Sith Holocron Posted June 25, 2012 Share Posted June 25, 2012 HR, but can you add all of those animations to TSL? For that game, we don't have to choose? Link to comment Share on other sites More sharing options...
Hunters Run Posted June 25, 2012 Author Share Posted June 25, 2012 @FG- I just checked and it should be possible. I just need to create combat animations for Ithorians. Unfortunately, it will only have either one animation type- melee, unarmed, or ranged. So what type of animations should Ithorians have? @SH- Yep, all the animations for TSL are on one model. I tried it before and it worked. It is even compatible for tslrcm as I created my own lean animation. Note-the lean animation is not a 1:1 copy but (shameless plug) it looks cool non the less. I recommend you install after tslrcm. On another note for TSL, I discovered a hide weapons during dialog mod. This mod is incompatible with my upcoming mod. So what I'll do is tweak the animations.2da that I use to hide the weapons also unless there is a general uproar not to. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted June 26, 2012 Share Posted June 26, 2012 @FG- I just checked and it should be possible. I just need to create combat animations for Ithorians. Unfortunately, it will only have either one animation type- melee, unarmed, or ranged. So what type of animations should Ithorians have? Hmmm, I'd say melee. Seeing as that's the one type of combat animation that will never be cancelled out of. Ranged will cancel out into melee if a character gets close, and unarmed is just... well... it's unarmed. Link to comment Share on other sites More sharing options...
Hunters Run Posted June 26, 2012 Author Share Posted June 26, 2012 I just realized more bad news, unfortunately the Ithorian only calls one set of melee animations. There are two sets melee vs characters and melee vs creatures. Ithorians, being creatures themselves are limited to one set of combat animations(the creature animations -mo/bo), whereas characters have different animations(g2, etc). What does this mean? It means I need to experiment. Also it would be good to know if you can play random animations in a script. If playing random animations is possible, it means we're in business (I should be able to get all combat animations-melee, ranged, and unarmed on the model, but only if playing random animations is possible). Link to comment Share on other sites More sharing options...
Hassat Hunter Posted June 27, 2012 Share Posted June 27, 2012 Well, any "standard" KOTOR2 spawn-script starts off with the following code (sub-number varies of course), I suppose the same could be done for KOTOR1... void sub18() { int nRandom = d8(1); if ((nRandom == 1)) { ActionPlayAnimation(103, 1.0, 0.0); } else { if ((nRandom == 2)) { ActionPlayAnimation(102, 1.0, 0.0); } else { if ((nRandom == 3)) { ActionPlayAnimation(1, 1.0, 3.0); } else { if ((((nRandom == 4) || (nRandom == 5)) && (GetRacialType(OBJECT_SELF) != 5))) { if ((GetGender(OBJECT_SELF) == 0)) { sub1(intGLOB_52, 0); ActionPlayAnimation(24, 1.0, 20.4); ActionDoCommand(sub1(intGLOB_52, 1)); } else { if ((GetGender(OBJECT_SELF) == 1)) { sub1(intGLOB_52, 0); ActionPlayAnimation(24, 1.0, 13.3); ActionDoCommand(sub1(intGLOB_52, 1)); } } } else { if ((((nRandom == 6) || (nRandom == 4)) || (nRandom == 5))) { ActionPlayAnimation(100, 1.0, 0.0); } else { if ((nRandom == 7)) { ActionPlayAnimation(101, 1.0, 0.0); } else { if ((nRandom == 8)) { sub1(intGLOB_52, 0); ActionPlayAnimation(1, 1.0, 5.0); ActionDoCommand(sub1(intGLOB_52, 1)); } } } } } } } } Link to comment Share on other sites More sharing options...
Hunters Run Posted June 28, 2012 Author Share Posted June 28, 2012 @HH- Unless I'm wrong, it looks like that script is as follows: If random action plays, do animation 1. If random action 2 plays do animation 2. Very close, but what I am looking for is when action plays, of two animations play one at random. Or as I said I could be wrong and the script does what I am looking for. I would be the first to say that scripting isn't my forte. Link to comment Share on other sites More sharing options...
Hassat Hunter Posted July 1, 2012 Share Posted July 1, 2012 It is. The very first line is a dice roll of a 1d8. Depending on the result, an animation plays. Some requirements listed to prevent droids from playing certain animations... Link to comment Share on other sites More sharing options...
Fallen Guardian Posted July 6, 2012 Share Posted July 6, 2012 Hey, not sure if anyone's mentioned this before, but I had an idea for two new animations for KotOR II. So basically, when Atton dies I always found the scene to be a bit awkward just because of the way he is lying down while talking. If you could make two animations, basically one animation where he is sitting on the ground, his back is leaning against the wall, and he is talking, and another where he is just sitting, leaning against the wall, and dead, that'd be awesome. Link to comment Share on other sites More sharing options...
Hunters Run Posted September 30, 2012 Author Share Posted September 30, 2012 update- I have released revans flowing robe for TSL on deadly stream. Unfortunately, as often happens life took over. Even worse, I have decided to abandon putting new animations into k1. This decision was sparked by the fact that you have to replace animations to get them in the game. Still, I will be animating for k2. Current project: adding animations to creatures that don't have animations-this will be my last project in k1. (Ithorian, Selkath) I haven't tested it yet but all the utility animations should work. Selkaths already have combat animations, Ithorians don't. I will give Ithorians melee animations. Link to comment Share on other sites More sharing options...
Hunters Run Posted April 30, 2013 Author Share Posted April 30, 2013 Long time huh? Anyways: Show spoiler (hidden content - requires Javascript to show) For Tsl, Kotor comes afterwards. If you know how to model and have time and you want to help the criteria is simple. 1. you must be able to texture your models. 2. you must keep the shape the same although you can add things that make sense (like the trigger ring). 3. post in this thread what you are modeling so others (if there are any) won't model the same thing. The workflow to model the item is simple. First import the weapon you want to model. You'll notice there are upgrades attached to the weapon. Next model the new weapon based off the old one sans upgrades. Texture your model. This is your base model. Next is the hard part. you have to model any upgrades the weapon can have off of the base model. Sometimes there are two sometimes three. The hardest thing is getting all the combinations of upgrades. If you think you can do it my suggestion is model one upgrade like a scope then model every single chamber with the scope (mark I, mark II, etc). Keep doing this until you have every single combination. I'll understand if nobody takes up the task (it is pretty daunting). Chances are I'll get burnt out before I complete it. Should I release what I have then or should I hold onto it as it would be incomplete? As always coming when it's done (provided it is done, hey it is a huge task). Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted April 30, 2013 Share Posted April 30, 2013 Long time huh? Anyways: Show spoiler (hidden content - requires Javascript to show) For Tsl, Kotor comes afterwards. If you know how to model and have time and you want to help the criteria is simple. 1. you must be able to texture your models. 2. you must keep the shape the same although you can add things that make sense (like the trigger ring). 3. post in this thread what you are modeling so others (if there are any) won't model the same thing. The workflow to model the item is simple. First import the weapon you want to model. You'll notice there are upgrades attached to the weapon. Next model the new weapon based off the old one sans upgrades. Texture your model. This is your base model. Next is the hard part. you have to model any upgrades the weapon can have off of the base model. Sometimes there are two sometimes three. The hardest thing is getting all the combinations of upgrades. If you think you can do it my suggestion is model one upgrade like a scope then model every single chamber with the scope (mark I, mark II, etc). Keep doing this until you have every single combination. I'll understand if nobody takes up the task (it is pretty daunting). Chances are I'll get burnt out before I complete it. Should I release what I have then or should I hold onto it as it would be incomplete? As always coming when it's done (provided it is done, hey it is a huge task). If by "burnt out" you mean done with Kotor modding for the foreseeable future, then I'd release the stuff as modder's resource with specific instructions/ a vision of what you want to be done with them. Also, if you do this, I recommend releasing a template for the read-me file with an up-to-date credits section. Link to comment Share on other sites More sharing options...
Canderis Posted April 30, 2013 Share Posted April 30, 2013 I like what i see! Nice work. Link to comment Share on other sites More sharing options...
Hunters Run Posted April 30, 2013 Author Share Posted April 30, 2013 You know, instead of modelers right now, I need people to tell me where all the workbenches are located. I already did Peragus and Telos so you don't need to worry about those. I also know which module the ebon hawk is in. Link to comment Share on other sites More sharing options...
supreme kotor Posted April 30, 2013 Share Posted April 30, 2013 I already did Peragus and Telos. Including the military base and polar academy? Also do you need M4-78 and TSLRCM locations? Link to comment Share on other sites More sharing options...
