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Old 11-26-2005, 01:00 AM   #41
Darthdude99
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Quote:
Originally Posted by REDJOHNNYMIKE
Sooo, in dumb guy terms this means we can move models any way we want?
If so...

hmmm, maybe I'd better go warn Bastila about all the new stuff she's going to be doing in E-Mail only mods XP
You can count me in for one of those

Even though I can't mod and have only a small idea what you guys are talking about...
That is awsome news


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Old 11-26-2005, 04:24 AM   #42
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This would be awesome if this news will animate the stiff Revan robes! Maybe even allow someone to make long robes for K1 (settle down, guys, I mean from scratch, not porting).

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Old 11-26-2005, 08:29 AM   #43
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svosh: Well, you know how some people release white doves at weddings? It's like that, only the sheep go "baa" a lot more, are much heavier, can't fly and then on top of that have been altered to be completely psychotic

Can the sabre form animations be added back in now? Like the Juyo, Makashi, Ataru etc ones that are listed in combatanimations.2da?



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Old 11-26-2005, 05:08 PM   #44
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Awesome work guys! Now I only wish I could make anything other then a square in gmax.
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Old 11-26-2005, 06:14 PM   #45
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When is the patch coming out ?
And the first tutorial ? ROFL


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Old 11-26-2005, 07:07 PM   #46
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Darth InSidious What ? you lost me man , but I’ve been unwrapping my new body mesh for a few hours now so… I’m going a lOt buggy but that still doesn’t make sense, I think you meant to say Chuck ?

Chuck , does this means we still can’t add and or remove bones ? I had to leave the 2 apron bones on my new model , when I deleted them my compiled model looked like that first Bastila skin mesh test , but by leaving them even though they have nothing to weight the model compiles fine. New body mesh is not out of the question as long as it uses the original skeleton.

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Old 11-26-2005, 08:14 PM   #47
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Quote:
Originally Posted by svösh
Darth InSidious What ? you lost me man
He meant Chuck.




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Old 11-27-2005, 01:27 AM   #48
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I finally managed to get MDLOps 0.6.2 (the version used in Kotor Tool, not the 'official cchargin' version) to compile on my system again. System rebuilds are both good and evil at the same time, aren't they?

This version adds some preliminary support for lighting, which should allow room models to be imported correctly; that is, with all of their light controllers intact. I also forward-integrated JdNoa's cool discoveries into it as well, though I am sure Chuck will want to check it over before he makes it an 'official' release.


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Old 11-27-2005, 02:13 AM   #49
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Lighting?! AGH! Yay! I sense we are near the dawn of module editing...
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Old 11-27-2005, 06:42 AM   #50
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Who's up for making some statues?

It's great to see you guys are surpassing LA themselves, using just your imagination and computer modifier

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Old 11-27-2005, 04:13 PM   #51
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So, with this cracked, new possibilities include new stances and attack forms, changing Revan's robes to actually flow, and even maybe being able to make a long-haired PC (Qui-Gonn style)? And even make some long robes for KoTOR1, possibly?
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Old 11-27-2005, 04:16 PM   #52
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Fred: I am praying that by what you said you mean we are extremely close to module editing. Because thats really the only way for me to make a sequel. WAY TO GO GUYS excellent work. Cherrio.

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Old 11-27-2005, 07:13 PM   #53
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YES! Finally no more stiff Revan Robes and no more body parts cutting through it. I LOVE IT! I doubt you know yet but when will you fiannly be able to fix these problems?
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Old 11-27-2005, 07:14 PM   #54
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Quote:
Originally Posted by Gsccc
Fred: I am praying that by what you said you mean we are extremely close to module editing. Because thats really the only way for me to make a sequel. WAY TO GO GUYS excellent work. Cherrio.

-Chuck McMackin
If this latest build works, we'll be one step closer to new module creation. Of course, there are still other issues, such as layout creation, .vis creation, and more. It may take some time, but progress is still being made.


