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- 19 comments
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- high level
- high-level
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- 6 comments
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- zeison sha
- jal shey
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Bastila_Shan joined the community
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Derp. I guess I'm a bit rusty. Too much time modding Owlcat games. I forgot to make the meshes children of the OdysseyBase. K1_Placeable_Severed_Arm_Restumped_Glass.7z K1_Placeable_Severed_Arm_Restumped.7z
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The model is missing an arm. Or am I missing something?
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aaronklkl joined the community
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ninong joined the community
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kroosstii joined the community
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I've done it. Do you want the stump still UV'd to fit the vanilla PLC_GenCorpse texture, or expanded take up the full 0:1 UV space since you presumably have a standalone texture? I can do the same with the hand and arm. Resize their UVs and assign them a single custom texture. Edit: I just went ahead and remapped it. Hand, arm, stump all now share one unified custom texture. UV layout guide is included in the attached (using the custom texture name). As for releasing it, go ahead, you know the drill.
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olliequeen52 joined the community
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Zekokoman joined the community
- Yesterday
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Electron joined the community
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Waif joined the community
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Copper started following Extracting Ambient Backgrounds from the Modules in K1 or K2, how?
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Hello dear modders! I have been trying all day with various programs (Even SithCodec by JC) to extract Ambient Background sounds (i.e. al_en_dantbend.wav), even have been trying import them as raw file into Audacity, and kinda had success, however, it has a super-loud noise in it, despite removing the header with SithCodec, tried Miles Sound Tool, Decompress, but then the Ambient Background is just blank. My question now: How could I extract them properly, removing the fake header succesfully, or is it, that in the files the noise may be hardcoded into these ambient files in StreamMusic? I've been trying all day with al_en_dantbend.wav, nearly no success. Help is appreciated, because I'd like to use these Ambient Backgrounds for my projects, and if there's no real solution, then that's fine too. Thanks in advance!
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hoarknee69 joined the community
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CasperTheLoser joined the community
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Soon)
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While you get an answer on the severed arm polys, I was wondering how close you are to releasing your swoops?
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- 35 comments
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- korriban
- knights of the old republic 2
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- 35 comments
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- korriban
- knights of the old republic 2
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Are you planning on doing this? The mod is basically ready for publication. Your permission is needed.
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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. -
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
- Last week
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I noticed. He picked up the textures from my Override. I know what can be done.
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- 4 comments
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- masks
- tulak hord
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- 22 comments
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- conversation
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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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