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masterbrohda joined the community
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TheFacelessMan joined the community
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SptSatty joined the community
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I'm happy with the result. But there's always room for improvement. N_CommMD.tga P_CandBAD.tga PLC_Datapad02.tga PLC_Datapad02.txi plc_sevrdarm.mdl plc_sevrdarm.mdx
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Gruesome. But I should really add a few more polys to that stump.
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SWTOR Canon Revan Head Ported to KOTOR 1
Ian Starrider replied to shyskeletonn's topic in Mod Requests
I'm also still waiting for a good port of this model. I just don't think the STWOR Revan is all that popular overall, which I think is a shame. -
Ghost501 joined the community
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Peragus Administration Level Monitor Issue
Sith Holocron replied to Sith Holocron's topic in Mod Requests
I just shrunk the blips while keeping the same texture size and I think I've got it fixed now. Thanks to DP for suggestions. This thread can be locked now as I'm satisfied with what I've got. -
- 9 comments
- Yesterday
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I noticed. He picked up the textures from my Override. I know what can be done.
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- masks
- tulak hord
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- 22 comments
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- conversation
- banter
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It's nice to see a little variety in my favorite warriors. They really needed for love even though they don't get a main focus in the story. A mentioned bug in the comments is true about their names being turned to -1. The patcher file has that listed as their string name for all of them. I just went through one by one, comparing their entries to the .tlk file, and changed them to what they were supposed to be and now they get all the fun ranks!
- 26 comments
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- this is the way!
- beskar
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It's been a ton of fun so far and has made splicing with the community patch a much simpler process (I missed having my hutt on Dantooine)! While I've been using it, I figured I'd bring a few things to your attention: 1. Bastila holocron dialogue was not restored because the patcher sends it to the kas_m25aa module. Taking the .dlg/.ncs and replacing them in the the tat module (or just dropping them in the override) fixes this. 2. Sarna dialogue is still messed up (and I'd assume Yun's too, but unsure about that one). I just put their original .dlgs back in and put that back to normal. 3. The vulkar coward doesn't turn immediately hostile after you talk with him and then tell him you'll take no prisoners. It exits the dialogue and you have to talk to him again by choosing that option right off that bat. I'll let you know what else I find as I go along, but once again, it's been a blast so far!
- 63 comments
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- cut content
- restorati
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Seems like the stump has some transparency. Also, did I never make a better version of that? It really is terrible.
- Last week
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I see, it might be hard coded in the engine.
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I would call it stylistic embossing.
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Seems to be a bit of UV distortion. Those screw heads are stretched horizontally.
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Modifying opacity for UI elements
Skyfront117 replied to Skyfront117's topic in General Kotor/TSL Modding
The .gui file is mipc28x6_p.gui. My UI is from this mod: UI Redesign - Mods - Deadly Stream And I have made my own modifications to it, but as far as I can tell the opacity thing is from vanilla: As this image from the mod's page shows, both in vanilla and modded, the first and sixth slots in the item UI both have lower opacity because they are empty; I'm looking for the cause as to why this would happen. The file names for the normal and highlighted item boxes in vanilla are lbl_mibox00.tpc and lbl_mibox00a.tpc respectively. In the mod, they are called item_box.tga and item_boxa.tga. I have already edited these last 2 to have 100% opacity, and it works when they are not empty. This is the way it looks in my game, and I'd essentially would like it to have no transparency so it blends well with the black bars from my Reshade preset (I'm using a UI mask so it doesn't render the black bars above the UI buttons). -
There's probably an alpha layer that causes transparency. Can you give a filename as an example?
