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  1. 5 points
    Hi everyone I'm posting this update in part to show you guys some images and the Intro Movie/ crawler mockup. I'm posting the mockup video in hopes to find someone who can do the real intro movie for the mod. The mockup is done in Blender. The person could take this file and make it look better. At the end of the video you see part of the space station break off,. There would be an explosion there. If anyone is interested in doing the actual intro video, please contact me by DS message. Link to video: RoR intro movie mockup
  2. 3 points
  3. 3 points
    It is that time of year again, time for me to reveal another mod for the NPC Overhaul Series! Our latest mod shall enhance everyone's not-so-favorite/infamous Corporation... Amazon Redux, uh... I mean... Czerka Redux! First and foremost, the one thing you'd expect from a Czerka overhaul mod... the Czerka Combat Suit from RedRob41's Modder's Resource! Do note the image above was taken with RC-K1CP, the cut Czerka Guard is in the Tatooine game files unused so Czerka Redux will change cut NPCs meaning you can play the mod with RC-K1CP, though if you don't use RC-K1CP then that's fine too. Most of the Czerka Guards will wear the Combat Suit, however, some Guards have been replaced with brand new NPC variants... like droids: Some of these droids will have droid shields and utility items like flame throwers, turning those redundant Czerka guys in the background of Chuundar's room from a force to be beckoned to a force to be reckoned... with. Of course, not all the new alternative guards are droids... you do have this Gamorrean here: He's from Brotherhood of Shadow: Solomon's Revenge by SilverEdge9. Speaking of BOSSR, the Technician Armor from BOSSR is also worn by the Mechanics of Czerka Corp: The Czerka Muscle Suit from BOSSR also makes an appearance as a rare Czerka item. Whilst the names and descriptions of these BOSSR items are almost unchanged from BOSSR, the stats certainly are. The Muscle Suit in BOSSR has a +5 Strength bonus, it has been severely nerfed in Czerka Redux alongside the rest of BOSSR's items though the Czerka Muscle Suit in particular is now upgradeable making it somewhat good for a rare item instead of overpowered as it was in BOSSR. And the Czerka Mining Suit from BOSSR is also in Czerka Redux. It is worn by the Miners of Tatooine, if you install Czerka Redux on its own it will give the Duros Miners the Czerka Mining Suit, but it won't be shown.... unless you plan on using Duros: Armed & Ready! With Duros: Armed & Ready, the Duros Miners who have the default Czerka outfit will now wear the Czerka Mining Suit for that extra immersion. Future alien mods of mine will do the same thing, the Czerka alien will have the default Czerka Outfit but with Czerka Redux this Czerka alien will wear the Czerka Armor of this mod. The Duros' head from Duros: Armed & Ready is by JCarter426. Speaking of JC, he made a male version of the Czerka Commoner outfit worn by the Czerka Protocol Officer in his JC's Fashion Line B: Commoner Clothing for K2 mod some years back. With his permission, I've added it for the Czerka Scientists and some other Czerka NPCs in the game. As you can see from these screenshots, this mod is compatible with the gloveless commoner clothing from RC-K1CP! There are two versions of the Czerka commoner clothing, the vanilla inspired one and the K1EP one. Whilst I do not have a screenshot of the K1EP clothing yet, I can confirm that I did use JC's male version to convert the once exclusively female K1EP clothing into a male variant. But whilst I lack the screenshot of the clothing, I can confirm I've added the K1EP Czerka Officer texture: Czerka Custom Officers shall now wear that new Czerka Officer outfit. The Czerka Officer outfits have been revamped in Czerka Redux, the green Czerka Officer outfit is traditionally worn by the Czerka Commander with the cap... now it is worn by Liason Officers and the like. You might be wondering, with all these changes... where are the original Czerka Officers? They're right here: Those 4 NPCs on Kashyyyk and Tatooine are now the ONLY Czerka Officers you will encounter in the entire game, the rest have been modified into new NPC variants. To modify most of these NPCs, I have had to change their appearances from Czerka Officers to Commoners to support the armors. As such, all of the NPCs from this mod are based on the NPC Diversity Pack, meaning if you install the NPC Diversity Pack and then Czerka Redux there will be a seamless transition between the two mods with comprising the other. Once I perform the final touches on the Czerka Redux, it won't be released immediately... for I need to make several patches. The 1st patch is a compatibility patch for the NPC Diversity Pack, this is to ensure people who don't use the Diversity Pack can install the main Czerka Redux mod whilst Diversity Pack players will have to install this compatibility patch to finish the installation. The 2nd patch is an addon for the RC-K1CP mod, I don't think this addon is necessary though it will improve the restored Czerka elements of the RC-K1CP quite well. I will share more info on this secretive addon once it is ready. The 3rd patch is an addon for JC's Czerka: Business Attire for K1. It will give the Rodians of that mod new Czerka outfits and new head reskins. The 4th patch is an addon for the main mod. It will add female Czerka Officers to the game. This includes female guards who you can fight and will have a female soundset at death and female NPCs you can speak to. This addon will utilize DarthParametric's Female Czerka Officer's Uniform Modder's Resource for some of these female NPCs.
