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-   -   [WIP] Fallen Guardian's Random Modding WIP (http://www.lucasforums.com/showthread.php?t=209074)

Fallen Guardian 12-19-2011 03:14 AM

Fallen Guardian's Random Modding WIP
 
Well, it's about time I started a WIP just to contain all my side-projects. Basically, my main projects, such as mods like Dantooine Tension, will have their own specific WIP thread. But when I mod little stuff I'll usually just post it here.

So this WIP will encompass Republic Mod Armor Change, Jedi Council Robes, and any other smallish mod I decide to make in the future.

Today, I decided to finally fix something that always bothered me whenever I investigated into the murder of Elassa on Manaan. Basically, if you check the Republic Embassy for evidence it gives you this neat little "recording" of
Show spoiler
Now, this "recording" was just text describing what was supposed to be taking place. I decided to create the scene with actual NPC's isntead of text. Sorry for the abrupt ending.

Here it is: http://www.youtube.com/watch?v=70Ne7...ature=youtu.be

I've attempted to make it so Elassa doesn't turn around before Sunry shoots but for some reason it won't work. Other than that, I'm pretty happy with the scene.

What do you guys think?

Sith Holocron 12-19-2011 03:49 AM

http://i37.photobucket.com/albums/e8...c/LiveFeed.jpg

I like the idea. It's inventive. I think if you could somehow remove the word "live" from the above video, it might work a little better.

I recall there was a mysterious man that insinuates that Sunry might not be guilty after all. Would it not be interesting to be able to discover alternate footage of this scene after meeting that mysterious man - perhaps in the Sith Base - thus enabling you to actually find Sunry innocent without lying?

Fallen Guardian 12-19-2011 11:21 AM

The 'Live' footage was also something I noticed, I'll look into it. As for the Sith base and discovering other footage it sounds like an interesting idea. Although, since the hotel isn't in the same module as the Sith Base, I'd have to create a BIK movie for such a scene. Unless, it's an other piece of evidence for a different aspect of the murder....Now I've got some stuff to think about. I've always wondered why there wasn't any evidence in the base for Sunry even though the mysterious man told you to look there.

Warlord664 12-19-2011 12:06 PM

Very good. Some great ideas you have there Fg.

Fallen Guardian 12-23-2011 08:20 PM

Quote:

Originally Posted by Warlord664 (Post 2798831)
Very good. Some great ideas you have there Fg.

Thanks.

Alright as you may have saw in my Sunry Murder Case Recording Enhancement video Elassa turned around slightly before Sunry killed her. Now according to the original text version of this recording by Bioware it says that Sunry shoots Elassa in the back. I've tried many ways to stop her from turning around and the closest I got to her not actually fully facing Sunry was what you saw in the video. Does anyone have any suggestions on how to make her stop turning around altogether?

JCarter426 12-24-2011 12:23 AM

Ugh... this is something that annoys me so much in the game. BioWare was so lazy. Basically, to stop an NPC from turning around all the time, you need to lock their orientation. The script function is:

Code:

// 505: SetLockOrientationInDialog
// Allows the locking and unlocking of orientation changes for an object in dialog
// - oObject - Object
// - nValue - TRUE or FALSE
void SetLockOrientationInDialog(object oObject, int nValue);

So, for example, you would have something like:

Code:

SetLockOrientationInDialog(oElassa, TRUE);
And you want to fire that when she's facing where you want her to be facing (i.e. away from Sunry). You should probably turn it back to false at the end of the scene, unless the NPCs are going to be destroyed anyway.

Now, just for reference, if you ever need an NPC to actually face something once you have locked them - since this locks everything - you can manually make them face another object as follows:

Code:

AssignCommand(oObject, SetFacingPoint(GetPosition(oTarget)));
And that will be a more natural turn and face, rather than the stupid jumpy teleporting crap that's in the game. I generally lock every NPC right at the start of the conversation and then do everything manually. More work, but at least it doesn't look stupid.

Fallen Guardian 12-24-2011 02:50 AM

No luck. She still turns around as he fires the shot, perhaps I should change her faction to one of those random ones, such as gizka?

JCarter426 12-24-2011 03:30 AM

Oh... oh! I realize what's happening. She's turning around because he's attacking, right. Ignore everything I said before. Well, except the part about BioWare being lazy. :p

I believe you can fix this by making it a passive attack.
Code:

// 37: Attack oAttackee.
// - bPassive: If this is TRUE, attack is in passive mode.
void ActionAttack(object oAttackee, int bPassive=FALSE);

That means she won't try to defend herself - hence the turning around. So just change it from false to true and that should do it.

