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1 point
Version 2.4
29,000 downloads
While working on the K1CP I discovered that there are actually three different Sith soldier textures. There's the red and the silver that we're all used to, but there's also a white one that is unused. This restores the white texture into the game. You have the option to either make the standard troopers white and the elite/command troopers silver, or vice-versa. INSTALL: Run the installer and select either Main OR Alternate. I recommend installing this AFTER the KOTOR 1 Community Patch and JC's Korriban: Back in Black if you use them. PERMISSION: I give anyone permission to do whatever the heck they want with this, whether or not they give me credit. (Although credit is always nice, y'know?) -
1 point"I have no set release date in mind, but I'm looking at Spring/early Summer potentially, though, don't hold me to that!" - Me in my January 2018 blog. Oh boy was I right on the "don't hold me to that" part... So, hey guys! It's been over five months since my last entry, so I thought I'd give you all an in-depth update on TPK, and why it's taking so long. Before I explain I just want to make one thing clear: This project is not dead. It's alive, and you will see it this year, I promise. In March I uploaded a new trailer with a release date of "Spring 2018", as I don't need to tell any of you, that release time came and has now gone. Truthfully, I can't give an exact date yet, this is because I simply don't know, and I really don't want to rush anything. I've been working on this film since June last year, and it's been a very busy twelve months. So starting from the beginning... - June 2017: Legacy of the Sith is released, I go straight into production on TPK. Complete the first 3-5 minutes of the film quite quickly. - Late June 2017 - July: I went on holiday for nearly two weeks, and with also visiting family I was away for pretty much a month. No progress on the film. - Late July - end of August 2017: Resume work on the film, around 25 minutes is complete by the end of August. - September 2017: My first semester of my final year at university starts. Open the flood gates to the hell of third year work. - September - November 2017: Consistently balance working on the film and uni work. - November to December 2017: Our film shoot at uni starts, 12 hour exhaustive days. I go straight into the edit of that film after. Still find some time to work on the film. Just arriving on Malachor V. - End of December 2017 - Semester ends! I have about an hour of the film done. First teaser trailer released on Christmas Eve. Go home for Christmas, eat a lot of food. - January 2018 - Return to uni and film work. - February to April 2018: Film work slows down, waiting on lines from actors and my uni work ramping up. I have another film and a 10,000 word dissertation ahead of me all due by May. - April 2018: Film shoot begins. 12-14 hour days shooting, the most exhausting few days of my life. Straight into edit after, deadline is not far away. I also finish my dissertation in this period. - May 2018: All deadlines are handed in. By this point, I have not worked on the film in over a month. FINALLY receive some lines from a voice actor. Back to work on the film. I hit around an hour and 25 minutes. - Late May 2018: Officially wrap SHOOTING on TPK. Begin working on promotional material whilst I wait for lines. - June 2018: As of now, the film is done EXCEPT for lines from voice actors. Every After Effects shot, colour grade, part of the sound mix, etc. is done. All I have to do on my end is plug the lines in when I get them and create the credits sequence. So that's where I am at. As you can see, I have been incredibly busy, but, I've tried my hardest to work on the film where I can. I really can't wait for it to be done so I can start releasing the promotional material (got a couple of nice surprises planned) and then the film itself. If all goes well, and I receive all the lines by the end of July, then the film will be out for AUGUST. But, again, don't hold me to that. Thank you all for bearing with me through this, I promise it'll be worth the wait! Want even more proof it's nearly done? Here's a screen shot from my final mix timeline, once I receive the lines from my actors the next 30-40 mins will be exported and join this timeline below to fill in the gaps. (The film has been edited slightly out of sequence): TL;DR: It's nearly done minus lines from actors.
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1 pointBINGO!! That did it! When i was extracting the mdl/mdx files with kotor tool i was not double clicking it, i was simply clicking the box that says extract model so it was only extracting what i was clicking and not the tga file associated with it. Everything works great and this long standing issue with heads missing on xbox is now resolved! Thank you so much Jcarter! I wonder if this is the reason why the taris swoop track can not be visited with k1r. That's the last thing to fix and k1r will be 100 percent compatible with xbox kotor!!! Usually when you visit the new module everything is just black and you can see people standing around and you are standing in place.
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1 pointYou don't actually want to convert the models with KOTOR Tool (its version of MDLOps is garbage). You just want to exploit its feature of extracting all the textures with the models when you do so, that way you can easily find the file names. When you double click an MDL file in KOTOR Tool, you should see the option.