  4. 3 points
  5. 2 points
    Should be simple enough then, TSLPatcher's ChangeEdit can automatically generate the differences for the 2DA files and from there you can probably just add the dialog and character sheets to the override folder. Just edit her character sheet accordingly after tracking down which level contains the correct character sheet.
  6. 2 points
    I would suggest not using KotOR Tool for much besides extracting files, even then it's usually easier to just use ERFEdit, HolocronToolset is also an option to consider. Though I don't know what it might mess up when it comes to dialog files but it has been known to cause issues when it comes to editing files. Also I would suggest looking into TSLPatcher and HoloPatcher for applying your changes when releasing your mod so that changes can be properly applied to the games files. You're welcome and as I mentioned, there are probably a few other branches within that specific dialog that would need removing. I'm not sure what the issue is here, I always have both installed so I have never encountered this problem.
  7. 2 points
    Ah, well in that case you would have to edit the dialog files in question to remove those options accordingly. This would be for Dorak, which is "dan13_dorak.dlg" that is located within the level file "danm13_s.rim" Though it's highly likely that there might be other entries that you might want to delete.
  8. 2 points
    Here is a preview of the next update to the RC-K1CP. This update shall not only impact the RC-K1CP, it shall also impact the Unofficial K1CP Tweak Pack and the K1 Pre-Release Pack! A number of Tweak Pack features will be removed from the Tweak Pack and will be added to the RC-K1CP: this includes the restored turret soundset, Davik's upgradeable armor, Eli's alternative clothing and the soundset fixes. The Lite NPC restoration shall also be added to the RC-K1CP, but the Lite NPCs shall be made an optional install! In addition, the Lite NPC restoration shall simultaneously remain in the Tweak Pack. Tweak Pack shall have a copy of the Lite NPCs restoration as it undoes the controversial Lite Upgrader feature in the K1CP, hence it fits the description of the "tweak pack". But for Lite NPC restoration in RC-K1CP, there is a unique reason it's being added here. In a future update, there shall be a 3rd install option called "Lite NPC restoration plus" which shall restore all of the Lite NPCs which were not used in the vanilla game. If you install the main RC-K1CP mod, the Lite NPC restoration mod and the Lite NPC restoration plus mod together you'll get to experience the full arsenal of Bioware's original Lite NPCs. Below are some screenshots of the unused Lite NPCs in question, courtesy of A Future Pilot and his Lite Upgrader mod. Now what about the K1 Pre-Release Pack? The K1P-RP mod is similar to the RC-K1CP mod, except this mod restores content shown in official Bioware Pre-Release screenshots. Below is an example: Now, in the game files for Anchorhead are dialogues for cut NPCs such as Chadra-Fans and Ithorians but the Pre-Release screenshots show quite a bit of cut content in Anchorhead. In this screenshot, we have the cut Ithorian Miner NPC. In this screenshot, we have a hover sled with engine in the background and a little drone floating about. In this screenshot, we have a Protocol Droid, a Quarren and two Dewbacks In this screenshot, we have a landspeeder in the background. This creates a problem, do I restore these features in the K1P-RP mod or do I restore them in the RC-K1CP mod? Well, I've made a decision. The NPCs shall be restored in RC-K1CP whilst the placeables will be restored in K1P-RP! RC-K1CP: K1P-RP And to finish this preview off, this update will also fix the syntax errors that have been plaguing the mod since release! So have fun installing it with no guaranteed error messages.
