Dan Loto Posted January 30, 2008 Share Posted January 30, 2008 I wonder if he would know anything about animations... Link to comment Share on other sites More sharing options...
CrisG Posted January 30, 2008 Author Share Posted January 30, 2008 I will organize the questions by topic, story items first, as that is his speciality then technical and mod questions: so pls post any questions you might have, whatever they are...and we will give him a nice list. I will gather them all up tomorrow and open a new Q and A topic here in Holowan Lab and you can all check and make sure i get it right before i send it to him Friday. Link to comment Share on other sites More sharing options...
magnusll Posted January 30, 2008 Share Posted January 30, 2008 MagnusII, my gut feeling is that we can and should be as detailed at the outset as you can be, so he can give us guidelines on what he can help us with. Very well. Just remember that you asked for it Here's a complete list of the emitter controllers used in Kotor I: 8 position 20 orientation 104 fps 88 birthrate 240 **UNKNOWN** 168 velocity 140 randvel 124 drag 136 particlerot 160 spread 120 lifeexp 172 xsize 176 ysize 392 colorstart 284 colormid 380 colorend 220 percentstart 224 percentmid 228 percentend 84 alphastart 216 alphamid 80 alphaend 144 sizestart 232 sizemid 148 sizeend 152 sizestarty 236 sizemidy 156 sizeendy 112 framestart 108 frameend 92 bounceco 184 lightningdelay 188 lightningradius 196 lightningsubdiv 192 lightningscale 200 **UNKNOWN** 252 **UNKNOWN** 96 **UNKNOWN** 128 p2pbezier2 132 p2pbezier3 256 **UNKNOWN** 260 **UNKNOWN** 264 **UNKNOWN** 268 **UNKNOWN** 272 **UNKNOWN** 100 **UNKNOWN** 116 mass 164 threshold 180 blurlength I'd like to know: A) if it is correct B) what the "percentXXX" values are used for C) name and usage of all the unknown emitters Here's the structure of the AABB nodes used in Kotor: Vertex _BoxMin Vertex _BoxMax int _LeafFaceIndex int _Unknown /* 0 for leaves, 1-2-4-8-16-32 otherwise int _UnknownFixedAt4 int _LeftNodeArrayIndex int _RightNodeArrayIndex I'd like to know what's the meaning of the _Unknown field. Regarding the trimesh header, there are some unknown fields: ... float[3] _DiffuseColor float[3] _AmbientColor UInt32 _Unknown byte[32] _Texture1Name byte[32] _Texture2Name ... Int32[3]_Unknown1 // -1, -1, 0 byte _SaberUnknown1; // 3 for non-saber byte _SaberUnknown2; // 0 for non-saber byte _SaberUnknown3; // 0 for non-saber byte _SaberUnknown4; // 0 for non-saber byte _SaberUnknown5; // 0 for non-saber byte _SaberUnknown6; // 0 for non-saber byte _SaberUnknown7; // 0 for non-saber byte _SaberUnknown8; // 0 for non-saber, 17 for sabers Int32 _Unknown; float[4] _UnknownRotation //(?) Int32 _MDXDataSize; ... UInt16 _Shadow UInt16 _Render UInt16 _Unknown2 float _TotalArea UInt32 _Unknown4 UInt32 _Kotor2Unknown1 UInt32 _Kotor2Unknown2 UInt32 _OffsetToMDXData UInt32 _OffsetToVertices I'd like to know the meaning of those unknown fields. These are just the first three of a long, long list of similar questions I'd very much like to ask.... Link to comment Share on other sites More sharing options...
CrisG Posted January 31, 2008 Author Share Posted January 31, 2008 Superb, that is exactly what I had hoped you would give us to share with David, it will show him several things, including that we, or specifically those of us, including you and others who are willing and capable, are working hard to understand the game to be able to mod it accurately and to maintain the high level of the game quality, and that we and again those of you who are doing it, are self starters and work hard at this, and any help will be much much appreciated. I think this is honestly one of the remarkable things about this community and the way the game inspires people and a fine reflection of the effort that went into it with people like David and the rest of the devel team, David may be able to pass on some of the technical questions to Lead Tools Programmer Don Moar and the other Tools Programmers Owen Borstad, Timothy Smith, Kris Tan, Sydney Tang, or to the Graphics Programmers John Bible, Patrick Chan, Peter Woytiuk, we can hope and this will be a chance to show what we are interested in and working on and with. I will do a sweep tomorrow for the questions and get them formated for you all to review. Darth333 has offered us a chance to share our conversation with David on SWK, which might be a nice thing to do if that seems right to all of you.....and she shared a link to a recent inverview with Chris Avellone Lead Designer for TSL and Emperor Devon and Pavlos did, that was published over there at SWK, it shows interesting insights on the viewpoint of the game development decisoins and helped me consider how and what to ask David on our behalf too, you all might enjoy seeing this if you havent yet... http://www.starwarsknights.com/fullstory.php?id=386 Thank you Darth333 Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 31, 2008 Share Posted January 31, 2008 If I could pose a question, I'd like to know what the left-over Czerka-style sequence of rooms, which I named a missing area of Korriban, were originally for...? They appear in the earliest of the trailers on youtube, IIRC...it's been removed, but it looked like a very early, pre-release trailer. Actually, if we could get to know what was meant to go on in the cut Shadowlands level, the rough information of what was going on in the Tatooine temple (something more than just the Sarlacc...), and why there's a second Tatooine swoop track, that would all be pretty interesting to know. Link to comment Share on other sites More sharing options...
