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Showing content with the highest reputation on 07/08/2018 in Posts
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2 pointsWith @ndix UR's blessing and @Sith Holocron's recommendation, here is a quick look at Jolee Bindo's new voice over for this upcoming expansion performed by your's truly.
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2 pointsThe position where the dark patch originates from is shared by four verts in the node, some of which belong to the outside of the face, while the others belong to the box inside the mouth. If you make the box inside the mouth a different smoothing group, the issue goes away. Basically, the tools are in this case not able to get the correct SGs from the normals during decompilation and assign the same SG to all the faces sharing the verts, causing smoothing between faces that are facing opposite directions, which ends up looking like a dark patch. The conversion of vertex normals to SGs is an imperfect process (basically a bunch of guesswork), so not much can be done about it on that level, besides taking a lot of time to think of another algorithm, implement it and hope it works. I still think the best solution is to start putting SGs into the model directly, so we won't need to guess them from the normals on the models that were already recompiled once. But this still requires discussion.
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2 pointsSo here's something interesting. Due to the way achievement data was stored by Steam, people were able to reverse-engineer exact player numbers for those games that had implemented achievements, approximately 13,000 games or just over half the games on Steam. Details are provided in this Ars Technica article - https://arstechnica.com/gaming/2018/07/steam-data-leak-reveals-precise-player-count-for-thousands-of-games/ TSL is listed as having 1,529,038 players, which is pretty damn impressive given some of the titles with similar numbers. Of course the game is often on sale for as low as $2.50, so I imagine it has been an impulse purchase for many people. Although as pointed out in the comments, this data is only since achievements were added, so anyone that bought the game on Steam but never played it after the Aspyr patch came out is not included, so the true figure of all owners is probably closer to 2 mil.
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1 pointView File TOR Ports: Meetra Surik AKA Jedi Exile Female Player Head for TSL This mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to TSL as a selectable player head for female characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 07/06/2018 Category Mods TSLRCM Compatible Yes
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1 pointView File TSL Armored Flight Suit Mod TSL Armored Flight Suit Mod by 90SK --- Description: Adds a new TSL themed armored flight suit item, a new encounter, and a new merchant and inventory on Onderon. The item is found as a reward for completeing Onderon. This mod will replace Gegorran with a new merchant, and add to the Onderon end sequence. This mod replaces Gegorran, and the HK-50s from TSLRCM at the end of Onderon. The characters also appear in loot&immersion upgrade and are an addon to Iziz. --- Installation: Copy files to the Override folder in your SWKotOR2 directory To Uninstall, remove mod files from Override --- Legal: Do not redistribute this mod or release on a website at all. Any use other than personal use please contact the original authors for permissions. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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. Submitter 90SK Submitted 07/08/2018 Category Mods TSLRCM Compatible Yes
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1 pointHey guys, Would it be possible for anyone to port the player head PFHC05 from KOTOR 2 to K1? Also, if this were possible, would this mod then be compatible with it in K1? Thanks!
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1 point
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1 pointOK, fixed. Redownload from the link posted above. Weirdly I got some odd bug with the danglymesh hair looking like the diffuse/ambient wasn't set at 1.0, even though they were. Had to go back and decompile the earlier version.
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1 pointA video or gif of it would be helpful, if you're willing. I'm not really in the habit of downloading stuff I can't see beforehand.
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1 pointI'll play around with it, but it probably requires input from @bead-v and @ndix UR on what might be done.
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1 point
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1 pointI think that the situation is not entirely the same. I'm not a reddit user/fan, but, they don't seem to be in the entertainment business having spent 4 billion on an IP that came with an existing established fan-base they needed to sell future products to -- the SW franchise. Then allowed that fan-base to be vilified because they saw that The Last Jedi, and though being a good looking film, thought it was an utter turd that shat on The Force Awakens and the original trilogy, so as to push an agenda at all costs -- even story. These fans no longer trust critic reviews, because they went to see The Last Jedi because critics said it was the best Star Wars film ever. This resulted in the film doing less at the box office compared to The Force Awakens, as these fans did not return to the cinema for repeat viewings. Then when Solo came out, they opted to send a message to Lucasfilm (Disney) by not spending their money to see it. And no I actually don't think this was due to an organised boycott -- lots of fans came to this conclusion on their own, and those that aren't fans, simply decided that a SW film was no longer an indicator of money well spent and best use of their leisure time. Money talks, and a loss of money (revenue) to Disney makes things like Kathleen Kennedy being fired for her role in all this as the head of Lucasfilm, a reality -- even if at the moment they are having a hard time finding someone to take the job after KK made it toxic. It may not make much of a difference, but it is a first (critical) step. Personally, I think the deciding factor will be the performance of SW IX, that will clarify the impact Rian Johnson's The Last Jedi has had on the profitability of Star Wars.
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1 pointI need to provide some back-of-the-box quotes as well. "Yeah, it was OK I guess" "I haven't uninstalled it yet, so there's that" "If you are a fan of mods, this is a mod" "The most fun I've ever had extracting a ZIP archive"
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0 pointsI've tried recompiling it with both MDLEdit and MDLOps, but I'm getting some shading issues at the mouth corners not present in the original model. I've tried it with the original smoothing groups and creating new ones but the issue persists. The other thing I realised is that it's still not drag and drop for 3rd party texture mods anyway, due to the differences between portrait names and DS transitions in K1. You'll need to remove the leading 0 from the portrait filenames, and adjust both DS transition and portrait names to account for K1's DS transitions going D1, D2, D3, D. You can test out this version while I try and resolve the model issues - https://www.darthparametric.com/files/kotor/k1/[K1]_TSLs_PFHC05_Ported_To_K1.7z
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