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DarthParametric

Member Since 02 Jul 2015
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Download:K1 Main Menu Widescreen Fix

05 December 2017 - 06:36 AM

http://deadlystream.com/forum/index.php?app=downloads&module=display&section=screenshot&id=1173

 

File Name: K1 Main Menu Widescreen Fix

File Submitter: DarthParametric

File Submitted: 04 Dec 2017

File Category: Mods

K1R Compatible: Yes

 

This is a companion to my TSL Main Menu Model Fix for Widescreen mod. In a similar manner, it adjusts the model file for K1's main menu so that it properly fills the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10). It is designed to be used in conjunction with ndix UR’s KotOR High Resolution Menus mod (as pictured).

 

Because the original vanilla background texture is very low resolution, it looks pretty terrible when scaled up to fullscreen at 1080 (or above). I created a new, higher resolution background texture that approximates the same look.

 

 

Obviously this mod will not be compatible with any other mod that also alters/replaces the menu model. As mentioned, it is intended to be used with ndix UR’s UI mod, and serves no real purpose without that mod.

 

N.B.: This is NOT a widescreen mod! This is just an addition for when you are already using a widescreen mod like UniWS.

 

Installation Instructions
Extract the archive, copy the MDL, MDX, and TGA files, and paste them into your Override folder.

 

Acknowledgements
Thanks to bead-v for MDLEdit and KOTORMax that made editing and compiling the menu model possible.

 

Thanks to ndix UR for testing the mod and various discussions pertaining to its development, as well as all the behind-the-scenes work in getting the new mod tools off the ground.

 

Click here to download this file


Main Menu Experiments

15 August 2017 - 08:01 PM

So I have been playing around with the TSL menu models of late. A couple of months back I proposed the idea of trying to change up the menus based on game events/progress. I'm not sure whether that will ever end up going anywhere, not if I have to deal with scripting it at least, so in the meantime I thought I'd change things up a bit in a different manner. Stick with the existing villain showcase theme, but rather than just the same old boring black menu with grey fog, put them in their natural habitats, as it were. The first one I tackled was Sion, trying to recreate the Harbinger arrival cutscene. I think it's pretty much done, although maybe the lighting could do with some adjustment.



For the next one I thought I would go with Nihilus on the bridge of the Ravager, possibly overlooking Telos. Maybe with Visas in there as well?

For the Kreia one I was thinking of having her in the Malachor final battle level, possibly with the floating sabers.

TSL Main Menu Model Fix for Widescreen

12 August 2017 - 04:19 PM

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File Name: TSL Main Menu Model Fix for Widescreen

File Submitter: DarthParametric

File Submitted: 13 Aug 2017

File Category: Mods

TSLRCM Compatible: Yes

 

This mod adjusts the model files for TSL's main menu so that they properly fill the full screen width of widescreen aspect ratios (i.e. 16:9, 16:10).

 

By default, the vanilla menus will have gaps in the background at each side of the screen. This is an inherent issue of the model being designed for 4:3 aspect ratios, so when a widescreen mod (or Aspyr's version) is used, areas of the model are exposed that were not anticipated by Obsidian. This mod addresses the issue by scaling the width of the background plane so that it spans the full width of the screen, and adding an additional VFX emitter to the bottom right of the screen so that the fog also spans the full width. Additionally, a minor correction is made to the Easter egg menu to properly apply the appropriate texture to the eyes, eyelids, teeth, and tongue of one of the Twi'leks, which are untextured in the vanilla version. See the attached pictures for an illustration of the changes.

 

I have edited all 6 menu models, but in practice only 4 of those are typically used in the game (although TSLRCM does also make use of the Easter egg menu). I've included them all to cover all/most eventualities.

 

Note that this mod primarily adjusts the menu models. No changes are made to the background texture, so any custom version of that texture will work with this mod as well. Per a user request, I have added adjusted logo images to address the stretching on those (they are not part of the model). Both vanilla and TSLRCM versions are included (permission to modify/redistribute the TSLRCM logo provided by zbyl2).

 

Obviously this mod will not be compatible with any other mod that also alters/replaces the menu models like, for example, my own DS player menu mod (although that can be installed over the top of this mod). Any update for TSLRCM will presumably overwrite the Easter Egg menu and the logo.

 

N.B.: This is NOT a widescreen mod! This is just a fix for when you are already using a widescreen mod like UniWS or Aspyr's natively widescreen version.

 

Installation Instructions
Copy the MDL and MDX files from the "FOR OVERRIDE FOLDER" and paste them into your Override folder. If you have TSLRCM, additionally copy the files from the TSLRCM EXTRA, overwriting when prompted in both cases. If you use Aspyr's version of TSL on Steam with TSLRCM installed from the Workshop, you'll need to use TSLRCM's Override folder instead. It should be <Steam Dir>\steamapps\workshop\content\208580\485537937\override\ for the English version. Optionally, you can also copy across KOTOR2Logo.tga which is the logo texture. The TSLRCM version is in the TSLRCM folder with mainmenu06.

 

Acknowledgements
Thanks to TeamTwi'lek* for their secret tool project that made editing and compiling the menu models possible
*Not their real name, but it should be

 

Thanks to VarsityPuppet for testing 16:10 compatibility

 

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Seems like I hit the hard limit on embedded images.

 

Click here to download this file


Download:Kel Dor Modder's Resource for K1

21 July 2017 - 03:22 PM

Kel_Dor_Head.jpg


File Name: Kel Dor Modder's Resource for K1
File Submitter: DarthParametric
File Submitted: 21 Jul 2017
File Category: Modder's Resources
 
NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD!
 
This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder.
 
Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities.
 
The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation.
 
K1_Kel_Dor_Modders_Resource_01_TH.jpg

Click here to download this file

Download:Kel Dor Modder's Resource for TSL

21 July 2017 - 03:22 PM

Kel_Dor_Head.jpg


File Name: Kel Dor Modder's Resource for TSL
File Submitter: DarthParametric
File Submitted: 21 Jul 2017
File Category: Modder's Resources
 
NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD!
 
This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder.
 
Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities.
 
The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation.
 
TSL_Kel_Dor_Modders_Resource_02_TH.jpg

Click here to download this file