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Old 11-27-2005, 08:16 PM   #55
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That much makes me happy Fred . Keep up the marvelous(dont even tell me how to spell that) work.

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Old 11-27-2005, 11:45 PM   #56
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Quote:
Originally Posted by Fred Tetra
If this latest build works, we'll be one step closer to new module creation. Of course, there are still other issues, such as layout creation, .vis creation, and more. It may take some time, but progress is still being made.

Fred, you are so awesome. Your tool is so amazing, and yet you keep on trying to improve on something that is so wonderful that we as a community in general are already totally satisfied with. Especially since you don't make any money from it, but are doing this selflessly, which has helped made the KOTOR games so much better and more enjoyable. I know I wouldn't have loved the game and be in at much as I have if I didn't learn to mod, or download from others with their hard work. Anyway, thanks for your hard work and selfless heart.


Interested in hosting a your KOTOR or TSL mod at FileFront? Send your mod HERE and we'll validate it as soon as we can! FileFront is a good way to get publicity for your mod as we get 1000's of visitors everyday. Is my LucasForum PM box full again? If you really need to reach me, PM me at YouTube under the username: Shem L -- Watch my KOTOR videos! Download my mods from FileFront!

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Old 11-28-2005, 01:04 AM   #57
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Quote:
Originally Posted by JediShemL
Fred, you are so awesome. Your tool is so amazing, and yet you keep on trying to improve on something that is so wonderful that we as a community in general are already totally satisfied with. Especially since you don't make any money from it, but are doing this selflessly, which has helped made the KOTOR games so much better and more enjoyable. I know I wouldn't have loved the game and be in at much as I have if I didn't learn to mod, or download from others with their hard work. Anyway, thanks for your hard work and selfless heart.
Ditto to that my friend, yup.

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Old 11-28-2005, 01:21 AM   #58
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Great....****ing....job!!!! *bows down*

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Old 11-28-2005, 11:37 AM   #59
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* Prime's head explodes *

Wow, great news guys!

Quote:
Originally Posted by cchargin
However, completely new droids will most likely be a possibility, as well as droid melee animations!
Then maybe my IG-100 MagnaGuards may still be possible...

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Old 11-28-2005, 12:35 PM   #60
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Quote:
Originally Posted by Prime
Wow, great news guys!


Quote:
Originally Posted by cchargin
However, completely new droids will most likely be a possibility, as well as droid melee animations!
Then maybe my IG-100 MagnaGuards may still be possible...
That is awesome. Are those lightsaber wielding droids?


Interested in hosting a your KOTOR or TSL mod at FileFront? Send your mod HERE and we'll validate it as soon as we can! FileFront is a good way to get publicity for your mod as we get 1000's of visitors everyday. Is my LucasForum PM box full again? If you really need to reach me, PM me at YouTube under the username: Shem L -- Watch my KOTOR videos! Download my mods from FileFront!

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Old 11-28-2005, 01:24 PM   #61
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Quote:
Originally Posted by Prime
* Prime's head explodes *

Wow, great news guys!

Then maybe my IG-100 MagnaGuards may still be possible...
Brings a whole new meaning to this place's name



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Old 11-28-2005, 01:29 PM   #62
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Quote:
Originally Posted by Prime
* Prime's head explodes *

Wow, great news guys!

Then maybe my IG-100 MagnaGuards may still be possible...
Heh, the timing is perfect.

Once again, fantastic work guys. Like I said, this will open up a whole new world of possibilities for mods of the future. I'm really looking forward seeing how it all goes.

