Leaderboard
Popular Content
Showing content with the highest reputation on 08/03/2018 in all areas
-
3 pointsGot some more, although they aren't really supposed to be used with heads with hair (but meh). And if anyone wants to make suggestions for replacements, here's a chart of what the vanilla masks look like: Edit: And a couple more to round out the evening's work:
-
3 pointsArcann's mask cut in half and mirrored makes for a pretty good full face mask. Or if you prefer to get your temple guard on: Although there are some clipping issues with hair on certain heads, like Hispanic Mullet Man above. Might have to play with that a bit. Edit: And to replace the Tulak Hord helmet in K1 Generally full helmets don't work too well without being scaled up to ridiculous proportions, but this was already pretty giant to begin with, so it shouldn't be too bad for a decent percentage of player heads.
-
2 points
-
1 point[Updated: December 16, 2019] # 00. Disclaimer # I thought making this Legends overhaul as a series would do good for my own pace in modding terms. # 01. Background # Legends. Why does this project called one? First of all, this series had not related at all with the Star Wars Legends; though it was very much inspired by them. It was called as one because I believe this would give me more freedom on how I wanted to shape the mod and its series. Referencing to the general term of Legend [Keep it noted that I have the following explanation edited for my likings, lol] - So, that's all for the introduction. And with the release of Selven and Lyn Sekla, I decided to put myself into a series of mod that will be called as Legends, and this will consists mostly on reskinning and re-building stats and also their attribution of the particular objects and if possible; some new custom items. These will be done as my playthrough goes while I decide which elements that I want to overhaul, while also considering the risk for it'd be game breaking or no. I'm going to take which path with the lesser risk, and which is more interesting for me. # 02. Planning # 1. Taris [Completed: January 1, 2019] Legends - Selven [Completed: July 9, 2018] [featuring Sithspecter's "High Quality Blasters for Modders" and DeadMan's "[K1] Vibrosword Replacement Pack"] Legends - Lyn Sekla [Completed: July 27, 2018] [featuring Dark Hope's "Girl with Ritual Tattoos"] Legends - Janice Nall and the Incomplete Droids [Completed: January 1, 2019] [featuring DarthParametric's "Female Armour Collar Fix"] 2. Dantooine [WIP/Updated: October 14, 2018] Legends - Belaya [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Legends - Sherruk [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] 3. Tatooine [WIP/Updated: March 24, 2019] Legends - Komad Fortuna [WIP] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] Legends - Marlena Venn [Completed: March 24, 2019] [featuring SpaceAlex's "Unfinished K1 Enhancement Pack"] 4. Korriban [Completed: August 20, 2018] Legends - Ajunta Pall's Blade [Completed: August 14, 2018] [featuring IRobert's "[K1] Vibroweapons Replacement Pack Retexture"] Legends - Ajunta Pall's Voice [Completed: August 19, 2018] [featuring VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" in the preview] 5. Manaan [WIP/Updated: September 25, 2018] Legends - Mysterious Man [WIP] [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] 6. Kashyyyk [To be decided] 7. Unknown World [WIP/Updated: December 16, 2019] Legends - Elder Droid's Unique VO [Completed: December 16, 2019] # 03. Work in Progress # [Updated: December 16, 2019] Komad Fortuna "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack" and redrob41's "Specialized Combat Suits for KotOR and TSL"] Belaya "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - Jedi Robes"] Sherruk "Legends" [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" and ndix UR's "Traditional Mandalorian Blades"] Mysterious Man "Legends" [featuring Dark Hope's "HD PMHA03" and redrob41's "Modder's Resource: Specialized Combat Suits for KotOR - K1 Model UVW Fixes"] # 04. Next Steps # [Updated: December 06, 2019] I'm really bad at planning so, something can just randomly pop-out, eventually # 05. Future Plans # [Updated: December 06, 2019] Pretty much # 04 # 06. Final Remarks # Critiques, comments, suggestions, questions and feedbacks are much appreciated. Many thanks to you, for spending the time here.