Fallen Guardian 12-24-2011 03:58 AM

Alright. So I attempted to insert your line of code into the part of my script where I had Sunry shooting Elassa, however, it would not compile. So, I made a few changes until it compiled and now she still turns around. What did I do wrong?

Code:

#include "k_inc_generic"
void main()
{
  object oDoor=GetObjectByTag("man26ac_door01");

  object oNPC = GetObjectByTag("smre_elassa");

  object oNPC1 = GetObjectByTag("smre_sunry");

  object oBlaster = CreateItemOnObject("g_w_blstrpstl020",oNPC1);

  object oTarget = GetNearestObjectByTag("smre_elassa", OBJECT_SELF, 1);

    int bPassive=TRUE;

ActionPauseConversation();

          AssignCommand(oNPC1, SetFacingPoint(GetPosition(GetObjectByTag("smre_elassa"))));

            DelayCommand(1.0, AssignCommand(oNPC, ActionPlayAnimation(10, 1.0, (3.0))));

            DelayCommand(1.0, AssignCommand(oNPC1, ActionPlayAnimation(9, 1.0, (2.0))));

            DelayCommand(3.0, AssignCommand (oNPC1,ActionEquipItem(oBlaster, INVENTORY_SLOT_RIGHTWEAPON)));

            DelayCommand(3.5, ChangeToStandardFaction(oNPC1, 2));

            DelayCommand(3.7,        ApplyEffectToObject(1, EffectAssuredHit(), oNPC1, 5.0));

            DelayCommand(4.3, AssignCommand(oNPC1, ActionAttack(oNPC,  bPassive=TRUE)));

 DelayCommand(6.0, ExecuteScript("smre_fadeout", OBJECT_SELF));

 DelayCommand(7.0, DestroyObject(oNPC));

 DelayCommand(7.0, DestroyObject(oNPC1));

 DelayCommand(11.0, ExecuteScript("smre_fadein", OBJECT_SELF));

 
ActionResumeConversation();
}


JCarter426 12-24-2011 04:24 AM

Ah that's just the source code. It should look more like this:

Code:

ActionAttack(oNPC,  TRUE);
or


Code:

ActionAttack(oNPC,  1);
Either works.

Fallen Guardian 12-24-2011 01:04 PM

Hmm, she still turns around. Perhaps there's an error in my script?


Code:

#include "k_inc_generic"
void main()
{
  object oDoor=GetObjectByTag("man26ac_door01");

  object oNPC = GetObjectByTag("smre_elassa");

  object oNPC1 = GetObjectByTag("smre_sunry");

  object oBlaster = CreateItemOnObject("g_w_blstrpstl020",oNPC1);

  object oTarget = GetNearestObjectByTag("smre_elassa", OBJECT_SELF, 1);

ActionPauseConversation();

          AssignCommand(oNPC1, SetFacingPoint(GetPosition(GetObjectByTag("smre_elassa"))));

            DelayCommand(1.0, AssignCommand(oNPC, ActionPlayAnimation(10, 1.0, (3.0))));

            DelayCommand(1.0, AssignCommand(oNPC1, ActionPlayAnimation(9, 1.0, (2.0))));

            DelayCommand(3.0, AssignCommand (oNPC1,ActionEquipItem(oBlaster, INVENTORY_SLOT_RIGHTWEAPON)));

            DelayCommand(3.5, ChangeToStandardFaction(oNPC1, 2));

            DelayCommand(3.7,        ApplyEffectToObject(1, EffectAssuredHit(), oNPC1, 5.0));

            DelayCommand(4.3, AssignCommand(oNPC1, ActionAttack(oNPC,  1)));

 DelayCommand(6.0, ExecuteScript("smre_fadeout", OBJECT_SELF));

 DelayCommand(7.0, DestroyObject(oNPC));

 DelayCommand(7.0, DestroyObject(oNPC1));

 DelayCommand(11.0, ExecuteScript("smre_fadein", OBJECT_SELF));

 
ActionResumeConversation();
}


JCarter426 12-24-2011 01:26 PM

None that I can see... two things I can think of.

1. It's possible she's turning around because she's becoming aware of an enemy and is getting ready to attack it. If that's the case, she's turning around before he even attacks, so it doesn't matter if it's a passive attack. Throwing her awareness into the gutter might make her blind enough to not notice him, or you could just not change Sunry's faction; it's possible for allies to shoot each other if they're scripted to do so, regardless of their factions.

2. As a last resort, I'd suggest having him fire in her general direction and not directly at her by placing an object such that she is between them.

