JCarter426 Posted August 23, 2013 Author Share Posted August 23, 2013 Because people are always asking for the K1 toolbox and it's practically done and I've been too busy/lazy to finish the final 4-6% of it, I decided to give you all beta access. BETA! It comes with the caveat that it's even more likely to break your game than usual. And I haven't written the readme yet. What's there is there. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 23, 2013 Share Posted August 23, 2013 Because people are always asking for the K1 toolbox and it's practically done and I've been too busy/lazy to finish the final 4-6% of it, I decided to give you all beta access. BETA! It comes with the caveat that it's even more likely to break your game than usual. And I haven't written the readme yet. What's there is there. Thanks, JC! The TSL one was nice, but I haven't seen a cheat swiss-army knife for K1 since I joined the community! This will make a few projects simpler. Link to comment Share on other sites More sharing options...
JCarter426 Posted September 30, 2013 Author Share Posted September 30, 2013 Mm, very much so. I've noticed some errors and added some things to both versions, so I'll do a new release... but not quite so soon, because I'm busy. I'm just letting it be known that it's on my mind. In the meantime, there's this: (This BBCode requires its accompanying plugin to work properly.) Link to comment Share on other sites More sharing options...
milestails Posted September 30, 2013 Share Posted September 30, 2013 That looks bad to the bone! Have to ask about the helmets though....are they part and parcel of the new weapon type? Link to comment Share on other sites More sharing options...
JCarter426 Posted October 1, 2013 Author Share Posted October 1, 2013 Yeah, they're my artillerymen. A couple new head models, ripped from the those Sith troopers and reskinned - blue as you saw, plus silver and black. Here's a better look at them: Show spoiler (hidden content - requires Javascript to show) Unfortunately, they don't animate because I couldn't figure that out. But they're helmets, so it doesn't look too bad. Fine for NPCs who aren't going to do much. Link to comment Share on other sites More sharing options...
milestails Posted October 1, 2013 Share Posted October 1, 2013 I thought of the Sith Soldier helmet and Mass Effect when I first saw them. Would definitely download and use Link to comment Share on other sites More sharing options...
Fallen Guardian Posted October 1, 2013 Share Posted October 1, 2013 Looks pretty awesome - especially the grenade rifle. Link to comment Share on other sites More sharing options...
logan23 Posted October 2, 2013 Share Posted October 2, 2013 Great Job! love the video Link to comment Share on other sites More sharing options...
Zhaboka Posted October 2, 2013 Share Posted October 2, 2013 Mmmm, the combination of the grenade launcher and the helmet is pure sex. Link to comment Share on other sites More sharing options...
JCarter426 Posted October 5, 2013 Author Share Posted October 5, 2013 Thanks, everyone... all those explosions really lag the game though! Link to comment Share on other sites More sharing options...
JCarter426 Posted November 20, 2013 Author Share Posted November 20, 2013 More fun with explosions: (This BBCode requires its accompanying plugin to work properly.) This time I've written a script to generate visual effects at a random location within a set radius, at random intervals. For now they are merely visual effects; I'm still working on scripting the damage and other special effects, like I did with the rocket launchers. Link to comment Share on other sites More sharing options...
Zhaboka Posted November 20, 2013 Share Posted November 20, 2013 That is so cool. The snow is also amazing. Link to comment Share on other sites More sharing options...
Sith Holocron Posted November 20, 2013 Share Posted November 20, 2013 This time, I've written a script to generate visual effects at a random location within a set radius, at random intervals. For now they are merely visual effects; I'm still working on scripting the damage and other special effects, like I did with the rocket launchers. Might this also be available for KotOR1 as well? I imagine that have that "lasers from the sky" bit might be fun for those making a machinima of the destruction of Taris . . . not unlike this mod for JKA. (This BBCode requires its accompanying plugin to work properly.) (Destruction part of the mod starts at about 1:39) Link to comment Share on other sites More sharing options...
newbiemodder Posted November 20, 2013 Share Posted November 20, 2013 Real nice JC...very cool...nice reskin there as well on Dantooine. There is a Random Explosion Script in Tutorials also but yours seems more detailed. Link to comment Share on other sites More sharing options...
L0ki194 Posted November 20, 2013 Share Posted November 20, 2013 Wow that's awesome! And a snowy Dantooine? I DEFINITLY want that as a mod... The lasers raining from the sky makes think there should be a mod where you witness the destruction of the Jedi Academy on Dantooine as if you were there. Now my urge to make this idea real is intensifying.... but I've got no experience to make such a mod.... : / Link to comment Share on other sites More sharing options...
