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Zimzamthewaffleman joined the community
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Padre005 joined the community
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Well my best shot was to use gamescope (since I am on Linux) and just to render at 1280x1024 integer so I get black bars on the sides and thin ones above and below the game window as well. I honestly believe that the shooting minigame might work better on 4:3 as well due to the screen proportions. I will have to get there to know of course. And about the camera shots being framed at 16:9, isn't that a regular feature? I gave the game like an hour or so with TSLRCM, Community Patch and N-DReW's Bug Fix Collection and the only issue I have so far with the aesthetics is how the holograms have overlapping issues which I believe is fixed in some other mod (edit: just found one lol).
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Bobnon joined the community
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There are a few mods that probably assume that everyone is playing on a 16:9 widescreen nowadays. I, like you, play at a 4:3. The possible issues are mainly aesthetics with cameras shot being framed for a 16:9 picture, from what I understand. I don't have any info instead about playing the game at 4:3 custom resolutions.
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roolet joined the community
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slyanimus joined the community
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RebelRazorback joined the community
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Updating the vehicle fleet in a far, far away...
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NicL joined the community
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Cheeks joined the community
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DravenXX6 joined the community
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Nothing. The game is a quarter of a century old and was designed for a Pentium II Celeron with 64MB of pooled system and video memory. The problems people encounter today are due to poor OpenGL support in their shitty drivers (i.e. AMD), not being overtaxed by added textures. The bigger issue is you probably won't notice any difference with or without a normal map, so they are mostly a waste of time. They used it sparingly because there was a limit to what they could fit in the Xbox's aforementioned pocket calculator-sized memory. And its presence in the first place was likely a legacy of Aurora/NWN. The engine doesn't accept normal maps in TGA format, so back in the old days it simply wasn't possible to make use of them. Additionally, even if you have a correct texture the relevant mesh/es in the model need a flag set for it, which wasn't exposed in the old modding tools. As to why more recent mods don't make use of them, some do. But like I said, it's mostly a waste of time because you can't even tell.
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Rayazan joined the community
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So, what happens, if you use a c$rp ton of normals. Does the game have a heart attack. Why would this functionality exist, if Bioware barely used it. Or for that matter, why dont more mods?
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You use the normal as a normal. Odyssey's normal implementation is pretty crap though. The source has to be de-swizzled and the Y (green) channel flipped because TOR is DirectX (-Y) and Odyssey is OpenGL (+Y). Odyssey doesn't have specular, so you're stuck with using envmaps. For stuff like clothes or anything else that gets tinted, you can bake the colour into the diffuse via the Blender plugin. Refer to the wiki on the SWTOR Slicers Github page for details.
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Hi, i want to ask, are you doing anything with normal and specular maps, when you port from TOR. I doubt you can directly use the normal, as bump. But hey had to ask. What about when porting items, that in TOR have color variations.
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Darth_Vesto started following Dark side male
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can anyone please help? I'm looking for a save game with a Dark Side male, along the Telos side missions done, and when you're about to enter the hidden academy on Telos for the first time.
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Blue started following Kotor 1 (GoG) Reverse Engineering
- Yesterday
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Peragus Administration Level Monitor Issue
DarthParametric replied to Sith Holocron's topic in Mod Requests
The circles are on the edge of their assigned UVs. The easiest thing would be to adjust the textures. Altering the UVs means editing the model. Edit: Assuming they are using the vanilla UVs, they are weird: So say your texture is 1024 x 1024. You'd actually want to draw it inside an area of 1024 x ~922. If you're working in PS or some other program with guides, just set a guide a horizontal guide at 90% and stay above that. -
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Sith Holocron started following Peragus Administration Level Monitor Issue
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On that big display on the Administration Level that Atton stands in front of, there appears to be an issue. When I once made a request for a better less blurry "blip" texture on that display - one I wound up making myself - it was noticed there may be a problem with the floating planes that this texture is mapped to. Parts of the circle "blip" are getting cut off due to the issue as can be seen here. (See attached picture.) As PapaZinos has a mod (Ultimate Peragus Models Repair) that fixes these kinds of issues, I figured this was something that could be added to the list repairs that need work. I first asked him about this way back in April 2024. He recently finally PM’d me basically saying that I should wait for an update on that request. Therefore, I kick now the can to those that are reading this in the present day. I will note that in my original request, I did provide a little more information on something observed about the issue. @DarthParametric noted at the time "As a separate thing, you could alter the sequence order for [each of the blip's] individual planes by offsetting the V position (i.e. moving it up or down vertically so the animation starts on a different row. Not sure if that's desirable or not, but it looked a little off to me with them all being in sync"
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VojtaNesvadba started following Custom 4:3 Resolutions?
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Hi! Long time no see! I haven't played KOTOR since early 2020-ish and now I have a serious urge to give it another shot and I wonder whether it is possible to run KOTOR games on custom 4:3 resolutions? In my case, 1440x1080? Preferably on the GOG version of the games. I don't know how to Google this since it always gives me tutorials for widescreen but I really want to try it the old way, it has some flavor to it honestly (just finished Warcraft 3 like that and it was awesome). Also, if I somehow achieve it, do any mods break on 4:3 resolutions? Of course I exclude the widescreen fixes...
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View File AxC's Dantooine Star Map Placement Fix n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 02/12/2026 Category Mods K1R Compatible Yes
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May I have some Modding help please?
Howie_Dewyn replied to Howie_Dewyn's topic in General Kotor/TSL Modding
This is going to become a type of journal where you all can watch me struggle to do something I don't understand. I've started with a fresh version of the model and it's sorta fixed, could probably use a little more work. I then tried to do additional changes in MDLedit but I've broken the smoothing groups. Doesn't it seem like it used to be easier to research? I used to be good at google-fu but now days all it does is bring back material to support however it's AI thinks it should answer, which is usually a collection of old and new conflicting information. Hopefully I can fix it. - Last week
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May I have some Modding help please?
Howie_Dewyn replied to Howie_Dewyn's topic in General Kotor/TSL Modding
Well I guess this is progress? My only clue is "Two verts on either side have neck weights they shouldn't". I just have to figure out what the heck that means. -
StarBringer started following [TSL] Jedi Masters' Force-Drain Death [EE Add-On]
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