Fallen Guardian 01-11-2012 12:27 AM

Alright, I haven't really made any progress on the Sunry mod, but I have gone about doing something else.

Basically, in TSL, there was one cutscene which its jerkiness always got to me.

spoiler:
When you meet Carth on Telos.


I've gone about trying to fix some of the issues I saw, as well as trying to get a better view of what the developers wanted, based off of the dialogue file's developer commentary.

Now there are still some things I need to fix, mainly when the exile walks out and there is this weird glitchy camera twitch, but this shows some of what I've done. Honestly, some of the stuff I've done didn't turn out quite like I'd hoped. For example, when

spoiler:
Carth says there are worse things to lose in the galaxy,


The turning around was done rather awkwardly, and I thing I should be able to remedy that.

In this scene there are a number of mods that are not mine. This is due to the fact I was testing this in my playing override.

The mods are:

Dark Harbinger reskin of PMHC04
Silveredge9's Admiral Onasi Uniform
And Stoffe's Jedi Master Robe Collar Fix + Skin

To name some of the changes....

I edited the fadein when the PC first enters Carth's room to make it longer, so you couldn't see the obvious jump of Grenn, the Republic Soldier, and the PC being warped into the room.

Edited some of the times Carth faced the window to better suit some of Obsidian's notations, such as when he is talking about Revan leaving everyone behind because there were places people he cared about could not go.

There are a couple other changes as well, I'm just too lazy to list them. :p

http://www.youtube.com/watch?feature...&v=_s5xzFEe9vE

What do you guys think?

Fallen Guardian 05-05-2012 09:29 PM

Yeah, a lot of months since I posted, but mostly because I've been working on Dantooine Tension and other stuff. Anyway, thanks to a great site that provides free textures, I've been able to remedy a problem that has started to bother me as of late. Basically, the gaffi stick's texture looked... awful. So, here's what I've done to rectify the problem.

New Texture Alone:
Show spoiler


Comparison:
Show spoiler


The texture size is now actually 1024X1024, so.. yeah, it's a lot better. Anyway, what do you guys think?

CptPriceless 05-05-2012 10:20 PM

Great!

Fallen Guardian 05-05-2012 11:38 PM

Quote:

Originally Posted by CptPriceless (Post 2811199)
Great!

Thanks Cpt.

Alright, here's a slight modification to the above texture, so now the sand people chieftain will have a unique gaffi.

Show spoiler


I've added in a little tidbit in the item description that talks about how the emblem on the blade appears to be leather that is crudely fused to the metal. It's there in order to identify it as the chieftain's gaffi.

Zhaboka 05-06-2012 05:25 PM

That's nice! I don't think I care about the gaffi stick texture too much, but it did always bother me that the chieftain's stick was identical to the others.

Fallen Guardian 05-07-2012 07:07 PM

Quote:

Originally Posted by Zhaboka (Post 2811252)
That's nice! I don't think I care about the gaffi stick texture too much, but it did always bother me that the chieftain's stick was identical to the others.

Thanks! And yeah, I didn't care much about the gaffi texture either until I noticed how bad it was. Then it kept bothering me so I decided to fix it.

Fallen Guardian 06-28-2012 08:30 PM

Okay, after I saw Darth InSidious release his Unknown World Hammerhead texture that he found in the game files, I started digging around the area textures in KotOR tool, looking for lost/unused textures.

I found this, called LTA_SCRE02:

Show spoiler


Now the neat thing about this texture, creepy green tinted pictures of babies aside, is that this is basically the Ebon Hawk's control panel, but a larger image (512X512, instead of 256X256) and it is much more crisp than the original Ebon Hawk panel texture. So, I got to work making it look like the Ebon Hawk control panel and about an hour later I produced something I thought did justice to the original.

Original:

Show spoiler


New:

Show spoiler


Comparison, old LTA_SCRE02 to new:

Show spoiler


Comparison, old Ebon Hawk texture to new:

Show spoiler


(I'll have screens of how it looks in-game soon, but for now, just these.)

So, what do you guys think?

tmandoo 06-28-2012 08:34 PM

That's actually really awesome :) Also, the pictures of babies are really weird...

CptPriceless 06-28-2012 09:19 PM

Very, very nice. :)

Sith Holocron 06-29-2012 03:50 AM

Looks like a "must have" for KOTOR.

(1) Will these textures also work in the Ebon Hawk in TSL? The ships are almost identical, aren't they? (Well, with the possible exception of the swoop not being there in one of them.)

