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  3. I had some time today, I edited existing uti files of the robes: g_a_jedirobe01 — Padawan Tunic - Given in the Jedi Academy g_a_jedirobe02 — Sith Acolyte Tunic - Not placed in the game - Will be present on some sith characters (initiats) g_a_jedirobe03 — Not placed in the game, Ignore g_a_jedirobe04 — Not placed in the game, Ignore g_a_jedirobe05 — Not placed in the game, Ignore g_a_jedirobe06 — Qel-Droma Robe replacement g_a_kghtrobe01 — Jedi Consular Robe: • Kashyyyk, Upper Shadowlands — Jolee Bindo • Korriban, Dreshdae — Dak Vesser g_a_kghtrobe02 — Sith Adept Robe: • Tatooine, Anchorhead — Dark Jedi (ambush). • Kashyyyk, Great Walkway — Dark Jedi (ambush). • Manaan, Sith Base — footlocker. • Korriban, Sith Academy — footlocker. • Star Forge Temple (Main Floor) — Dark Jedi. g_a_kghtrobe03 — Jedi Guardian Robe - will be given to Juhani g_a_kghtrobe04 — Jedi Sentinel Robe: Dantooine Ruins — Nemo’s Remains. g_a_kghtrobe05 — Sith Warrior Robe - Same Dark Jedi Knight spawns/containers as …02 above (color variant of the same placement). g_a_mstrrobe01 — Jedi Knight Robe: • Tatooine, Eastern Dune Sea — Chewed Human Corpse. • Manaan, Hrakert Station — Remains. • Korriban, Sith Academy — footlocker. • Star Forge System, Rakatan Settlement — Wicker Bin. g_a_mstrrobe02 — Sith Lord Robe: • Manaan, Sith Base — Dark Jedi Master. • Star Forge Temple (Main Floor) — Sith Master. • Star Forge Temple Summit — Bastila (DS path). g_a_mstrrobe03 — Not placed Ignored g_a_mstrrobe04 — Not placed Ignored g_a_mstrrobe05 — Sith Marauder Robe: Same Dark Jedi Master / Sith Master / Bastila placements as …02 above (blue variant). g_a_mstrrobe06 — Darth Revan’s Robes, Ignore g_a_mstrrobe07 — Star Forge Robes (Light-only), Ignore Next step is to finish creating utc files for the rest of the robes These additional robes I will add to the characters in accordance with the table I mentioned before and maybe to shops/lockers (if they are not global)
  4. Yeah I had a look and it seems that I missed that. I thought I had accounted for it but apparently not. Kind of funny that it took someone 5 years to tell me though. There are a couple of possible ways to fix it, each with varying downsides. Probably depends on how many other instances there are of that placeable.
  5. I have the same issue as EAF97. this mod makes the holograms not show at all in the game
  6. Yesterday
  7. Thank you for reporting. I have updated my mod to include a compatibility patch for Mira Romance Mod. You can download my mod again, then go to the compatibility patch subfolder for Mira Romance Mod, then drop the mira.dlg file into your KotOR 2 game's Override folder.
  8. I did all of the above including what MasterfloorT specified..all good now except the hud pieces.. did I miss something or do I need to apply yet another mod.. the hud ui is running in top left segment at 1024x768. I'm running 2056x1440.. how do I fix the hud pieces? Nevermind! Got it! for the high resolution menus I messed up and left files within gui subfolder from archive in /Override.. the individual .gui files need to go in root of Override.. whups.
  9. ah right you said UV, no, the lightmap i tried giving another name. working on a script now, lets see how it works out.
  10. I thought you meant the UV name. I've actually never created a new lightmap but I have reassigned lightmaps to other existing ones, to balance out the spacing.
  11. Tried that, if you just give it a name then it wont do the baking, it must have a name that already exists and you must click lightmapped. if you just give it a name you wont get any lightmap texture for that mesh, at least in my experience, i've looked in the image editor afterwards and its not listed. I've hade some luck using the same name, but the lightmap texture looks all wrong to me, with just a tiny strip in the middle, and the rest is just a pure black. I use Blender 4.2, maybe i should switch to an earlier version in case this is just completely bugged for 4.2
  12. The UV defines how the texture is applied. You can see it if you select a mesh and switch to the UV tab. You can name it anything. The first UV is the texture. The second UV is the lightmap
  13. yes i know they're textures, but i'm curious how it applies over the level mesh, especially when several are in use. yes, without turning on lightmapped it wont do anything if you click bake (auto). with duplicating UV, you mean just using the same name as some default UV lightmap? i do wonder if "shadow" is good to use or not too.. I'll give it some more shots though
  14. They are just a texture. For a new mesh, you can duplicate the texture UV and turn on lightmap in the KOTOR mesh settings. The game engine blends the vertex shading, diffuse texture and the lightmap together (per pixel).
  15. This doesn't appear to be compatible with the K1 Restoration mod. Crystals show up and can be placed into sabers, but have no stats.
  16. do you know how to give new meshes a lightmap? or how to get a lightmap that isn't just the name of the map, which seems to be the default. I think the hardest thing for me to understand how different lightmaps would even work for a scene, they overlap in layers? I'm totally new to lightmaps, never used it before. all the tedious things can easily be made into a .py script with chatgpt or any other AI, it will give you one in seconds. Like making sure the secondary UV is selected for all meshes, or anything else you need to do manually. As long as you can explain the whole process in great detail (show it screenshots too), it could make a 1-click solution for doing UV-maps, apart from lighting. I tried and it did read your guide, and looked at the source code, but so far no luck with a 1-click solution, parts of it works really well though, making sure everything is set up correctly. i think where it fails is the files themselves because i can not give it detailed information about how that part even works.