CrisG Posted January 31, 2008 Author Share Posted January 31, 2008 OK, Darth, I will put those on the list today, and post it later for review before sending to David. thanks. Edit: OK, here is the thread with the first (hopefully) round of questions for David Gaider, pls review it if you put in a question or two or three, and make sure I got it worded rright, and let me know any corrections, additions, emendations, etc.....I hope i got the meaning and intent of everyone's querries correctly. I will send it to Daivd mid day tomorrow. thanks http://www.lucasforums.com/showthread.php?p=2417917#post2417917 Edit 2: UPDATE: Thursday Jan 31 I received another note from David Gaider and he has given us more details already, i will delay until late Friday to send over our list of questions in case anyone wants to edit or change their questions based on what he shares here....he has given me permision to share both his notes to me with you all, so here they are: David Gaider to CrisG Subject: Re: Greetings and a question ® From: David Gaider (Add to Buddy List) Received: Tue, 29 January 2008 04:25PM Options: Reply | Reply without quote | Forward to my E-mail | Delete Hi Chris, I wish I could help you out more regarding Sleheyron -- whatever notes I had on that particular level have been lost in the intervening years, which is not too surprising considering we've moved buildings since then and I've upgraded my work computer at least twice. Dialogue was written for the planet, as I recall, but even if I could find those dialogue files in some archive I wouldn't have any way of accessing them. Even half-way through the project's development we switched dialogue formats -- and that meant old dialogue files could no longer be read. I'd need something that could read that old format, which just isn't going to happen. There was an alpha version of the artwork done, too -- but again even if the model work could be found, I'm not sure it would be in a state to turn over to anyone. As I recall, textures were temporary and there was a problem with the scaling, and then it's likely the entire thing was dumped when the planet was cut. SO... that means that whatever existed of Sleheyron is pretty much just in my head nowadays. I'd be willing to answer any questions you had, about Sleheyron or KotOR in general. Nice to see that there's still some fans out there interested in the project. It was a lot of fun to work on. _________________ Jayne: "Do you know what the chain of command is here? It's the chain I go get and beat you with to show you who's in command." ------------------------------------------------------------ Subject: Re: Greetings and a question From: David Gaider (Add to Buddy List) Received: Thu, 31 January 2008 05:25PM Options: Reply | Reply without quote | Forward to my E-mail | Delete Quote: Sent 01/29/08 17:59 (GMT) by CrisG99 I will pass on your reply if that is ok, to the community, and we will see what they want to know Sounds fine to me, sure. Quote: for instance there was a third level for the Black Vulkar Base on Taris (that by the way is an amazing level, very beautifully done)....a third level that existed almost complete in the game files and skilled community members restored it with full access already. Really? Interesting. I was not involved much in the Taris levels, myself, outside of writing some dialogue for Carth and Bastila. Most of Taris was made by Drew Karpyshyn. In fact, there were four writers who worked as the leads for various characters and planets. We overlapped some, but I'd say that these people know the most about their respective bailiwicks. My memory is not 100%, but as I recall the breakdown was something like this: Me: Korriban as well as Carth, Bastila, HK-47 and Jolee Bindo -- I did the initial design on Tatooine, before it was handed off to Luke, so I know a fair amount of what went on there as well. Drew Karpyshyn: Taris, Dantooine, end levels as well as Mission Luke Kristjansson: Kashyyk and Zaalbar Peter Thomas: Manaan, Unknown World as well as Canderous and Juhani Quote: additional office space for Czerka Corp on Korriban that people are looking at I remember the Czerka office on Korriban, though as I recall there wasn't a great deal going on there. It was primarily going to be a store, and if I recall there were some plans for Czerka to give you a quest to get them some artifacts from the dig underneath the nose of the Sith -- but only if you had sided with Czerka on Tatooine (which was a big Tatooine plot that was cut, involving the Sand People fighting against Czerka, but after that was cut so was this). If I were to name the three biggest things that were cut out of the original plan, it'd be these: 1) Sleheyron (without a doubt, considering that most of the dialogue had even been written -- it was enjoyable, but the problem was mainly that it was easily the most complicated planet to implement so it was a hard decision to be the one we had to lose. One of the toughest parts of losing Sleheyron was that it also meant cutting the string of cross-planet smuggling quests that you could get into if you chose to start working for Suuda the Hutt.) 2) The Sand People rebellion on Tatooine (which included the sub-plot of whether or not you wanted to help free the Jawa from the Sand People and whether or not you would help the Sand People fight against the Czerka miners -- or help Czerka wipe out the Sand People.) 