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Showing content with the highest reputation on 07/29/2018 in Posts

  1. 2 points
    Judging by that video, what they've created so far looks absolutely beautiful. I don't have much confidence in them making an actual game out of it before getting DMCA'd, but I do hope that at some point the assets they've created are released as a "walking simulator" game so that I can just kind of look around at the worlds they've built.
  2. 1 point
    @Snigaroo : It still seems like that the upload is a violation Rule 1. You might have to rewrite the rule.
  3. 1 point
    We didn't handle the situation as well as we should have and we definitely had an unacceptable delay in communicating our reasoning, and we'll own up to that. But the threads weren't locked to prevent discussion, and we're not hosting cracks just for the fun of it. The Steam version of the game still experiences what I call the fullscreen bug, which forces an auto-minimization whenever two cutscenes are played back-to-back. Usually this bug results in the window being unrecoverable, which means that the game can't even be properly booted into--intro cutscenes are, after all, still cutscenes. This is a major problem and the #1 piece of tech support which /r/kotor deals with on a daily basis, and widescreen guides (such as Xuul's) are an integral part not only of our tech support on the matter, but also of the mod builds' recommended procedures, precisely to prevent this bug from ever happening. If you guessed that widescreen patching requires an unencrypted executable on Steam, you would be right, and that's why we're here. Even Xuul links to these executables directly in his videos. They aren't optional stuff for people on Steam who want to be able to play the game normally; even I have to utilize these .exes every single time I mod the game. We're not hosting these lightly, and that's precisely why we're not calling them cracks: they're named "editable" so people directed here to download them might not think about it too hard, and the threads in question are locked to prevent users from pointing out that they're cracked, just in the hopes that there's even less chance people who would use them for malicious purposes would notice. Realistically there are much easier ways to pirate KOTOR and KOTOR 2, especially since the GoG executables are fully unencrypted as-is, but we still took precautions just in case. As I said before, this wasn't a matter taken lightly. But the main concern is that the sites on which these .exes are currently hosted are positively infested with viruses, malware and pervasive ads, as you would expect. It isn't safe for users to get them from there, and yet in order to play these games properly many users positively require these executables. The staff have discussed the matter now at some length, and we've agreed that it's not justifiable to continue asking users whose only crime is owning the Steam version of the game to go to unsafe sites in order to download necessary materials just in the name of principles. We don't advocate piracy, but collectively the staff has (thus far) unanimously agreed that these are beneficial as tools, and that their potential uses for piracy (which their usage for, so far as we can police it, is still fully banned) are outweighed by their benefits.
  4. 1 point
    Many thanks eNoodles, everything turned out, everything works, successes to you in modding, all thanks) As they say in Russia: "without departing from the ticket office," let me ask, perhaps in the context of another topic, because the solution with your help is found, again thanks: 1) I noticed a long time ago that Canderous Ordo (in kotor 1) does not react to the change of the heavy armor model (seen in the screenshot), what do you think is caused by this? 2) I have reviewed everything, but I can not find a solution to why instead of the Mandalorian assault armor (white shade that normally works in kotor 2), when dressing, the whole model of the Mandalorian (blue) is obtained, how to eliminate it? Thank you very much!)))
  5. 1 point
    You must have s_female02.mdl/mdx in the same folder as p_mandalorebd.mdlx/mdx. the Use MDLedit, set the mode to Kotor 2. Load p_mandalorebd.mdl. Then save it as ASCII. Set the mode to Kotor 1, then load that ASCII model. Then save it as a binary and it will be ready for K1.
  6. 1 point
    You need to decompile the model, then recompile the ASCII against the K1 S_Female02 binary supermodel. It's no different to compiling any other model. It uses the same rig as K1, so there's nothing special required in this case. You'd also need to add/change appearance.2da rows as appropriate. As @todevuch alluded to, TSL includes a body-only model, P_MandaloreBD.
  7. 1 point
    I can take a sledgehammer and smash two metal objects together until they sort of fit. That doesn't mean I'd be advising other people to do the same. New users should be taught how to do things properly. One reason why that wiki sure would be handy....
  8. 1 point
    You only want to be using the supermodel for the game you are compiling for. If you are compiling for K1, use K1's supermodel. It should also go without saying that the model must share the same rig as the supermodel. You can't use TSL robes with K1's supermodel, as they have different rigs (all the extra bones Obsidian added for the flappy bits).