JCarter426 Posted November 21, 2013 Author Share Posted November 21, 2013 Thanks, everyone. Might this also be available for KotOR1 as well? I imagine that have that "lasers from the sky" bit might be fun for those making a machinima of the destruction of Taris . . . not unlike this mod for JKA. (This BBCode requires its accompanying plugin to work properly.) Yes. Unfortunately it's not as versatile, due to the lack of script parameters. And I worked in all the damage and other effects from the grenade script, in both games. In fact I had to turn that off for the above recording because the explosions kept throwing me around the module and ruining the shot. This will all be going in the toolboxes soon (along with the source scripts, of course, if you want to use it in a mod). K2 will be up to 1.2, while K1 is still in beta at 0.7. EDIT: JC's Toolbox for K1 v0.7b And K2's v1.2 is on its individual page. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 5, 2014 Author Share Posted April 5, 2014 Well, I can't believe that worked... Show spoiler (hidden content - requires Javascript to show) I finally sat down and figured out how to get new heads to properly animate thanks to VarsityPuppet's HeadFixer. I took a full body model and separated the head. I knew this was possible, but in the past something would always go wrong... anyway, I finally did it. I plan to eventually convert every alien that uses a full body model into a separate head, at least every one that's feasible. That means the aliens will be able to wear any clothing in the game, like the Twi'leks and Devaronians can. Off the top of my head, Duros, Rodian, Trandoshan, and Weequay heads should be feasible. I made a Sand Person head without animations before, so that's feasible as well. Nikto, Ithorian, and Selkath heads are questionable. Chadra-Fan, Gand, and Gran are supposed to be short so I'm not sure if they're worth doing... maybe if shorter body models could be made as well, but I'm not sure I could do that. Wookiees and Gamorreans are right out. Am I forgetting anything? I also might take a crack at animating some of my other heads that lacked animations. I've posted the mercenaries here before, but I've also done Mandalorian heads. They'll be a bit trickier to set up, though, as I didn't save the bones... might have to redo them. Once everything is finished, I'll release all the heads as a resource, along with some other heads that I've been saving up. Link to comment Share on other sites More sharing options...
redrob41 Posted April 5, 2014 Share Posted April 5, 2014 awesome Link to comment Share on other sites More sharing options...
Sith Holocron Posted April 5, 2014 Share Posted April 5, 2014 awesome That might give Redrob41 a few more heads to work with, huh? Link to comment Share on other sites More sharing options...
LDR Posted April 5, 2014 Share Posted April 5, 2014 I've waited so long for something like this to happen. Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted April 5, 2014 Share Posted April 5, 2014 Well, I can't believe that worked... Show spoiler (hidden content - requires Javascript to show) I finally sat down and figured out how to get new heads to properly animate thanks to VarsityPuppet's HeadFixer. I took a full body model and separated the head. I knew this was possible, but in the past something would always go wrong... anyway, I finally did it. I plan to eventually convert every alien that uses a full body model into a separate head, at least every one that's feasible. That means the aliens will be able to wear any clothing in the game, like the Twi'leks and Devaronians can. Off the top of my head, Duros, Rodian, Trandoshan, and Weequay heads should be feasible. I made a Sand Person head without animations before, so that's feasible as well. Nikto, Ithorian, and Selkath heads are questionable. Chadra-Fan, Gand, and Gran are supposed to be short so I'm not sure if they're worth doing... maybe if shorter body models could be made as well, but I'm not sure I could do that. Wookiees and Gamorreans are right out. Am I forgetting anything? I also might take a crack at animating some of my other heads that lacked animations. I've posted the mercenaries here before, but I've also done Mandalorian heads. They'll be a bit trickier to set up, though, as I didn't save the bones... might have to redo them. Once everything is finished, I'll release all the heads as a resource, along with some other heads that I've been saving up. Jedi Malak's head for both games. Please. Link to comment Share on other sites More sharing options...
L0ki194 Posted April 5, 2014 Share Posted April 5, 2014 Man, that's so awesome. I also second the Jedi Malak Head for both games. Somebody should just make a pack full of NPC heads like Kreia's head (Well, not really an NPC, seeing as how she's a companion), Sion's Head, Atris' Head, and then just a bunch of the humanoid Aliens like Duros, Trando, Weequay, and so on. Link to comment Share on other sites More sharing options...
Ross_R Posted April 5, 2014 Share Posted April 5, 2014 Jedi Malak's head for both games. Please. Yea, actually this is must. Probably with some retexture to differ from Malak himself... Link to comment Share on other sites More sharing options...
Scorge Posted April 5, 2014 Share Posted April 5, 2014 This is awesome, would be cool to have a trandoshan jedi. (Or dark jedi hehe). Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted April 5, 2014 Share Posted April 5, 2014 This is awesome, would be cool to have a trandoshan jedi. (Or dark jedi hehe). I second this! Link to comment Share on other sites More sharing options...
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