

proto1-full.png

 

I'm interested on cut-scene creation, even with in-game dialog automation and NPC models (like most of the cut scenes in the game). Any pointers?

 

Cheers, many thanks in advance!

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Another question is, can the user receive items after a fight has finished? My current script gives them away right after getting executed, which also means that player engages combat mode at the same time and I would like to improve that.

You can give the enemy a custom OnDeath event script that does things when the creature is killed. You could give items here if you want them to appear after an enemy is dead.

 

 

Are 'for' type loops supported?

NWScript has support for the three most common types of looping, while, do...while and for. You can use it like:

int i;

for (i = 0; i < 5; i++) {
   foo_bar();
}

do {
   foo_bar();
   i++;
} while (i <= 5);

while (i < 5) {
   foo_bar();
   i++;
}

 

You can use break; to terminate a loop prematurely and continue; to skip to the next iteration in all three types of loops. Be careful when using continue though since it seems to work a bit odd under some circumstances.

 

Same happens with values, can I randomize them? for example like rand() function.

There is a Random() function in NWScript for getting a random integer value. The parameter is the upper range. I.e. if you set the parameter to 100 a random number between 0 and 99 will be returned.

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You can give the enemy a custom OnDeath event script that does things when the creature is killed. You could give items here if you want them to appear after an enemy is dead.

 

Hmm, thanks. How should I define the OnDeath event? Any script that I should look at as a reference? (Just to avoid wasting your time writing an example from the scratch ;)).

 

 

NWScript has support for the three most common types of looping, while, do...while and for. You can use it like:

int i;

for (i = 0; i < 5; i++) {
   foo_bar();
}

do {
   foo_bar();
   i++;
} while (i <= 5);

while (i < 5) {
   foo_bar();
   i++;
}

 

You can use break; to terminate a loop prematurely and continue; to skip to the next iteration in all three types of loops. Be careful when using continue though since it seems to work a bit odd under some circumstances.

 

Great. Many thanks again for the answers.

 

There is a Random() function in NWScript for getting a random integer value. The parameter is the upper range. I.e. if you set the parameter to 100 a random number between 0 and 99 will be returned.

 

Thanks again. I suppose

switch

statements are supported as well.

 

[update to my previous post]

This is the definitive model:

proto2-full.png

 

I'm working on a cut-scene just for fun, got some meshes handy for animating and as soon as I get used to 3D Studio Max 8 (I've been inactive in the 3D modeling scene for so much time). Will check out MDLops, as I need to know how to place my models inside TSL.

 

I'm already writing a tutorial for cut-scene editing. BINK video is really good, even if it's a lossy format (but it's compression ratio is just great).

 

Cheers.

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On the cut-scene and tutorial that I mentioned.... here we go with our own Holowan station (early stages, modelers and experienced 3D Studio guys are really welcome to help for creating a landscape in which the station can be placed):

 

cutscene-station-tydirium1-full.jpg

 

The uncompressed, high quality video goes up to 103MB.... and it's 10 seconds. That's the quality experience :D

 

Now I'm editing it and setting up the framework in Premiere. I'm using parts of the video that shows the Ebon Hawk getting into "hyper velocity" or whatever it was.

 

Tutorial & some mod releases coming soon.

 

Cheers.

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