  9. 2 points
    Space for creativity) 1.mp4
  10. 1 point
    No worries, I believe it is missing a few details here and there. by the looks of the error log, you do not have any changes being made to baseitems.2da IE : you have Table0=baseitems.2da in the 2DAList but you do not have [baseitems.2da] elsewhere in the .ini file. So for example references an entry for TSLPatcher to look for which is [traps.2da] [traps.2da] then references an instruction and further entry that changes values within traps.2da so in your case you need. somewhere in your changes.ini file along with any changes it might make, all of which can be added manually or generated with changes.ini by comparing an edited version of the file with an original unaltered file.
  11. 1 point
    Thanks, if you have any thoughts, ideas or suggestions feel free to let me know. In regards to updates, I keep my DIscord server regularly posted with progress on the project. But the latest change as of an hour or so ago is that I finally managed to change the colour of the dialog and the hardcoded text colour values in the executable. Took a lot of creative thinking to get there but I got there in the end! The majority of these values are accessible and can be edited with ease in the .gui files, but for whatever reason some of them are hard coded into the executable file. Frustratingly I still have to track down the dark green which is used for the border of some buttons that are also hard coded into the executable. But very soon I will finally have 100% of the GUI recoloured, while I could have just left the dialog green and put the time towards fixing other things, I just couldn't handle it, it drove me nuts and just had to be done. Everything has to be perfect! Still hoping I can get a section on the forum specifically for this mod project as I would love to put out a range of polls about what to add or not to add and how to consider tying everything together, as we all know the possibilities here are endless and tackling all this solo has been mighty troublesome, time consuming and stressful. Really want these games to be the best they can possibly be. Once I have tracked down the next set of values that need changing, I will be sure to add that information to my tutorials. Thor110
  12. 1 point
    Unfortunately it is difficult for people to properly write the documentation while simultaneously writing the programs themselves. That I know of there are a few undocumented features in TSLPatcher, though the only one I can currently recall is the one I used most recently which is the HACKList which is now documented in HoloPatcher's readme.
  13. 1 point
    I figured out the issue, it for some reason did not modify my appearance.2da when I installed the mod. To fix the issue if anyone else has it, I opened my apperance.2da file that was in my override folder and added "P_HK47_01" in the racetex column
  14. 1 point
    Okay, so I'm making a mod for KotOR 1 and one of the changes is that Bastila is becoming a Consular. I need some advice on how to proceed with her build after you re-recruit her on the Unknown World. Here are the options: 1. I could just put her back to level 1 and let the player decide, but this makes the fight with her 4th -wall-breakingly easy. 2. I could just create an optimal build for her so that she shows up strong as hell. Her level 1 stats are going to be 12, 18, 12, 10, 12, 15. Same as normal. At levwl 20 she'll 27 powers (like in KotOR 2) plus Affect Mind. She 'll have Master Two-Weapon plus 4 more feats. How should I build her? What powers should she get?
  15. 1 point
    I decided not to publish. New textures for wounded soldiers. You need to delete the .tpc files of the same name. Diversified_Wounded_Republic_Soldiers_On_Taris_Consoles (textures).rar TOR_MedPanelScr (textures).rar
  16. 1 point
    TSLPatcher comes with a readme and a program for generating the changes.ini file for various filetypes. One thing to note is that there is an outdated version of it floating around which is worth avoiding. As for HoloPatcher, there is a readme on the GitHub page here. How much does your mod change exactly?
  17. 1 point
    Whoa, those Czerka edits look amazing pal, can't wait to try a composite of your appearance overhaul mods.
  18. 1 point
    Thanks for including an addon for JC's Czerka: Business Attire for K1! That's a great mod, too.
  19. 1 point
    That would change every appearance of Traya in the game to Kreia, correct? I don't want her appearance on Malachor changed--much as I think it's likely an artifact of LucasArts mandating there be a big bad at the end, it would be much too significant a thematic alteration for mod build inclusion. If the description of the request wasn't clear enough I apologize, but I only wanted the change for the vision appearance in the tomb.
