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darth_chris joined the community
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The Jedi Temple scene does have crashes at various points depending on game version and/or system. As I personally do not experience these bugs, hence why I can't fix them, a temporary fix has been made by adding an option where you can skip the Jedi Council scene when you meet with Drayen outside the elevator. This'll take you straight to Corellia with Drayen in your party and allow you to play the mod beyond the Jedi Council scene. This'll be added in Episode Two with all of Episode One's bug fixes and improvements, however, Episode One's bug fixes (and this particular bug fix) will be available to players early in the form of a sub mod which will be downloaded separately from ROR and will be installed on top of ROR as it is now.
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4x Upscale+ Character Textures & Model Fixes (TSL)
Vanguard2023 commented on redrob41's file in Skins
- 22 comments
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- model fixes
- uvw fixes
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I have this same problem. I am using the Disc 1.0b version on windows 11. Something else that might be related, when I installed I got an error, something to do with the localization.mod file. It didn't prevent the game from starting up though, so I didn't worry about it.
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ApoorGuy started following 4x Upscale+ Character Textures & Model Fixes (TSL)
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- 22 comments
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- model fixes
- uvw fixes
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Darth_Delator started following Restored Content for K1CP [WIP]
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[WIP] Kainzorus Prime's Robe Model Reskin Project and More
heyorange replied to heyorange90's topic in Work In Progress
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) -
Movie-Style Holograms For Twisted Rancor Trio Puzzle
DarthParametric commented on DarthParametric's file in Mods
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. -
Movie-Style Holograms For Twisted Rancor Trio Puzzle
detran commented on DarthParametric's file in Mods
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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.
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ah right you said UV, no, the lightmap i tried giving another name. working on a script now, lets see how it works out.
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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.
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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
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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
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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
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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).
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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.
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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.
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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.
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some old games faked shadows with vertex painting, but yeah, not the same thing as lightmaps.
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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.