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Old 11-28-2005, 01:30 PM   #63
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Quote:
Originally Posted by JediShemL
Fred, you are so awesome. Your tool is so amazing, and yet you keep on trying to improve on something that is so wonderful that we as a community in general are already totally satisfied with. Especially since you don't make any money from it, but are doing this selflessly, which has helped made the KOTOR games so much better and more enjoyable. I know I wouldn't have loved the game and be in at much as I have if I didn't learn to mod, or download from others with their hard work. Anyway, thanks for your hard work and selfless heart.
I'm glad you like Kotor Tool, but just in case you don't realize it, I'm talking about MDLOps. I've been working on a version with a few features not found in the release that comes bundled with Kotor Tool. Cchargin and I have done a little research together and he's added some support for that which we've discovered so far. However, the poor guy is pretty busy IRL, so I have decided to sharpen my Perl skills and see what I can do until he can "play" with MDLOps some more. As such, progress is slow, since I'm not the Perl wizards that Cchargin and TK102 are. I'm not trying to steal anyone's thunder here; I'm just really motivated to research stuff. It's what I do.

I did do some tests last night, and I can now export AuroraLights correctly, but not all of the controllers weren't being binary-ified on import. I fixed that, but there is still something wrong with the model that prevents lighting from working right. More research tonight...

As for making money on Kotor Tool, largely you're right. However, a few folks do send a donation from time to time, and this really helps out things on my end, and is *always* appreciated. The foreign language comics and postcards are cool, too!


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Old 11-28-2005, 01:38 PM   #64
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OMFG~!

I can't wait to see what you guys come up with if rigging even limited animations becomes possible. You guys are freakin' awsome.
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Old 11-28-2005, 01:43 PM   #65
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*Proceeds to send Fred a load of foreign comics - realises he has none * Anyway do we know how the engine limits the creation of animations? I'm really interested in this, I can't wait to see the first mods that come of it. Can we make new dialogue animations to replace some of the plasticy ones? What about sabre style animations - and how far can we go with that?
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Old 11-28-2005, 03:31 PM   #66
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Maybe, The Sith Jawa that never was has a chance of redemption hmmmm Redhawke?


Anyhow, I wil await for a mod to put this to good use


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Old 11-28-2005, 03:43 PM   #67
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Quote:
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Maybe, The Sith Jawa that never was has a chance of redemption hmmmm Redhawke?
YES! Darth Weeble may soon be possible!

hehe. Thats awsome.


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Old 11-28-2005, 09:50 PM   #68
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Hmmm... Is that some sort of hint guys?

A Sith Jawa wielding a red saber and force powers would be cool!


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Old 11-29-2005, 02:45 AM   #69
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Hello all,

Quote:
sheep go "baa" a lot more, are much heavier, can't fly
Harold can fly! Come back Harold!

Quote:
does this means we still can’t add and or remove bones
Most likely. We can't mess with bones because I don't know how to calculate some of the bone weights in the .mdl (I know I said .mdx before, but I checked my notes and the info is in the binary .mdl). Actually, in the binary .mdl there is a wierd bone weight array and an array of quaternions that all have to do with skin mesh. I have no idea how they work.

Quote:
<many posts about robes and hair>
Working animations will definately help a bit with hair. One of the main problems with editing heads was that they contain animations that got lost when sent through MDLOps. I got Juhanis head into gmax and all the animations were intact. Not once did her head flip around leaving her teeth and eyes behind (Does that creep you guys out also?).

Ahhh, robes. I know that this has long been a topic here. I don't know if animations will allow us to fix robes. The obvious solution of using skin mesh with animations will not be an option yet due to skin mesh issues (see above). Perhaps tri-mesh with alot of animation might work, but I don't know how or if you could integrate it into the game. The other thing I just thought of is that if you use animations to make a flowing robe, then it will always be flowing, even inside when there is no wind. Hmm. Perhaps scriptable, flowing on and off?

Quote:
<question not asked>
Hmm. I am surprised. No one asked about lightsabers. The 2 problems with lightsabers were animations and a unique mesh type that nwmax does not support. Well, 1 down, and I think I can work around the 1 left. If my idea works then we will finally be able to make multiple mesh sabers, change the blade length, move the blade around, but not change the number of polygons in the blade planes. Oh, I almost forgot that lightsabers also have an animation that nwmax does not support, but again, I think I can work around that.