  20. 1 point
    Specifically, it nukes files that use certain characters in their filenames when it repacks the MOD for the Grove module, meaning that k_pdan_state1-.ncs and k_pdan_state1+.ncs get deleted. These scripts are the starting conditionals that check the value of the DAN_BOLOOK_STATE global, without which the DLG won't function correctly.
  21. 1 point
    Incredible work! The garden changes, especially the removal of overgrown grass, was really well done!
  22. 1 point
    I pointed your mod out to brents742 last night. Nice job btw!
  23. 1 point
    i had some saves before that part and now its working! 😄 thanks again
  24. 1 point
    View File KotorBlender (for Blender 3.3+) This add-on is a fork of KotorBlender, upgraded to support newer versions of Blender. KotorBlender is in turn based on NeverBlender, forked from version 1.23a. ## Features - Import & export MDL models, including walkmeshes - Import & export LYT files - Import & export PTH files ## Installation 1. Clone this repository or download the latest release of KotorBlender from Deadly Stream 2. If you have cloned the repository, create a ZIP archive containing the **io_scene_kotor** directory 3. From Edit → Preferences → Add-ons in Blender, install the add-on from the ZIP archive and enable it by ticking a box next to "Import-Export: KotorBlender" 4. Alternatively, if you want to contribute to KotorBlender, you may want to create a symbolic link to the local repository in the Blender add-ons directory, typically located at `C:/Users/{user}/AppData/Roaming/Blender Foundation/Blender/{version}/scripts/addons`. 1. `mklink /D io_scene_kotor {repo}/io_scene_kotor` ## Usage ### Data Preparation Extract models, textures, walkmeshes, LYT and PTH files into a working directory, using a tool of your choice, e.g. reone toolkit. Recommended directory structure: - *data* — extract all BIF archives here without subdirectories - *texturepacks* - *swpc_tex_tpa* — extract swpc_tex_tpa ERF archive here If you plan to edit textures, batch-convert TPC to TGA / TXI files using **reone toolkit**, although TPC textures are also supported by KotorBlender. ### Model Import and Export 1. Import via File → Import → KotOR Model (.mdl) 2. Select top-level MDL root object to be exported 3. Export via File → Export → KotOR Model (.mdl) ### Editing Animations To edit list of model animations and corresponding events, select MDL root object and navigate to Object → KotOR Animations. KotorBlender supports both object and armature-based edits. To create an armature from objects, navigate to KotOR Animations → Armature and press Rebuild Armature and Apply Object Keyframes. Before exporting a model, make sure to copy armature keyframes back to objects by pressing Unapply Object Keyframes. ### Lightmapping 1. Select objects for which you want lightmaps to be recreated, or unselect all objects to recreate all lightmaps 2. Press KotOR → Lightmaps → Bake (auto) UV mapping: 1. Select objects having the same lightmap texture and enter Edit mode 2. For every object, ensure that `UVMap_lm` UV layer is active 3. Select all faces and unwrap UVs via UV → Lightmap Pack, increase Margin to avoid face overlapping Fine-tuning: 1. Increase lightmap image size via UV Editing → Image → Resize 2. Tweak ambient color via Scene → World → Surface → Color 3. Manually toggle rendering of objects in Outliner and press KotOR → Lightmaps → Bake (manual) 4. In Scene → Render, set Device to GPU Compute to improve performance, set Render Engine to Cycles if not already 5. In Scene → Render → Sampling → Render increase Max Samples to improve quality ### Minimap Rendering 1. Press KotOR → Minimap → Render (auto) 2. Open "Render Result" image in Image Editor and save it as "lbl_map{modulename}.tga" 3. Open "MinimapCoords" text in Text Editor and copy-paste generated properties into module .ARE file using any GFF editor Fine-tuning: 1. Tweak background color via Scene → World → Surface → Color 2. Manually toggle rendering of objects in Outliner and press KotOR → Minimap → Render (manual) ### Connecting Rooms 1. Select a room walkmesh 2. Enter Edit mode and select two vertices adjacent to another room 3. Determine 0-based index of the other room into the LYT file 4. Enter Vertex Paint mode and set brush color to (0.0, G, 0.0), where G = (200 + room index) / 255 5. Ensure that brush blending mode is set to Mix, and brush strength is set to 1.0 6. Paint over the selected vertices ### Editing Paths 1. Extract PTH file from the module's RIM file, e.g. "modules/danm13_s.rim" (Kotor Tool, reone toolkit, etc.) 2. Import PTH into Blender via File → Import → KotOR Path (.pth) 3. Create/move path points, or modify path connections via Object Properties 4. Export PTH via File → Export → KotOR Path (.pth) ## Compatibility Known to work with Blender versions ranging from 3.3 to 4.0. ## License GPL 3.0 or later Submitter seedhartha Submitted 03/18/2021 Category Modding Tools  
  25. 1 point
    appearance.2da isn't what you're looking for, only the PMBE06, PFBE06 and ia_class6_006 files determine an Exar Kun reskin. They end in ".tga" so "PMBE06.tga" Have you tried K1R? I vaguely remember seeing those files in that mod years ago. If it's not in K1R, and you can't find it in either the NPC Overhaul or Shem's mod, as SH has said already we can't be of much help without images of the armor in question.