3) The Korriban crypt areas were originally much more extensive, and at one point there was a plan for a larger underground complex. These mostly got kiboshed when a lack of time meant that the crypts had to be turned into what were essentially single-room dungeons. These are the things I knew about, anyhow. It might seem surprising, but from my experience these sorts of cuts happen all the time -- and for the most part it was always a good thing because it freed up time to spend polishing other parts of the game. One of the worst things a developer can do, I think, is become so enraptured with their own design that they refuse to examine which parts are actually necessary and feasible to accomplish in the time you have available. It's nice to imagine that Sleheyron and all the rest could have been included and be as polished and cool as the rest of the areas we made -- but that's just not how it works. Quote: I will ask for a detailed question list and pass it on to you soon, and thanks again for being willing to help us with this, it is VERY nice of you indeed. No problem. _________________ Jayne: "Do you know what the chain of command is here? It's the chain I go get and beat you with to show you who's in command." Link to comment Share on other sites More sharing options...
Dan Loto Posted February 1, 2008 Share Posted February 1, 2008 I found this creature in the game's manual. Looks sort of like a mutated Dewback. Anyone see this before? http://img.photobucket.com/albums/v648/Megamagicman88/monster.jpg Link to comment Share on other sites More sharing options...
Darth Payne Posted February 1, 2008 Share Posted February 1, 2008 I have. There's a re-skinned version of that one in oldflashs Final Touch mod. It replaces the cannock. And yes, i know Final touch is for TSL. Link to comment Share on other sites More sharing options...
Dan Loto Posted February 2, 2008 Share Posted February 2, 2008 #37 (Provided by Dan Loto). AS ORIGINALLY QUOTED BY DAN IN HIS PMs TO ME By looking at Tar_m03aa_S in kotor tool it looks like there's a lot of dialog in the lower city that wasn't used. If you look at some of the dialog for Tar_m03aa (Taris Lower City) it looks like that the swoop track was originally accessible from there. An example would be in this piece of a Sith Troopers dialog. "This area is off limits because of the riot after the last race! You Tarisians couldn't handle crowd control, so we're shutting down the swoop track. Just move along!" And a janitor. "Gotta sweep and clean. Gotta have this place sparkly-shiny for when the crowds show up." There's a bit more but those lines some it up. I think if there was an entrance to the swoop track it would be somewhere between the elevator to the Undercity and the door to the apartment circle where the short scene with Canderous happens. I found quite a lot more on this with Mindtwistah's Armband. They they a picture's worth a thousand words so here's six pictures! I'll start off with the minimap. The white boxes are where I found "swoop tracks" http://img.photobucket.com/albums/v648/Megamagicman88/xye.jpg As you can see, there are three of them. Here's one by the Undercity elevator "I think...it's hard to tell" from a distance. http://img.photobucket.com/albums/v648/Megamagicman88/ed.jpg Then here it is from the other side. http://img.photobucket.com/albums/v648/Megamagicman88/xdn.jpg Then here's one by the Vulkar base from a distance. http://img.photobucket.com/albums/v648/Megamagicman88/xdrydn.jpg Here it is again but from standing on it http://img.photobucket.com/albums/v648/Megamagicman88/rdyyryrdrydrymn.jpg here's the south one by the Vulkar base. http://img.photobucket.com/albums/v648/Megamagicman88/rdyjjmn.jpg The walkmesh isn't very good but it's better than the Tatooine Temple. There's also a few holes in the floor where you'd think doors would go. Link to comment Share on other sites More sharing options...
Darth Payne Posted February 2, 2008 Share Posted February 2, 2008 Oooh, i can see a lot of potential in those screenies. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 2, 2008 Share Posted February 2, 2008 How do you get there??? Link to comment Share on other sites More sharing options...