Well, I am still hacking away. Literally! I have a cold, so I am hacking while hacking.

Sith Jawa?

Lemon curry?
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Old 11-29-2005, 04:54 AM   #70
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Quote:
Originally Posted by cchargin

Hmm. I am surprised. No one asked about lightsabers. The 2 problems with lightsabers were animations and a unique mesh type that nwmax does not support. Well, 1 down, and I think I can work around the 1 left. If my idea works then we will finally be able to make multiple mesh sabers, change the blade length, move the blade around, but not change the number of polygons in the blade planes. Oh, I almost forgot that lightsabers also have an animation that nwmax does not support, but again, I think I can work around that.
I had assumed the blades mesh would still be a problem but if you think you can make a work around then I look forward to making a multimesh hilt.

Thanks for all your continued hard work.
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Old 11-29-2005, 02:54 PM   #71
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Quote:
Originally Posted by cchargin
Hmm. I am surprised. No one asked about lightsabers. The 2 problems with lightsabers were animations and a unique mesh type that nwmax does not support. Well, 1 down, and I think I can work around the 1 left. If my idea works then we will finally be able to make multiple mesh sabers, change the blade length, move the blade around, but not change the number of polygons in the blade planes. Oh, I almost forgot that lightsabers also have an animation that nwmax does not support, but again, I think I can work around that.
I did have a similar question, though more about weapons in general. Right now, only lightsabers and quarterstaves have activate/deactivate animations. Now, you've stated why lightsabers still can't be edited. (The Blades, at least.) But what about other weapons? Would we be able to implement activation/deactivation animations to another weapon with ordinary meshes? Or is that the animation that NWMax doesn't support?

...Lemon curry?




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Old 11-29-2005, 06:27 PM   #72
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Quote:
Originally Posted by T7nowhere
I had assumed the blades mesh would still be a problem but if you think you can make a work around then I look forward to making a multimesh hilt.
And I will look forward to downloading it and testing it out.


Interested in hosting a your KOTOR or TSL mod at FileFront? Send your mod HERE and we'll validate it as soon as we can! FileFront is a good way to get publicity for your mod as we get 1000's of visitors everyday. Is my LucasForum PM box full again? If you really need to reach me, PM me at YouTube under the username: Shem L -- Watch my KOTOR videos! Download my mods from FileFront!


Last edited by JediShemL; 11-30-2005 at 12:31 AM.
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Old 11-30-2005, 10:03 AM   #73
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Quote:
Originally Posted by cchargin
Ahhh, robes. I know that this has long been a topic here. I don't know if animations will allow us to fix robes. The obvious solution of using skin mesh with animations will not be an option yet due to skin mesh issues (see above). Perhaps tri-mesh with alot of animation might work, but I don't know how or if you could integrate it into the game. The other thing I just thought of is that if you use animations to make a flowing robe, then it will always be flowing, even inside when there is no wind. Hmm. Perhaps scriptable, flowing on and off?
What about adding it to the walk animation?



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Old 11-30-2005, 10:45 AM   #74
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Holy cow. I salute you, good sirs!


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Old 11-30-2005, 01:57 PM   #75
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Old 11-30-2005, 02:06 PM   #76
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Whoa. That's all I can think to say. Wish I was a modder.
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Old 12-01-2005, 06:05 PM   #77
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I'll add to the kudos here from a great job. Always nice to see something like this when I come skulking back here.

I can actually envision a day of having a female character doing a dance in game that doesn't look like a trucker honking his airhorn.
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Old 12-02-2005, 01:51 AM   #78
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so this means we can use malaks' animations?


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Old 12-07-2005, 05:14 PM   #79
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So when will this new program become available??


As T3-M4 once said:
"BeeBeep BlopBeeBeeBop....Weeeeooo"
Dont you agree?:
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Old 12-07-2005, 05:24 PM   #80
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ya, i have been wondering ever since this thread was made. Actually since i got the revan robes...
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