  26. 1 point
    Creating tools is my specialty. Let me know if you're finding some task in this project incredibly tedious, that a specialized tool could address. Would love to help out.
  27. 1 point
    Ads are now disabled for active site members so that should go away.
  28. 1 point
    View File The Sith Lords Restored Content Modification - LOTO's Xbox Version It's finally here! At last, The Sith Lords Restored Content Modification 1.8.6 has been successfully ported to the original Xbox. The game is now able to be fully completed from beginning to end with zero major issues. This upload is in the form of patched files that must be added on top of an existing installation of the mod. Requirements -An original Xbox capable of launching homebrew (soft or hardmodded) -Some method to transfer files between your Xbox and PC (FTP is recommended) -At least 5GB of space on your Xbox's HDD -A physical copy of Knights of the Old Republic II for the Xbox Installation 1. IMPORTANT! If you have previously dumped the first Knights of the Old Republic game to your Xbox, ensure that you change the folder it's located in from its default ("StarWars") to any other name. If you do not do this, both games will end up dumped into the same folder, ruining both installations 2. Use UnleashX to dump your game disc to your Xbox's HDD. Other methods of dumping the game may be possible, but I can only promise it works using UnelashX 3. FTP the entire game folder to your PC, and create an additional backup of it on your PC in the event you need to restart the installation 4. Run the official TSLRCM 1.8.6 installer .exe, which you can find here: https://deadlystream.com/files/file/578-tsl-restored-content-mod/ 5. Specify the Xbox dump of the game as the folder to which the mod should be installed. (i.e. D:\Games\SWKotOR2\). When in doubt, it's the folder with "default.xbe" located inside it. 6. Delete the following files from the newly created Override folder: 235TEL.lyt, 235TEL.vis, 235TELA.mdl, 235TELA.mdx, and 235TELA.wok, 7. Delete every .tga file from Override 8. Delete 601DAN.mod from Modules 9. Extract the contents of the Install Package into the root game folder, overwriting any files if asked 10. Delete the original, unmodified rip of KotOR II on your Xbox's HDD 11. FTP the modified KotOR II back to your console in a location of your choosing Known Issues High Priority: -The Battle of Khoonda is currently not implemented. The restored version of this sequence spawns so many NPCs that it causes the Xbox to choke to death on its own assets within seconds of the battle starting, so it has been reverted to its vanilla version. If you would like to see this happen (not recommended), simply don't delete 601DAN.mod from the Modules folder. -Lightsaber training with Visas is currently bugged and does not end. Low Priority -On very rare occasions, a significant performance drop may occur during combat that passes after a few seconds. This may or may not be an issue with the Xbox version and may or may not be related to Jedi Guardian characters not currently controlled by the player initiating a Force Jump, but it's so uncommon that diagnosing it is difficult. If you would like to contribute to fixing the last few remaining issues, feel free to DM me and I will be happy to implement your fixes in a future update. Special Thanks Though this is my release of the port, and I have been the one to do all of the labour in putting it together, this would not have been possible without assistance from various members of the KotOR community including, but not limited to: -@Alvar007, for advising on various fixes, both major and minor, and contributing to the s_male02.mdl/.mdx fix -Jacqyl Frost, for offering to playtest the mod -JCarter426, for technical support, bugfixes, and creating SithCodec -Thor110, for technical support -armado548, for pioneering much of the early steps of the process and leaving enough of a paper trail for me to pickup on -bead-v, creator of MDLEdit -Fair Strides, creator of ERFEdit and DLG Editor -Darth_Sapiens, creator of KOTOR TOOL -Blue, for creating KotOR Scripting Tool -Monochrome Jones, for creating the "LOTO's Xbox Version" text in the logo -The original TSLRCM team, for creating the mod in the first place -Sith Holocron, for creating and implementing the in-game logos for the mod -Jacd28, for contributing to the s_male02.mdl/.mdx fix If you don't see your name here and feel as though you contributed to the project, I apologize! Please DM me and I will add your name here without delay. Submitter LOTO Submitted 04/21/2024 Category Mods TSLRCM Compatible Yes  