  17. Yeah it's a process but in most cases you need to rewrap with new UVs. Not only do you need to switch to the secondary UV on every mesh. You have to select each mesh that shares a lightmap and rewrap. Once you do that for every lightmap, you can bake new ones. Plus you have to adjust the light sources and world background color to get it looking right. You could also just edit the lightmap manually with an image editor.
  18. CapitaineSpoque, how about integrating LevelCapMod (50) into your mod? I mean this: https://deadlystream.com/topic/11814-kotor-1-level-cap-mod-to-level-50 It seems to me that given the expected character balance changes/new abilities in your mod, synchronizing these improvements with possible larger-scale upgrades (up to level 50) could give KotOR a fundamentally new gaming experience.
  19. Ahhh Merci tiens moi au courrant
  20. Ah ben c'est encore mieux si tu parles français mdr Et au pire oui je pense pouvoir faire ça pour toi, je verrai ce week-end.
  21. some old games faked shadows with vertex painting, but yeah, not the same thing as lightmaps.
  22. The problem with the vanilla lightmaps is that they reduced them down to tiny sizes. In some cases a single room might comprise two or three lightmaps each only 64x64. So whatever quality they were in their raw state (probably not that high res to begin with circa a quarter century ago using 3DS Max 8/9 and Photoshop 6/7), once they crunched them down for the shipped version everything got turned into blobs. It's honestly impressive they look as good as they do, all things considered. But they didn't "paint" them. If you look in the vanilla models you'll like see a bunch of empty null/dummy objects with light names. Those were all the fill lights they used originally to bake the lighting. They presumably got converted to nulls by their exporter since they weren't of an appropriate game type. As to vertex painting, no. The engine doesn't support displaying any colour information that way. Not that it would help you for lightmaps anyway.
  23. Those are great looking, what an improvement Yeah i dunno, seems too difficult, but i am not very technical, its why i prefer to do textures. Do you know if the engine supports vertex painting? i can always fake lightning via that instead, way easier and very fast to do. Not the same results, but its something. Actually, looking at the original maps, i first thought they had just painted dark blobs under the trees.
  24. Lightmaps are arguably the hardest thing in KOTOR modding, both because of the fiddliness of setting them up and baking them in the first place, but also in trying to match the vanilla artistic lighting intent (assuming you are baking vanilla modules). It's a lot more straightforward in custom modules where you don't have pre-existing restrictions. To the first part, KBlender has made the baking process a hell of a lot better than it used to be in KMax, albeit you have to deal with all of Blender's alien logic for the setup. Since you mentioned UVs, I take it you're not doing this, but it's worth noting that you can't use vanilla lightmap UVs because the bakes will be terrible, even 20 years later at 50+ times the resolution. I gather Bioware baked the maps and then repacked the UVs afterwards for performance reasons on the Xbox, remapping the lightmaps to suit. My experiments with KBlender routinely found issues across UV seams, so my suggestion is to try and keep to contiguous islands as much as the geometry allows. In practice, this means condensing all meshes with shared diffuse textures as much as possible. I'm not sure how you do this in Blender, since I don't use it for modelling. Same with remapping the UVs - no idea how to do it in Blender. To give you an idea of the sort of thing I'm talking about, here's an example from some of my rebake experiments with the "hangar" of the Dantooine enclave. You can see most of the main floor geometry is a single contiguous island to minimise seam artefacts. At the bottom is a comparison of the vanilla maps vs the re-UV'd/rebaked maps.
  25. There's a guide here by J, but i'm not having much luck with doing them. i've selected all objects, and i run the auto bake from KOTOR. It creates a single lightmap, i save it, i unwrap it and i end up with a terrible looking ground with tons of black triangles. Not sure the lightmap even looks correct, its just a rather thin horizontal strip on a black texture, 80% is wasted on the pure black. I was thinking i could give these my own file names in the Lightmap slot (under Main Texture), but that doesn't work. It will only create 233telEA_lm0.tga, so i guess that's the name to go for in all lightmap slots for the objects? I am thinking i could skip it completely (adding tons of new trees and various plants to some maps) and while its still an improvement, even without the lightmaps, it would be interesting to see how it looks with proper lightmapping. Overall it seems like an extremely cumbersome thing to do, to even get it to unwrap is very, very inconsistent, often i can not make it mark the UV so that i can unwrap it (yes, all objects selected).
  26. Last week
  27. Alright I'm uploading the whole mod with the fixed Bao-Dur dialog with the correct script, so no one else has a problem with not getting the feat granted when you build your personal lightsaber. Will be listed as SLM_2024_2
  28. Just tested the new .dlg for Bao-Dur, and I can confirm it works! Thanks for your help, and don't worry, I imagine this was an easy issue to overlook when updating such a massive mod. EDIT: Anyone else wanting to use this fix, make sure you install it AFTER SLM 2024, but BEFORE any mods that modify Bao-Dur's dialogue, like this amazing jedi armor mod for him, as this will overwrite any changes made to that version of baodur.dlg.
  29. The target would be his UTC file, since that's where his inventory is stored. As to how you'd do it, while you could just edit the UTC directly and add it to his inventory via Holocron Toolset or KGFF, a better approach might be to use scripting to do it, since that allows for more control. It would also mean it wouldn't be affected by the edge case of people loading a save where he had already been spawned before they installed the mod, since in that case a modified UTC wouldn't take affect (creatures, placeables, etc. are saved in the GIT file stored in the user's save as soon as they are spawned). Probably not a big deal in this instance, but it can be a significant consideration in other circumstances.
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