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Member Since 26 May 2011
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#59696 KOTORmax

Posted by Sithspecter on 10 October 2017 - 04:22 PM

would this allow for direct editing of existing room mdl's within modules themselves to help create new recycled areas? Retexture rooms, removing unwanted meshes, etc


Yes, it does indeed. I've already tried it.

#59681 MDLedit bug reporting thread

Posted by Sithspecter on 09 October 2017 - 11:27 PM

Fixed in the new version of MDLedit :D


Amazing news! Now I can fix my crossguard lightsaber bug!

#59671 Sleheyron

Posted by Sithspecter on 09 October 2017 - 02:41 PM


Just one last question do your custom module walls work? What I mean by this is in a vanilla module when you run into a wall the character will kinda keep running but slide to either the left or right. In some mods like BOSSR in the custom modules, you can run into the walls and get stuck.


Yes, my walkmeshes/collision meshes work exactly the way the original ones do in-game. The ones in BoS:SR were made by Quanon before walkmeshes were understood very well. Back then you simply made a flat piece of geometry that looked like a cookie-cutter version of what the floor would be. Now we know that you have to add walls or vertical extrusions from the edges of the walkmesh, which allows for smooth collisions where you don't get stuck on the edge and blocks line of sight and blaster fire. Also unlike the old areas, the Sleheyron areas feature the secondary walkmesh or AABB node that blocks cameras from going through the walls. Functionally it's no different from a default area.



Nice work. I liked the nice specular highlight you managed on the stone floor on the bottom level. The collision on the rotunda seems like it could do with being reduced a bit maybe. It might be worth considering some sort of physical barrier like velvet ropes - I've always hated invisible walls around what should be navigable terrain.

I'm curious about those assassin droids. Do they ever engage in combat, or are they just for flavour? I'm wondering whether something more unique might be in order.


I hadn't noticed the collision on the center rotunda, and I will adjust it. This one was made a while back when I was still getting a feel for the walkmesh spacing and I must have missed the mark here.


Probably we are going to avoid fancy new models for most characters/droids for the default release. Folks are welcome to produce "aftermarket" changes to Sleheyron once it is finished, but we're trying to keep it as seamless as we can. By default it should appear different than a regular KotOR planet in the area model only.

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#59662 KOTORmax bug reporting thread

Posted by Sithspecter on 09 October 2017 - 05:43 AM

Lightsabers that go through KotORMax/MDLEdit seem to end up like this:




Fortunately this seems to resolve the issue I had with my crossguard lightsabers being extended all the time, just looks like a little UV mixup.


This is the unchanged default blue lightsaber, simply brought into ASCII by MDLEdit, into KotORMax, exported back out of KotORMax, and then back into binary by MDLEdit.

#59626 Sleheyron

Posted by Sithspecter on 08 October 2017 - 06:52 PM

Awesome as always.


The patrons in the corners of the lower floor are part of the area model, right? Or is it actually possible to have characters on one level and another level to walk on right above those?


Those are actually placeable patrons, as seen in both the Taris Cantinas. ;)

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#59624 Sleheyron

Posted by Sithspecter on 08 October 2017 - 06:43 PM

Sorry for the extended hiatus folks. As an apology, I have released a new video for the project, a preview of the previously unseen cantina!



I am ramping up production for the fall after a very busy summer for me, so expect more updates in the coming months.

#59314 High Quality Blades (an actual Work in Progress...no, seriously)

Posted by Sithspecter on 12 September 2017 - 03:45 PM

My apologies for my extended hiatus from working on this mod and others. During the summer months I have focused my energies on more outdoor activities and have put modding on the back shelf. As fall and winter are coming, I expect to have more time to work on my projects here.

#55761 Sleheyron

Posted by Sithspecter on 22 April 2017 - 07:27 PM

If the Modules are custom made that should mean we are allowed to port the new Slehehyron Modules to TSL and make a TSL version of Sleheyron without any troubles, is that allowed?


Since I have saved all the ASCII files for Sleheyron, this would be possible, but I have no plans to port Sleheyron to TSL or allow others to.

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#53384 [REQUEST] A mod that adds in turbolaser bolts to the Davik fight

Posted by Sithspecter on 05 February 2017 - 01:45 AM

The turbolaser bolts that the OP describes are a scripted effect. I'm not sure what script controls them, but it would be a script that would add more bolts firing from the sky. I assume it's also a script that controls damage received by the player and NPCs. This would be a script controlling all of this, it doesn't have anything to do with the models themselves.

#53251 What is your favorite Star Wars Ship from all eras?

Posted by Sithspecter on 02 February 2017 - 10:58 PM

Shameless plug! :P


Hey, if you make your own ship, I think it's allowed to be your favorite!

#53248 What is your favorite Star Wars Ship from all eras?

Posted by Sithspecter on 02 February 2017 - 10:38 PM

Admittedly one of my favorites is my own personal creation, the Talon Raider:



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#53036 High Quality Blades (an actual Work in Progress...no, seriously)

Posted by Sithspecter on 29 January 2017 - 02:20 AM


I have a question: Since your first post in this thread mentioned this mod will include lightsabers, will this mod modify the saber blades, saber hilts, or both?



I plan to do new hilt models and textures, and to do new blade textures. I cannot do new blade geometry without causing the bug that my crossguard lightsaber mod has, and I'd like to avoid that because it's very annoying to some people.


You will be able to drop in other blade texture mods and they will be compatible.

#53022 High Quality Blades (an actual Work in Progress...no, seriously)

Posted by Sithspecter on 28 January 2017 - 11:29 PM

Oh, sorry for my misunderstanding. The models will have the same names as the Toasty Fresh's mod, so it will be a simple drop-in that will just replace all the existing files. There won't need to be any clean up or anything, you can directly install this over the Toasty Fresh mod.

#53008 High Quality Blades (an actual Work in Progress...no, seriously)

Posted by Sithspecter on 28 January 2017 - 09:48 PM

This looks great! Will this also come with it's own MDX (Model Files ETC) So we won't have to worry about mod conflicts with Toasty Fresh's modification? 


Umm...this mod, coupled with High Quality Blasters, will completely replace every weapon with a High Quality one. Since Toasty Fresh's mod does the exact same thing, with a different style, they will be completely and totally incompatible. It will be sort of a "one or the other" scenario, you won't be able to use both of them.


Awesome! I'm definetly looking forward to this one :D


The only sad thing is that since this is actually WIP it won't be released tomorrow :P


Yeah, sorry it won't be out tomorrow! You guys will have to be along for the ride (and maybe provide some helpful input along the way).



I cannot wait for this mod. The axe blade on the Gammorean axe seems a bit small, though.


It's actually sized quite nicely (a bit larger than the default) and based on this variation of the axe:



#52995 High Quality Blades (an actual Work in Progress...no, seriously)

Posted by Sithspecter on 28 January 2017 - 07:47 PM

I swear it's a real WIP this time!


I'm getting around to working on High Quality Blades now. High Quality Blades will improve all of the low quality melee/lightsaber weapons in KotOR (and TSL too for all you knuckleheads). It will be a similar deal to High Quality Blasters.


This mod will include swords, vibroblades, gaffi sticks, stun batons, Gamorrean axes, quarterstaves, and lightsabers. Right now I plan to include two options for vibroblades; one that acts and functions the same as default vibroblades, and another where vibroblades are knives/daggers instead of swords (as per canon).


Progress so far:






Gamorrean axe will probably have a little more work done to the texture.