  29. 1 point
    Version 1.3 is out, new and improved! Here's what's new: -- All included models are now slightly higher-poly to make some of the blockier-looking parts look more consistent with the rest of the model. You can see this in the newer pictures around the boots, knees, and shoulders -- The base game female robes had their own unique idle animations so as to reduce clipping, but a bug caused some weird arm twitching. I've fixed the animation to get rid of the twitching while still keeping the clipping adjustment -- Fixed some issues with clipping while running for thick female robes and while dual-wielding for thin male robes -- I have added a compatibility patch for any mods using svösh's Robe Collar version of the robe models. Because the UV changes were pretty minor, I have merged all edits by me to the models with theirs, including the higher-poly parts, animation and clipping fixes I can't confirm whether or not the models are the same, but there is now a compatibility patch for svösh's Robe Collar. You could try and see if it works for Achilles' mod. I haven't heard back from them yet, so if there are any differences I can't make a patch for Achilles' mod as of yet.
  30. 1 point
    Does anyone know where I can find this head mod? I really like the look of it but so far had no luck finding it. According to a reddit user it was uploaded onto an old modding site called "PCGameMods" however, that site has been long gone. Any chance it may have been recovered? Any help would be greatly appreciated. Cheers.
  31. 1 point
  32. 1 point
    WOW! It's been over ten years since I wrote here. Now I'm 37, I'm Chief of Database department in same company. My salary has tripled, I have my own flat (recently made my last payment to the bank). I'm single and I like it!
  33. 1 point
    Other Projects Yes, though progress has been slow lately as I have been busy with another project that aims to automate conversion of old Unreal Engine games to UE4/5. https://github.com/Thor110/UE2-UE4 Currently it's just a series of batch scripts that utilise existing tools to extract and convert the game files in preparation for UE4/5 but I am preparing to go through the source code for each of the tools and re-work them to deal with any issues present at the moment. Expanded Galaxy That aside, the last update to the Main Expanded Galaxy Repository was 16 days ago, a lot of my time has been spent reaching out to other mod authors and looking for people who wish to join the project, as well as testing which consumes quite a lot of my time unfortunately. The project recently overwent a major overhaul to bring it over to the new HoloPatcher installer, which took quite a while to prepare, it is no longer a drag & drop replacement install and is now a dynamically handled installation similar to TSLPatcher installs, which should make the project compatible with other mods, though I give no guarantees on that because mods can easily cause conflicts with one another. Recruiting Currently the project could do with a few more hands on deck, as expected it is far too grandiose for me to handle alone, though I think I have done well getting it this far on my own. Looking for Testers, Modellers, Texture Artists and finally Writers to join the project, though I did plan to do it all on my own I am starting to think finishing it will be unlikely without a team, I am still holding out hope that as a community we can pool our efforts and resources to unify all of the best content into a single canonical overhaul of both games under the Expanded Galaxy branch. End Goals My end goal would be to create a singular install that totally overhauls both games as well as an additional optional install that overhauls the textures and models for both games. Though it might be better that I wait for one of the open source engine re-implementations to be finished in order to better accommodate the needs of this project. Road Blocks Currently there are still a few roadblocks for me to overcome in order to fully realise the goal of this project, primarily forming a team and keeping things better organised, but additionally I need to work out what the best way forward is for the project, recently I have been reminded of the infamous dialog skipping bug that is present in TSL and I feel like it really is something that needs solving in order to make the project the best it possibly can be. This is however a difficult task and a bug or problem that has plagued the game since it's release and has gone unsolved for a long time. I also initially intended to try and finish the Port of KotOR1 to TSL before shifting my focus back to TSL itself, due to the need to incorporate a launcher and save importer that allows players to carry over their choices from the first game into the second game, but this is becoming increasingly difficult for me to swap between the games and playtest as well as work on both of them, for the time being I have set the Brotherhood of Shadow : Solomon's Revenge port aside in order to help reduce the workload, but the reduction is barely noticeable as that was just a side-project or venture to see how quickly I could get the majority of it reworked for TSL. In Conclusion In short, there's lot's to do and the project may never reach a stage where it is to be considered completed, but I very much hope this isn't the case and intend to continue working on it for as long as I can, getting it all this far has been physically and mentally exhausting, while the majority of the work is fairly easy, I started this project back when I was homeless for a short period of time and at times I find it debilitating to be reminded of that part of my life. However, rest assured I will be continuing work on the project indefinitely, it's very much a life-long project which seeks to revitalise the original games as much as physically possible within the constraints of the TSL iteration of the odyssey engine. Initially I had hoped to get a forum section for the project here on DeadlyStream and to raise regular discussions about what needs improving in the game as well as creating polls that the community could vote on in order to try and determine what changes are best, what fixes should or shouldn't be included and allowing the community to guide Expanded Galaxy to it's final destination. However that didn't happen, keeping up with everybody's thoughts, ideas and opinions on the games is difficult enough, let alone everybody's suggestions for improving the game! There is a Discord server for the project where people can discuss things, though it's been a little quiet as of late, it's very easy to discuss the possibilities for these games endlessly and while that can be helpful at times in order to bring forth ideas and suggestions that might help the project, at times it can leave me whiling away hours simply discussing the semantics of why I don't intend to include or add something to the project. My Thanks Thanks for checking in on the project and many thanks to all those who have helped support or contributed to the project so far. Apologies for the super long response, but I felt it would be best to give a proper summary of what's what regarding the status of the project. Thor110
  34. 1 point
    The KBlender thread isn't the place for general modelling questions. I''d suggest you search for existing threads for info or create a new thread asking about it. But to answer your specific question, the root (i.e. world zero) of the head model is attached at the headhook in the body model. Adjust your head mesh to match one of the vanilla heads (particularly note the bottom ring of polys/verts on the neck where it will mate with the body).
  35. 1 point
    Now do it in Aurebesh. By the way, I wouldn't say that level of detail doesn't have a place, as long as you are willing to go the extra mile to facilitate it. In other words, create a cutscene where you actually get a chance to show it off. I am doing a vaguely similar sort of thing with comm messages (which hopefully I'll get around to finishing next year some time).
  36. 1 point
    This should be pretty straightforward. You just scale down the adult models. I did a similar thing for Dragon Age Origins once: Not much to it for KOTOR, since you'd basically only be scaling the one model. They'd probably require custom sabers, since they'd need to be slimmed down so their hands don't clip through.
  37. 1 point
    Was a bug, fixed it in the repo. Doesn't feel good spamming DS with all the minor versions, so I guess I'll wait until more bugfixes are accumulated.
  38. 1 point
    In 3.3.0 now you can. You can even add supermodel animations on top of head models and they will look ok. I have also finally fixed precision issues with export of custom normals. Exported models now look exactly as they were imported, and MDLedit no longer raises a warning. Overall, I did some testing and this version seems to be pretty robust. I'm tempted to say it's final for now.
  39. 1 point
    Published version 3.2.0. Thank you guys for asking and making me look at things more thoroughly. I've fixed some custom meshes related issues, particularly modifiers not being applied on export. More importantly, I've added an option to merge duplicate vertices and mark sharp edges, which is a similar feature to smoothing groups in Max. This is important because KotOR models have a LOT of duplicate vertices, which is exactly how smoothing groups work - they create additional geometry where surface needs not to be smooth. Same result can be achieved with sharp edges and Edge Split modifier in Blender. Some example screenshots: New Import Options Normals Algorithm = None (normals are ignored) Notice sharp edges on the head, despite normals not being imported. That is because of duplicate vertices. Normals Algorithm = Custom (MDL normals are used as is) Notice how smooth edges on the left arm are. There are duplicate vertices there, but custom normals make them look smooth. Normals Algorithm = Sharp Edges, Sharp Edge Angle = 10 degrees (duplicate vertices are merged and sharp edges are marked) Notice how edges on the head are still sharp, despite duplicate vertices being merged. That is the result of these edges being marked as sharp. Unfortunately, edges on the left arm were not marked as sharp, because we could not merge duplicate vertices there - they have different UV coordinates. This happens on more than one model - maybe I'd need to improve the algorithm in the future.
  40. 1 point
    My problem may arise from the fact that I am using a completely custom model. To illustrate the problem: No Custom Split Normals and Export Custom Normals is unchecked: Custom Split Normals and Export Custom Normals is checked: same model in blender with Custom Split Normals: Same model with sharp edges shown:
  41. 1 point
    I've just realized that I don't fully understand how normals work in Blender under the hood, and that results on export are most likely incorrect. Will have to investigate this some more. UPDATE: False alarm. Current approach works, although exported normals a tiny bit different from original values, most likely due to precision error. To answer your question, in order to export an "auto smoothed" model, you tick Export Custom Normals checkbox on export and ensure that Custom Split Normals Data is set under Object Data Properties -> Geometry. When "Import Normals" checkbox is ticked on import, Custom Split Normals Data and Auto Smooth are set automatically.
  42. 1 point
    There's a rollout for the OdysseyBase where you can edit the supermodel, the same as in KMax. Blender's way of doing things is just a lot more clunky and obtuse.
  43. 1 point
    The only significant workflow change is that you'll be able to drop MDLEdit and the ASCII to/from conversion. Everything else will remain the same. Once the importing of vanilla normals is implemented, that will solve some shading problems that can happen currently due to the smoothing group approach. But it won't fundamentally change anything about how handling models works.
  44. 1 point
    Number of things, including swapping some function pointers and appending additional data to mesh headers. This has everything to do with model format and almost nothing to do with its contents. i.e. you cannot target K1 supermodels from K2 models without some modification of the bone structure. This is by design, and I have no intention to automate these modifications at the moment. Smoothing groups is a 3ds Max concept to influence vertex normal calculation. MDL knows nothing of smoothing groups and so does Odyssey engine. What I meant by lack of smoothing groups is that in version 3.0 of KotorBlender, original normals are not preserved, and shading might get screwed. However, I have since implemented import & export of original normals and will soon release an update.
  45. 1 point
    Nope, you just check or uncheck "Export for TSL". No need for MDLedit at all.
  46. 1 point
    Just tested this and yeah - we can import and export original normals, no problem.
  47. 1 point
    So does this mean that KBlender will be able to import/export the model's original normals directly rather than dealing with MDLEdit/KMax's hacky conversion to/from Max smoothing groups (which is a legacy of MDLOps/NWMax's ASCII format)? Because that is the single biggest problem with the current Max/GMax workflow, causing all sorts of broken shading issues, especially on head models.
  48. 1 point
    Hey, guys. Just wanted to give you a heads up that I'm in the middle of updating the add-on, enabling import and export of binary models based on MDLedit. I noticed that @Arson Hole is using the master version from GitHub. This one is not being properly tested and could be unstable. Please use version 2.1.0 from this site instead, and make sure to put all addon files under a folder named kotorblender, as @Hunters Run just said.
  49. 1 point
    That is a known issue - same goes for pre-2.8 version of the add-on. Apparently, it has something to do with keyframe interpolation. Exported animations and imported armatures work OK though, so it's not exactly high on my todo list. I'm not aware of any hard limitations of KotorBlender, with regards to creating new characters. It may not have as many utilities as NWmax, it lacks tutorials, but you can certainly model, texture and rig new characters using KB.
  50. 1 point
    Fix is in the repository (mesh removal made redundant after upgrade).