Dan Loto Posted February 2, 2008 Share Posted February 2, 2008 How do you get there??? I found quite a lot more on this with Mindtwistah's Armband. A very useful tool Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 3, 2008 Share Posted February 3, 2008 Oooh, i can see a lot of potential in those screenies. Half the walls are invisible, the walkmesh has holes in it/is erratic, and there's no use that we know of for it in-game. Those areas look to me like they were cut early on. I'll check the model files for the Valley of the Dark Lords for any sign of this crypt, but don't get your hopes up - I think I pretty well found all there was to find in terms of cut modules already. Link to comment Share on other sites More sharing options...
Dan Loto Posted February 3, 2008 Share Posted February 3, 2008 Maybe you could put Vulkar/Sith snipers over there. Would they be able to shoot though? Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 3, 2008 Share Posted February 3, 2008 Maybe you could put Vulkar/Sith snipers over there. Would they be able to shoot though? It looks way too far. Certainly, I don't think you could shoot back. Link to comment Share on other sites More sharing options...
Dan Loto Posted February 3, 2008 Share Posted February 3, 2008 I guess just some people walking would make for eye candy. Link to comment Share on other sites More sharing options...
Darth Payne Posted February 3, 2008 Share Posted February 3, 2008 What about a fire fight between Sith troopers and Vulkars? Would that do? Link to comment Share on other sites More sharing options...
Dan Loto Posted February 3, 2008 Share Posted February 3, 2008 Would it be like a cut scene or would you just watch from the side? A cut scene would be hard with the lack of cover and holes in the floor. Link to comment Share on other sites More sharing options...
Darth Payne Posted February 3, 2008 Share Posted February 3, 2008 I figured watching from the side as the two sides exchange blasterfire and grenades. The distance isen't so great that you can't see that something is going on over there. Link to comment Share on other sites More sharing options...
Dan Loto Posted February 4, 2008 Share Posted February 4, 2008 The Gamorrean Stronghold is moving along nicely. "Most" of the characters are in but not all. No quests "yet". I won't finish it until David get's back to us... If you want to see my progress so far you can download it at: http://rapidshare.com/files/88983566/Gamorrean_Stronghold.zip DO NOT INSTALL IT IF YOU DO NOT KNOW WHAT YOU'RE DOING. You might mess up your game. Remember to read the readme. Known bugs-cutscenes in the Undercity are broke... Store keeper has an unvoiced line. Please report any bugs you find to me. Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 4, 2008 Share Posted February 4, 2008 Trying to fire a cutscene in those areas will also fail because of the range issue, as far as I know. Link to comment Share on other sites More sharing options...
lactose_ Posted February 4, 2008 Share Posted February 4, 2008 For example: 54. Due to a small glitch in a dialogue file Bioware forgot to fix, conversation between Juhani and Canderous that takes place on Kashyyyk is never heard in the final version of the game This is 1/10, since it requires about 10 seconds of work to fix. Loony, that is a very good point, that was funny that you picked that one item that is so easy to fix, i had just been thinking about posting about it, going through the list this AM...anyone up for a quick fix and some nice restored content to add for us all? 54. Due to a small glitch in a dialogue file Bioware forgot to fix, conversation between Juhani and Canderous that takes place on Kashyyyk is never heard in the final version of the game Well, that's fine and dandy, but I asked about this particular point in post #39 on the 1st page of this thread and didn't get a proper reply... Link to comment Share on other sites More sharing options...
DarthStoney Posted February 4, 2008 Share Posted February 4, 2008 I don't know if anyone else is doing the czerka module restoration but here is a mini-map and .are file I made that anyone is welcome to use as they want. http://h1.ripway.com/dstoney/m21aa.rar Link to comment Share on other sites More sharing options...
Robespierre Posted February 5, 2008 Share Posted February 5, 2008 Well, that's fine and dandy, but I asked about this particular point in post #39 on the 1st page of this thread and didn't get a proper reply... Well does that dialog trigger? Could someone play through it and find out if that issue actually exists? Link to comment Share on other sites More sharing options...
Seamhainn Posted February 6, 2008 Share Posted February 6, 2008 #7. As a "reward" for rescuing Shen and Rahasia, the PC had the option to make an... indecent proposal (Shen for female PC, Rahasia for male) shortly before Ahlan and Nurick show up. Was this ever restored in a way it was "originally" intended? I looked it up, and although I don't have a proper savegame to test it, it should be a snap to restore it. I know that there is a mod which scratches the gender requirement intirely. Everyone his/her own taste I'd say, but if the request of the community would demand it, I'd give it a go to restore the "original" content. Take care Link to comment Share on other sites More sharing options...
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