Fallen Guardian Posted April 30, 2013 Share Posted April 30, 2013 You know, instead of modelers right now, I need people to tell me where all the workbenches are located. I already did Peragus and Telos so you don't need to worry about those. I also know which module the ebon hawk is in. There's also one on Nar Shadda (301NAR, I believe), as well as one on the Mandalorian Camp on Dxun (403DXN). There might be one in the royal palace on Onderon (506OND), and I'm pretty sure there's one in Khoonda on Dantooine (601DAN?). Link to comment Share on other sites More sharing options...
Hassat Hunter Posted April 30, 2013 Share Posted April 30, 2013 From the top of my head; 301NAR, 305NAR. Not sure; 302NAR, 303NAR 403DXN, 411DXN 506OND as mentioned, not sure if anywhere else on Onderon is one. Probably should be. 602DAN, 610DAN 702KOR 851HAR Malachor depends on TSLRCM or not... (I might have missed some) Link to comment Share on other sites More sharing options...
Hunters Run Posted April 30, 2013 Author Share Posted April 30, 2013 @HH: thanks that helped. @Supreme kotor: The screen shots are actually from the Telos academy. I played through the game going through every workbench up to that one to make sure the camera angle was right. Tslrcm locations? You mean tslrcm adds workbenches? Ah well more work for me. Thanks to me figuring out how the Tslpatcher works it will be tslrcm compatible. M4-78ep comes later after regular tsl (I'll need to obtain permission to access some of it's files to make it compatible, also seeing as I have never actually played it yet I will probably do so first). I just thought of another job that can help me out. Script writing. While easier than modeling it is still time consuming, so the prerequisite is that you have time on your hands . Meanwhile I slowly but surely head towards the 1/10000000 mark ( I may be underestimating it a bit:xp:). I'll check back every now and again but the majority of my time will be taken up by RL and this mod. Link to comment Share on other sites More sharing options...
supreme kotor Posted May 1, 2013 Share Posted May 1, 2013 ^On malachor and I'm assuming there's probably at least one at the HK factory? Link to comment Share on other sites More sharing options...
Hassat Hunter Posted May 1, 2013 Share Posted May 1, 2013 Yeah, there's 1 more in the restored areas of Malachor. And in the HK factory. And I am not sure why you need M4-78EP files? (custom camera points added to the .git?) Link to comment Share on other sites More sharing options...
Hunters Run Posted May 1, 2013 Author Share Posted May 1, 2013 That's right. I inject camera points into the .git then call it in a dialogue. The problem with m4-78ep is that there is no vanilla git file that I can modify. Would modifying a vanilla .git and using the tslpatcher to insert new lines into the .git of each module work for the Hk factory, Malachor, and m4-78? On that note what is the Module designation of the HK factory, Malachor, and m4-78? Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted May 1, 2013 Share Posted May 1, 2013 Would modifying a vanilla .git and using the tslpatcher to insert new lines into the .git of each module work for the Hk factory, Malachor, and m4-78? On that note what is the Module designation of the HK factory, Malachor, and m4-78? 1. Maybe. Try experimenting. 2. HK Factory: "TEL_" Malachor: "MAL_" M4-78EP(Unless they've changed it): "DRO_" Link to comment Share on other sites More sharing options...
Fallen Guardian Posted May 1, 2013 Share Posted May 1, 2013 You could always just use animated cameras. They'd require you to have the correct coordinates but they're contained within a separate MDL and MDX file, no GIT necessary. Link to comment Share on other sites More sharing options...
Hassat Hunter Posted May 1, 2013 Share Posted May 1, 2013 You do realise we modify a LOT of .git's throughout the game? If you use vanilla ones, and then use TSLPatcher to replace .git files in modules, it would still be incompatible. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted May 1, 2013 Share Posted May 1, 2013 You do realise we modify a LOT of .git's throughout the game? If you use vanilla ones, and then use TSLPatcher to replace .git files in modules, it would still be incompatible. Couldn't he just extract the .git from every module using ERFEdit, modify it, and then use TSLPatcher on that? A bit overkill given that some modules probably weren't touched, but it'll work, won't it? Link to comment Share on other sites More sharing options...
Darth InSidious Posted May 1, 2013 Share Posted May 1, 2013 Is it not possible to use the TSLPatcher to modify an existing .git file? It should also be possible to use a .bat and multiple changes.ini files to provide the user with mulitple installation options, IIRC. Link to comment Share on other sites More sharing options...
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