(2) Will you be including this in later editions of the K1R mod and/or would it be a separate download? If the answer to (1) is yes, you should always have a separate download as an option.

Zhaboka 06-29-2012 03:59 AM

NICE. I've always thought that texture was a little too low-res.

Fallen Guardian 06-29-2012 05:35 AM

Quote:

Originally Posted by tmandoo (Post 2814882)
That's actually really awesome :) Also, the pictures of babies are really weird...

Thanks, and yeah. The babies kind of startled me when I clicked on the texture the first time.

Quote:

Originally Posted by CptPriceless (Post 2814885)
Very, very nice. :)

Thanks Cpt.

Quote:

Originally Posted by Sith Holocron (Post 2814896)
Looks like a "must have" for KOTOR.

(1) Will these textures also work in the Ebon Hawk in TSL? The ships are almost identical, aren't they? (Well, with the possible exception of the swoop not being there in one of them.)

(2) Will you be including this in later editions of the K1R mod and/or would it be a separate download? If the answer to (1) is yes, you should always have a separate download as an option.

1) Well, seeing as LTA_SCRE02 is only a KotOR I asset, I don't really see how it could be included in Knights 2, unless there's some awesome loophole I'm not seeing.

2) I don't think this'll ever be put in KotOR 1 restoration, it'll most definitely be a separate download.

Quote:

Originally Posted by Zhaboka (Post 2814898)
NICE. I've always thought that texture was a little too low-res.

Yeah, me too. Thanks Z.

And as promised, here's some screenshots of it in-game as well as something else I've done.

In-game screens:



Old Galaxy Map:

Show spoiler


New Galaxy Map:

Show spoiler


Now this is just affecting the galaxy map you see in the Ebon Hawk before you select the map itself. All I really did was take the texture that you see when it's close up, which is high quality, and put that there instead, as well as an extra message. Some of the lights on the display screens around the map are changed to make them higher quality as well. Basically, I just took the textures from the close up galaxy map again. I think this way it makes the close up galaxy map much more congruent with the one just seen without clicking on it.

Anyway, if you click here you'll see a made a request some time ago (feels like a long time ago to me, only about a month and a half though) to have somebody fix the weird issues that show up in the Ebon Hawk in KotOR 1. I've tried just using the texture to fix it but it appears as though it's modeling/UV mapping goof, so I ask anyone who is well versed in those fields to attempt and fix the model. Please.

Also, more bad news with the Ebon Hawk. Apparently BioWare setup the skybox that shows the planet your currently on in a repeating loop, so what you see on the left is the same for the right and the center so I can't make anything high quality or it'll end up looking bad due to the re-repeating texture. So if anyone knows how to make it so I could change the skybox to not repeat in that way, it'd be much appreciated.

(In the request thread I linked to, ignore the second image, stupid tinypic deleted/moved it apparently.)

Anyway, that is all.

What do you guys think?

Warlord664 06-29-2012 07:21 AM

Wow, those ebon hawk textures looks great! such an improvement. I noticed the planets are showing on your new galaxy map, what if we had a planet mod installed? I guess it would become outdated :xp:

CptPriceless 06-29-2012 09:50 AM

Quote:

Originally Posted by Fallen Guardian (Post 2814901)
New Galaxy Map:

Show spoiler

Great touch with the added text. I always thought that the map would show the last visited planet, but I never paid too much attention. Still, it works nicely - especially with high-res. Another good one man!

Rinku 06-29-2012 11:58 AM

Great stuff FG! I'm glad someone finally upgraded that texture. Keep up the great work.

Fallen Guardian 06-30-2012 06:05 PM

Quote:

Originally Posted by Warlord664 (Post 2814906)
Wow, those ebon hawk textures looks great! such an improvement. I noticed the planets are showing on your new galaxy map, what if we had a planet mod installed? I guess it would become outdated :xp:

Thanks. Yeah, there's not really much I can do about that. :(

Quote:

Originally Posted by CptPriceless (Post 2814914)
Great touch with the added text. I always thought that the map would show the last visited planet, but I never paid too much attention. Still, it works nicely - especially with high-res. Another good one man!

Thanks Cpt.

Quote:

Originally Posted by Rinku (Post 2814923)
Great stuff FG! I'm glad someone finally upgraded that texture. Keep up the great work.

Thanks Rinku.


Alrighty then, and here's another new texture for you guys:


Show spoiler


Show spoiler

CptPriceless 06-30-2012 06:17 PM

Another great job FG.

LDR 06-30-2012 06:38 PM

Wonderful!

Why does that remind me of that glass thing in the Shadow Broker's Base?