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1 pointIf you convert the models with KOTOR Tool, it'll extract any textures that are on the model. Just turn off the "clean directory" thing before you do that or you won't be happy. They should all be on the heads for K1, but if they're not then you would have to check heads.2da. Also I'd suggest you still use the original TPC files and not whatever KOTOR Tool extracts.
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1 pointAre the normalhead values you are referencing in appearance.2da new rows in heads.2da, or existing ones? If you are editing or replacing heads.2da, I am guessing the former. What happens if you add a new row to appearance.2da and point it to a pre-existing head?
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1 pointI saw people on Reddit suggesting that as well and I've thought about it and I don't really see the benefit in it. If it were actually done, yeah, there would be a few nifty things about it, but... well, it would be a lot of work for little payoff, and there are a lot of complications. So, first of all, you can't just copy all the files from one game to another. You can do that with some of them - all the items, characters, and placeables should be fine once the assets are ported and dialog.tlk adjusted. The module files can be copied over without much change, but the area models need to be converted and that's a bit of work. It may take some time, but that's something I could see happening and I'm planning to do some myself. Nothing ridiculous so far. Now, here's the problem. All of the audio is set up differently in K2. It's not a difference in format, but the file structure is different. In a worst case scenario, that means every single voice file has to be renamed and relocated in order to work in K2 and then every single dialogue file edited to account for the new VO file names. That's hundreds and hundreds of files. Additionally, K2's NWScript functions are changed from K1. K1 scripts might not necessarily execute properly in K2. Some of them will, to be sure, but I'd be surprised if there were no problems at all. You'd be looking at the same level of bug fixes that the restoration projects have faced - and we're still fixing bugs that even those didn't catch. Furthermore, we don't have access to all the source scripts, so some things that go wrong would have to be programmed from scratch unless a more reliable script decompiler were developed. When you add all those up, this would be the largest KOTOR mod ever attempted. Easily bigger than TSLRCM or any planet mod. About as much work as a total conversion mod and how many of those have you seen released? And as much as I'd like having access to K2's new script function and assets and all that good stuff for K1, I'm having trouble seeing the point of it all. I can think of some things that would be nice to have, but I don't know if they would really positively impact the gameplay. Some would be tricky to implement too. It depends on what specifically you want to apply to K1, though, and I'd be interested to hear what people are looking for. Take the prestige classes, for example. There's no way to utilize those in K1. The player can only have two character classes, so unless you change the game to start as a Jedi then that's not going to work. Maybe you could give them to the party members or maybe you could edit the feat gain so the regular classes get those things at high level. You also wouldn't have all six to work with anyway; I think half of them would have to be converted to Jedi classes. It's been a while since I looked at that, but I recall that the starting classes can't be changed and they're Jedi classes in K2 - so you'd have to un-Jedi those classes, but you can't add more Jedi classes, so there go half the prestige ones. And about the level - well, K2 doesn't have a level cap. You gotta work out what to do with that. Either by leaving it alone and just allowing some minor level gain after the Leviathan or Lehon or wherever you hit level 20, or adjusting the XP gain to allow for higher levels than normal. The enemies also scale by the player's level in K2, so you would have to work out how that would affect things and re-balance the difficulty of all the encounters. And you'd have to take into consideration the new Force powers and feats now available from K2, and the different upgrade system. A lot of playtesting would be required. The saber forms are another mechanic that would have to be tested a lot - and you'd have to figure out how to incorporate them into the game. Perhaps Vrook's lines from K2 could be reused and you could go see him after finding each Star Map? I've thought of adding an influence system to K1 - it could be done even without the port - but for it to have any impact on the game would require a lot of programming changes. There are a lot of potential improvements here, no doubt. There's a reason there have been a few lightsaber form and Force power mods and the like to mimic what was introduced in K2. But even if you managed to port the whole game to K1 and had access to the real thing, you'd still have a lot more work to do to make it count for something. The mechanics are done for you but that's not really the hard part - the hard part is the execution and you'd have to repeat what a number of mods have already done. Anyway, I'm not knocking the idea. I'd be very interested to see what one would do with it. But I'm not interested in that one being me. I'd rather spend all that effort on making new things.
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1 pointWhenever I get a new message, I also get a notification. This annoys me, so I go to the notification options to change it, and the option is there, but it says toggling it is disabled by the administrator. Why is that?
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1 pointCurrently in the midst of moving house! Will be on and off this site for the next couple of weeks, should be all set up with internet by the end of the first week in July.
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1 pointI also found old wallpapers, most of which I was able to recover: