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Showing content with the highest reputation on 06/19/2018 in all areas

  1. 1 point

    Version 1.0

    1,367 downloads

    A KNIGHTS OF THE OLD REPUBLIC RESOURCE High Quality Blasters for Modders By Sithspecter Description: These are all the source files necessary for you to create your own iterations of my High Quality Blasters. Permissions: If you wish to create a mod that adds on to my High Quality Blasters mod with a new item utilizing these resources, you are free to do so as long as you provide the appropriate credit AND please message me with a screenshot. You don’t need to wait for me to respond, just drop me a PM so that I’m aware. DO NOT UPLOAD UN-MODIFIED SOURCE FILES FROM THIS RESOURCE WITHOUT EXPRESS PERMISSION FROM MYSELF. THIS RESOURCE IS INTENDED TO ALLOW MODDERS TO CREATE THEIR OWN RETEXTURES AND REMODELS OF THE WEAPONS. Use: Included are the original ASCII model files and the PSD source texture files. It should be all you need to create your own retextures/remodels of the blasters in the mod. To achieve final texture results similar to my mod, complete these steps once you are done with your texture: 1. Merge all the visible layers into one layer. 2. Select all and copy. 3. Paste into the Alpha Channel 4. Invert the image in the Alpha Channel 5. Play with the Brightness/Contrast until you achieve predominantly white, with bits of black where you want the texture to be shiny. 6. Size the image to 512 by 512 for rifles, and 256 by 256 for pistols. 7. Sharpen the image 2-3 times. 8. Sharpen the Alpha Channel 2-3 times. 9. Profit Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. The Assassin Droid and the War Droid carry repeating blasters. I attempted to retrofit the high quality blaster to those models, but was unable to due to tool limitations. The texture is still applied to the old models, albeit incorrectly. It still looks better, though slightly odd. You will have to live with it. The new textures are also applied incorrectly to the weapons you can see on the tables in Kebla Yurt's store. They might look a bit funky, but you will have to live with it. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  2. 1 point

    Version v1.0.3

    2,201 downloads

    MDLedit is a (de)compiler for KOTOR and KOTOR2 model files. Which version should I download? There are two packages on the download page. They differ in whether the program uses Visual Styles or not. The difference is purely visual, they are completely equivalent in terms of functionality. The version in the mdledit_v0.0.0xp.zip package will work on Windows XP or newer as well as on MacOS through Wine, but it will look like crap. The version in the mdledit_v0.0.0.zip package will look better, but will only work on Windows Vista and up. How do I set it up? Open the .zip archive, extract the .exe and run it. If you want MDLedit to keep track of your option between sessions, create a blank mdledit.ini file in the same folder as your .exe. How do I use it? The program comes with a help documentation window accessible from the About menu, read that to learn how to use it. If something is not mentioned there please let me know in the relevant thread (link to be added) and I will explain the functionality and add the explanation to the help window for the next version. MDLedit was designed to be used with KOTORmax and the new version of KotORBlender by ndix UR. Using the ascii model files that it produces with NWmax will cause data to be ignored in the best case and a crash in the worst. The program crashed/froze/reported a weird error! Describe your issue in the relevant thread and I will look into it. Attaching a .zip archive with the files that MDLedit was processing when the problem appeared is also very welcome. Thanks A big thank you goes out to ndix UR, without whom MDLedit would have maybe half the functionality it has now. I would also like to thank the testers, who also made a lot of great suggestions that made MDLedit that much better: – DarthParametric – JCarter426 – Quanon – VarsityPuppet – FairStrides The program was built on the knowledge about the MDL format, which is the result of the work of many modders, including CChargin, Magnusll, JdNoa, ndix UR, DarthSapiens, VarsityPuppet, FairStrides, and others! Thank you for your efforts! Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.
  3. 1 point
    One thing I should also mention is that your normal map needs to be in OpenGL or +Y format (also known as "right handed"). Most apps will typically export normal maps in DirectX format (-Y, left handed). It is easy to switch between the two simply by inverting the G channel of your normal map. You can tell which one you have by looking for raised details. In an OpenGL normal map, these will appear to rise out of the image. In a DirectX normal map, these will appear to sink into the image. Like so: Images taken from - https://www.turbosquid.com/3d-modeling/stemcell/materials-texturing-stemcell/stemcell-texturing-guide/
  4. 1 point
    No, they must be different names. The diffuse will be pfbselven01.tga and also have a TXI file named pfbselven01.txi. That will contain something like: bumpmaptexture pfbselvenb Then the normal map will be named pfbselvenb.tpc (or whatever else you decide to call it - just make sure it matches what is in the diffuse's TXI). It will not have a loose TXI, but it will contain the TXI data that you specified during conversion. This will be something like: isbumpmap 1 isdiffusebumpmap 1 bumpmapscaling 3 You can change the bumpmapscaling parameter to 1, 2, or 3 depending on how you find the look of the intensity. Typically the engine is pretty piss-weak with normal maps, so they need an intensity boost to see any significant effect.
  5. 1 point
    What? All it takes to enable bumpmaps in MDLEdit is a simple checkbox?!
  6. 1 point
    A forum like that has already been proposed a few times since the new tools started appearing. There has been mention of new forums that are supposed to be on the waiting list to be created, but I'm not sure if this one is included. A wiki is very welcome, but I think a new forum for such discussions will still be necessary. So, fingers crossed!
  7. 1 point
    Please don't leave buddy!
  8. 1 point
    You ladies sure do like your drama. Perhaps @Tyvokka can hand out some lithium tablets.
  9. 1 point
    Porting may not be a problem. All SW games I own on GOG (both KotORs, JKO/JKA, Republic commando, original Battlefront II, TFU 1&2, Empire at war) have same Disney Terms Of Use. If you read section 3 carefully, you will find the next paragraph: So, basically, Disney allows us to use their assets (not only from SW, but from all their stuff). There could be arguments about new media (such as EA Battlefront), 'cause they will also have EA's terms of use, but everything released before Disney buying Lucasfilm should be OK.
  10. 1 point
    Since it's open season on porting, why not go the whole hog? The "same series" argument is complete BS and has no basis in any sort of legal context. If you are fine about porting from TOR (which, by the way, I find hilarious was prompted by a merger with /r/kotor given how much they hate it), then why not Battlefront (original or new), JKO/JKA, Force Unleashed, etc.? Hell, why not Mass Effect, or Fallout, or any other game? And what about the other way? Can we make our own "proper" version of stuff like Aperion, porting KOTOR content into Unreal Engine?
  11. 1 point
    None of which are legal, and could attract the attention of an EA lawyer hit squad at any point. The move is such a complete 180 on previous policy that frankly I find it bizarre.
  12. 1 point
    Seriously... I'd be more worried about non-adult sexual content.
  13. 0 points
    Please remove me from Staff.