Rinku 06-30-2012 06:51 PM

Beautiful!! You continue to impress me FG.

Zhaboka 06-30-2012 06:53 PM

Nice! These are quite quality. Will they be released in some sort of Ebon Hawk Improvement Pack? I wish Vurt was still around, you two could double-handedly revamp all of KotOR 2.

Ctrl Alt Del 06-30-2012 07:18 PM

Oh man, excellent work with all the textures. I especially like what you did with the galaxy map: it did always bug me that something you click so often on the game didn't get a better treatment.

Fallen Guardian 06-30-2012 08:08 PM

Quote:

Originally Posted by CptPriceless (Post 2814989)
Another great job FG.

Thanks again Cpt.

Quote:

Originally Posted by LDR (Post 2814990)
Wonderful!

Why does that remind me of that glass thing in the Shadow Broker's Base?

Thanks LDR. Haha, I don't know why. BioWare's magical? At least in the stuff not regarding ME3's ending.

Quote:

Originally Posted by Rinku (Post 2814994)
Beautiful!! You continue to impress me FG.

Thanks!

Quote:

Originally Posted by Zhaboka (Post 2814995)
Nice! These are quite quality. Will they be released in some sort of Ebon Hawk Improvement Pack? I wish Vurt was still around, you two could double-handedly revamp all of KotOR 2.

Thanks Z. Yeah, they'll all be released in an Ebon Hawk improvement pack, once I'm through improving everything I can. And thanks. Vurt would definitely be the better of the pair though.

Quote:

Originally Posted by Ctrl Alt Del (Post 2814996)
Oh man, excellent work with all the textures. I especially like what you did with the galaxy map: it did always bug me that something you click so often on the game didn't get a better treatment.

Thanks Ctrl Alt Del!

And here's another texture. This one was originally 64X64, but I've changed it to be 875X875. I had to do a little imagining due to the poor vanilla texture and I think I might change the metal's color as well as increase the brightness, but this is basically how it'll look.

Show spoiler


Show spoiler

Zhaboka 06-30-2012 08:58 PM

Quote:

Originally Posted by Fallen Guardian (Post 2814997)
Thanks Z. Yeah, they'll all be released in an Ebon Hawk improvement pack, once I'm through improving everything I can. And thanks. Vurt would definitely be the better of the pair though.

Don't sell yourself short, this stuff is great! That new one is very crisp.

Hassat Hunter 07-01-2012 08:37 AM

Love it.
Shame it'll be KOTOR1 only...

Warlord664 07-01-2012 12:26 PM

Never gonna use normal ebon hawk again after this comes out, so much better.

Christos K 07-02-2012 03:17 AM

Can't wait for the Ebon Hawk improvements. Will you be able to release a similar one for TSL?

Sith Holocron 07-02-2012 06:36 AM

Quote:

Originally Posted by Fallen Guardian (Post 2814901)
1) Well, seeing as LTA_SCRE02 is only a KotOR I asset, I don't really see how it could be included in Knights 2, unless there's some awesome loophole I'm not seeing.

Release the LTA_SCRE02 mod as a KotOR1 mod. If folks decided to rename that picture file . . . I don't know . . . "LEH_scre02" and put it in their KotOR2 override folder, then I imagine it would work in TSL.

Hypothetically speaking, of course.

Fallen Guardian 07-02-2012 11:19 PM

Quote:

Originally Posted by Zhaboka (Post 2814998)
Don't sell yourself short, this stuff is great! That new one is very crisp.

Thanks Z.

Quote:

Originally Posted by Hassat Hunter (Post 2815017)
Love it.
Shame it'll be KOTOR1 only...

Thanks HH. Though, it's K1 only for the textures that I borrowed KotOR 1 resources for.

Quote:

Originally Posted by Warlord664 (Post 2815034)
Never gonna use normal ebon hawk again after this comes out, so much better.

Thanks.

Quote:

Originally Posted by Christos K (Post 2815065)
Can't wait for the Ebon Hawk improvements. Will you be able to release a similar one for TSL?

Thanks, and yeah. I believe so.

Quote:

Originally Posted by Sith Holocron (Post 2815068)
Release the LTA_SCRE02 mod as a KotOR1 mod. If folks decided to rename that picture file . . . I don't know . . . "LEH_scre02" and put it in their KotOR2 override folder, then I imagine it would work in TSL.

Hypothetically speaking, of course.

Hypothetically speaking here, but one would simply just have to choose to drop the files into the other override. No renaming.

Anyway, here's a new texture:

Show spoiler


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