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  1. Today
  2. Is there a change I could get those? Thanks in advance!
    These are amazing! Really great work!
  3. View File The Dark Pastime Unofficial Dubbing Addons This is a Russian Dub to English Dub Addons. I created an English dub for the mod called Dark Pastime using AI.If someone doesn't like subtitles and doesn't understand Russian(I don't speak Russian either) Install:Put The "DP_RUS to ENG Dub" file to \Steam\steamapps\common\Jedi Academy\GameData\DP_Chapter1 folder. I hope you'll like it. Credit: Original Team:The Dark Pastime Team Unofficial Dubbing:HoboPeach(Eleven Labs AI) THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 02/15/2026 Category Other Game Jedi Academy  
  4. Yesterday
  5. I'll take care of it if no one minds)
  6. I'm just brainstorming here. But if my idea is wildly off base, I'm sure everyone else will chime in.
  7. Because the difference is barely noticeable and not always can be called an improvement. Often, adding a good AO map to diffuse can provide better results. For example, this is the best showcase for the normal map: Another problem is that both environment map and the intensity of normal map are tied to the same alpha channel of diffuse texture. Also, although the documentation lists the syntax for the 'normal map without environment map' mode, and I found examples, I couldn't get it to work in TSL. Maybe it's a bug or AMD drivers or I missed something or just didn't notice that it was activated. Hard to say, since very few mods used normal maps at all until recently. You can see how I used normal map on TOR airspeeder in Airtaxi speeders placeables Modder's Resource
  8. Do you want the interface to look like a dashboard?
  9. What do you think about possibly making the swoop controls look a little closer to what's seen when you're actually swoop racing? We can see a little bit of it here . . .
  10. By "framed for 16:9" I meant that the dialogues etc. always get cropped to 16:9 by adding black bars to the top and bottom - now that I think about it, this cannot be true because that would mean there is no space for options on true 16:9 display. Nevermind. I get that playing on 4:3 is pretty niche but why any of these mods don't even consider it, especially on such old games. I mean, at least mentioning the compatibility in their descriptions. Whatever, I do not believe I might get to any specific issues with 4:3 at the moment. Wonder how the rest of the playthrough is going to unfold...
  11. Well, the original games were developed with 4:3 resolution in mind. KotOR more than TSL, I think... So no, the camera shots should not be framed for 16:9. Another matter is what modders do. The K1 CP does frame shots for assuming 16:9 resolution. Probably TSLRCM, too. But I played the sequel (with TSLRCM) only once several years ago, so I could not really say.
  12. 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).
  13. 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.
  14. Updating the vehicle fleet in a far, far away...
  15. 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.
  16. 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?
  17. 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.
  18. 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.
  19. This new version can apply/remove patches at any time.
  20. 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.
  21. Last week
  22. 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.
  23. Does it work as an updater to a previous version or do you need a fresh install?
  24. Version 1.0.0

    0 downloads

    This is a Russian Dub to English Dub Addons. I created an English dub for the mod called Dark Pastime using AI.If someone doesn't like subtitles and doesn't understand Russian(I don't speak Russian either) Install:Put The "DP_RUS to ENG Dub" file to \Steam\steamapps\common\Jedi Academy\GameData\DP_Chapter1 folder. I hope you'll like it. Credit: Original Team:The Dark Pastime Team Unofficial Dubbing:HoboPeach(Eleven Labs AI) THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™
  25. 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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