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Showing content with the highest reputation on 07/26/2018 in Posts

  1. 2 points
    I... have no words for this. Don't do that. If you want to remove an item from your inventory, the easiest way would be to use the KOTOR Savegame Editor.
  2. 1 point
    Welcome! And no worries, this is the right place! I believe items are linked with .uti, and if they are equipped to PCs or NPCs, there would be an entry of them inside the .utc\inventory. Try deleting the .uti linked to the particular items, perhaps? 🤔 Pleasure on my side!
  3. 1 point
    You need either MDLedit or MDLOps. With either, decompile the relevant models to ascii, then edit the ascii. Find all the nodes that make use of the texture you want to add bumpmapping for and add "tangentspace 1" anywhere in the node's parameters. Alternatively, you can tick the checkbox for the texture directly in mdledit, like DP said. One thing to note here is that if you're using the released version, you have to convert to ascii, then load that ascii and only then tick. Ticking the box when loading a binary model only works in the latest beta.
  4. 1 point
    You'll be wasting your time with normal or bump maps for leaves/branches. Aside from the fact that you'd not notice the difference, it's not compatible with alpha transparency. But to answer your question, no, you don't need Max/GMax. The flag can be set in the ASCII, as JC said, or in MDLEdit you can just go to Edit -> Textures and tick the box next to the one you want to use a bump/normal map. Note that if using a normal map it must be converted to a TPC. A TGA will cause the game to throw an error on loading.
  5. 1 point
    Yes, model cannot have a bump map unless it is set to. In KOTORMax, this is the "bumpmappable" flag, while in the ASCII file it reads "tangentspace 1".
  6. 1 point
    I decided to add an option for either having the two at the side or the leading Dark Jedi become a Sith Assassin. I might add the stealth thing sometime later. Will upload soon, just need to make some screenshots.
  7. 1 point
    Hello, Salk! Thanks for downloading and playing the update! Ah, glad to hear that you were satisfied with the difficulty and was amazed by the quality of the visual overhaul, very much appreciated! Haha! Wow, that thing never crossed my mind actually, to make her not dropping both her weapons. But, I believe that'd be nice to have it implemented, and I think it could be accommodated in the next update. Many thanks for the input! But as it seems it was only some minor tweaks, possibly I would hold-off the update for the meantime. Every suggestions are always a welcome, welcome! Also a nice improvisation there with changing the .utc. 😁
  8. 1 point
    I'd appreciate it if you could determine the specific source of the models. I'll probably need to add a custom Revan hologram model to prevent anyone else having the same issue, but I'm not sure why it is even crashing in the first place. You'll also presumably want to add the model back to your Override so whatever mod that added it in the first place isn't affected.
  9. 1 point
    Wanted to let you know that worked, i deleted the both of them and the scene played out no more crash. Really glad its resolved and i can get back to playing, thank you again for all the help.
  10. 1 point
    Thanks eNoodles, DarthParametric, and all the other modders who contributed to the work!! It's very weird that a person on the internet would freely make such a tedious job for others, thanks. And, now that the technical problems are resolved, if this isn't too difficult, I would like that the Sith Assassins replace not all three Dark Jedi but the two at the sides or the one leading (just for variety and lore reasons), maybe they could even be in stealth and appear when the leading Dark Jedi stops to talk. This are all just suggestions, it's your mod and you can do what you like most.
  11. 1 point
    The only thing of relevance is N_DarthRevan.mdl/mdx. If you have that model in your Override, try deleting it and seeing if the scene still crashes. Beyond that, I don't have any idea what could be the root cause.
  12. 1 point
    I focused on files that were both in there and M4-78EP. The following file wasn't, but checking it out it seems Coruscant got the same ID as M4-78 has. Which might cause the shown issues. I changed the ID from M4's to an a new unused one... Give it a try (overwriting the existing in override) galaxymap_p.rar
  13. 0 points
    I am bumping my own topic because I am really trying to understand how bumping ( ) works within KotOR. I am satisfied with what the leaves look like but I am not happy with how flat the branches look in the game and I was thinking that maybe something could be done about it. But my ignorance is alas deep and trying to understand what the most promising topic was suggesting was difficult so I am hoping DarthParametric or some other kind and knowledgeable soul may come to my rescue. My wife (bless her soul, she is the one doing the bulk work on GIMP) has created a new texture file and called it LDA_leaf02bump. Then from what we read, it was a matter of adding extra information to the original LDA_leaf02.txi file and create a new LDA_leaf02bump.txi file to tell the game to use the additional texture. I tested it in game and I see no difference whatsoever (at least it didn't crash!) so if someone can tell me what we are doing wrong and give us some pointers, that'd be truly great. I am not sure whether or not we would even need to do something with some .mdl/.mdx files? I never worked with anything of the sort and I was hoping not to, honestly. Thanks a lot! LDA_leaf02bump.tga LDA_leaf02bump.txi LDA_leaf02.txi LDA_leaf02.tga