omfg-noob Posted March 23, 2007 Share Posted March 23, 2007 I would like to learn about the first area on Peragus. 1. What is the model/classification of the dead !?miners!? that are floating in the kolto tanks? 2. How do they remain "floating"? Is this in animations.2da? 3. How does the PC "float"? How does he convulse while floating and can he do any other animations while in that state? Can the miners convulse? 4. What exempts the PC from being attached to the walkmesh while floating? 5. Is this a cutscene? Is it a dialog? 6. Is there a way to determine which models are capable of doing what animations? Link to comment Share on other sites More sharing options...
Tupac Amaru Posted March 23, 2007 Share Posted March 23, 2007 3. How does the PC "float"? How does he convulse while floating and can he do any other animations while in that state? Can the miners convulse?In case of the PC, dialog animations are used. Open a .dlg file with DLGEditor, select the node where the animation should play and add animation 1409 to show a character floating. Animation 1410 will make a character convulse. The DLGEditor will say these are 'point' and 'point_loop' animations, but this isn't correct. A character can only play one animation at a time. This miners aren't characters. They seem to be models integrated into the area, so the dlg animation won't work. 4. What exempts the PC from being attached to the walkmesh while floating?The animation does that. 5. Is this a cutscene? Is it a dialog?The file for this cutscene is 101awake.dlg. Cutscenes are dialogs. Link to comment Share on other sites More sharing options...
omfg-noob Posted March 27, 2007 Author Share Posted March 27, 2007 Ok, I extracted 101awake.dlg and added the convulsions in before Kreia says "awaken". I also extracted kolto.dlg and made the exile angry at the thought of getting in again by changing the facialanim and emotion boxes, but I did them both at the same time so I don't know which one made his stance change, and I didn't experiment with the camera field to see the expression yet. I thought I would find something in the 101kreia.dlg that made her resume meditation at the end of the coversation, did I miss it? If I wanted to put a couple "party members" in two of the kolto tanks for the PC to free in the beginning, what would be my best way to go about it? I'm thinking: 1. Remove 2 miner .mdls (with K-GFFeditor?) 2. Place my new NPC's in the same coordinates (Should these be based on the PC body .mdl choices to ensure they have the ability to do the 1409 float animation? Also, how accurate is the DLGeditor's AvailableAnimations window? Is it a complete list, or does it change based on the characters involved?) 3. Make a dialog for each borrowing from the 101awake.dlg and then 4a. add them as puppets, or 4b. add them as party members, or 4c. add one each way I realize that its breaks continuity in some of the dialogues between Kreia, the PC, and the computer terminal in the medlab, but this is more of a learning exercise than part of a mod; although when I get to map editing I will be glad to have done it already. Two final questions. I'd like to extract p_attonbb.mdl and retexture it to look like sith robes. Do I simply rename the .mdl or is there some hex editing required? I wish I knew how to ask that better, but I don't remember the thread that gave me a deep-seeded paranoia that I'm supposed to be removing or replacing something for reference to somewhere else. The tutorials I think I need to follow don't mention it, though. What would be the best way to remove his holster, or camoflouge it? Link to comment Share on other sites More sharing options...
Tupac Amaru Posted March 27, 2007 Share Posted March 27, 2007 Ok, I extracted 101awake.dlg and added the convulsions in before Kreia says "awaken". I also extracted kolto.dlg and made the exile angry at the thought of getting in again by changing the facialanim and emotion boxes, but I did them both at the same time so I don't know which one made his stance change, and I didn't experiment with the camera field to see the expression yet.Emotions are only used for alien voice overs. Since there is no alien speaker in this dialogue the game will do nothing. I have never noticed much of an effect with FacialAnims. I thought I would find something in the 101kreia.dlg that made her resume meditation at the end of the coversation, did I miss it?The root node contains a field 'script that fires when conversation ends'. In this case it calls the script a_kreia_med which plays the meditate animation for Kreia. 2. Place my new NPC's in the same coordinates (Should these be based on the PC body .mdl choices to ensure they have the ability to do the 1409 float animation?1409 and 1410 should work for all humanoid NPCs. Since they are dialogue animation they can't show your NPCs floating in the tank outside of a dialogue, though. Also, how accurate is the DLGeditor's AvailableAnimations window? Is it a complete list, or does it change based on the characters involved?)The list doesn't change. Not all of the animation numbers listed will do something. When I tested this a while ago with Atton and Visas I noticed that a lot of the 4-digit numbers don't seem to be valid animations. Some animations only work for certain characters. For example, Visas' harakiri (1030) or Sion's hand chopper spin (10499). Non-humanoid models can also be a problem. I once tried the different talk animations on an Ithorian which wouldn't work. The DLGEditor lists most animations as a four-digit number and a five-digit number (for example 1006_DEAD and 10006_DEAD). Only one of them will play the animation that matches its description. The other number either won't work at all or will play a different animation. Getting animations right can involve some trial-and-error. Link to comment Share on other sites More sharing options...
omfg-noob Posted March 27, 2007 Author Share Posted March 27, 2007 Tupac, Thank you for your patience and helpful insight. Do you own K1? I'm tempted to reinstall it to find out how they handled the Republic soldiers floating in the kolto tanks in the secret medlab room on Taris. I'm almost certain I remember those as being actual PC models using heads other than the one I chose to start the game, although they didn't require a dialog to remain in that state (to my limited knowledge). Re: The kolto.dlg. All I can say is that EDIT: I was completely wrong, his stance changes but its always like that (I removed the file and it was still there.) It just looks so awkward that I thought I must have done it. Link to comment Share on other sites More sharing options...
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