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Listing of Available KOTR I Restoration Work


CrisG

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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. :)

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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 :xp:

 

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....

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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

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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. :)

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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."

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#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.

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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.

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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... :indif:

Store keeper has an unvoiced line.

 

Please report any bugs you find to me.

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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... :(
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#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

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