-
1 point
Version v1.0.2210.16738
52,073 downloads
THIS PROGRAM IS MADE BY FRED TETRA I TAKE NO CREDIT FOR THIS PROGRAM, i also have some of the map files from the site if any one has more pm or email me, ill upload them here. here is the original readme for this program. Kotor Tool v1.0.2210.16738 (2006-1-19 12:38) About this program... I originally wrote this tool so I could experiment with 2DA files and scripts. Through feature suggestions, it has grown quite a bit into what many tell me is a pretty handy utility. Thanks to all of those who have taken the time to make those suggestions and put up with the occasional bug that creeps in at 2:00 in the morning! ----------------------------------------------------------------------------------------------- Requirements... I should (and will!) mention in the readme file that you need to have the Microsoft .NET Framework 1.1 installed. You can get it at: http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe ----------------------------------------------------------------------------------------------- Contact info... fredtetra@hotmail.com ----------------------------------------------------------------------------------------------- Quick start instructions... Unzip the kotor_tool.exe, ImageTools.dll files and the Maps folder to a directory. The first time you run the program, it will attempt to detect where you have installed KotOR and configure some of the directory paths it needs to work. It will then bring up the path management screen so you can verify them. To work with BIF files: Expand the BIFs item on the tree view. You can: - Select any *.bif file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a bif, then click Extact to extract it to a directory - Select any file in a bif, then click Hex View to see it in Hex/ANSI/Unicode - Double-click on any 2da file to bring up the editor for it. You can then edit the values and write the file to a directory. (Most likely the override folder in yout KotOR folder) Clicking on the column header in the editor grid will sort it based on the values in that column. Repeated clicking will change the sort direction. - You can also open the 2da v2.b file editor from the File menu for editing. NOTE: You do not have to open the chitin.key file first. - 2DA editing features: * Add line to end, delete any line, right click to insert new line. Be careful with those last two! * You can renumber the row labels from the right-click menu * Undo all changes * Reset sort to "as opened" mode (press F5 or use menu * Import and export your 2da files in XML format - Double click on any nss/vis/txi file to bring up the editor for it. You can then edit the text and write the file to a directory. - To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures. NOTE: You must have CChargin's Extract0-5 program installed in the same directory as Kotor Tool. To work with RIM files: Expand the RIMs item on the tree view. - Select any *.rim file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the GFFEditor, assuming you have installed it in the kotor_tool directory - Control-Double-click on almost any file in a rim to launch text editor with a syntax-colored version of the GFF file's contents - Shift-Double-click on almost any file in a rim to launch text editor with a plain-text version of the GFF file's contents. To work with ERF files: Expand the ERFs item on the tree view. - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the editor for it. - TPC files now can be viewed with the built-in image viewer. You can also save the files in TGA format from the viewer. - If you like using the keyboard to navigate the treeview, you can use the spacebar to open the Image Viewer with a TPC file selected. - If the Image Viewer is open, moving up and down the list of TPC files with the arrow keys will show each image in turn. Note: some files cannot yet be viewed. - To view tpc files in an external app, hold down the Shift key while double-clicking. You need tpc2tga and an image viewer. (see below) - Some tpc files have a format that is not yet understood. Attempting to view one of these files may either show a strange image or crash the program. Notes: * You can specify whether or not you want to automatically convert extracted .tpc files to TGA format from the Tools | Options... menu. This is only used with the external tpc2tga program. * If you also want to be able to view the .tpc files using an external program you must install a TGA file viewer and specify the path to it in the Path Manager. You can download a free TGA viewer at http://www.creabit.com/viewer/ * You can specify whether or not you want the BIF tree built at program startup or not from the Tools | Options... menu. If you leave the checkbox unchecked, the BIF portion of the tree view will only be built when you attempt to expand it. Want to unlock all of the movies and music in KotOR II:TSL? In your swkotor2.ini, set the following: [Game Options] UnlockedPlanetSongs=1023 [Movies Shown] Movie10=0 Movie 9=0 Movie 8=0 Movie 7=31 Movie 6=255 Movie 5=255 Movie 4=255 Movie 3=255 Movie 2=255 Movie 1=255 Movie 0=255 -
1 point
Version 1.1
6,021 downloads
I became so very tired of the low resolution textures for female Republic soldiers. So I made a new model for them, using the male version as a template. While I was at it, I noticed errors on the male model, so I've corrected those as well. This K2 version also fixes the TSF officers, since they use the same model. -
1 point
Version 2.0
3,295 downloads
Note: This is included in the KOTOR Community Patch beginning with version 1.8 Everyone hates how slow the underwater section of KOTOR 1 is. Well this is the fix for it! It speeds up your character while adjusting the animation to not make it look bad. The max speed is still slightly less than normal running speed, but it won't take you 20 minutes to get anywhere anymore! Here's a gif: As usual, do whatever you want with this file (if it shows up in Sony's mainframe, it's not my fault). I don't even need credit, but If you wanna credit me, that's cool. -
1 pointThe documentation for Aurora says that LinkedToFlags controls area transition, so is what you need possibly. 0 = links to nothing, 1 = links to another door, 2 = links to a Waypoint. LinkedTo is the Door or Waypoint in question (probably). For triggers, I think the area transition behavior is controlled by the 'Type' in the UTT file, and should be set to 1 for area transitions.
-
1 pointThanks for having a look! I encourage you to download v1.1 in the meantime if you haven't. And as a special treat, here's a version I'm working on for Tatooine:
-
1 point
-
1 pointOk, so I may be wrong, but if you look in appearance.2da, under "modelh", where Carth and Jolee have PMBHM, Canderous has PMBHL. You could edit appearance.2da and replace Canderous' modelh with PMBHM, or you could make a copy of your model and rename it PMBHL. I'm not the most experienced with this kind of thing, but I would assume that that's the root of the problem.
-
1 pointIt looks like I may have convinced Master Zionosis to update his Yavin IV mod and upload it here. When he does start a WIP, please offer your support and/or assistance if you are able and willing. Thanks!
-
1 pointI'm still so skeptical I'll ever get to download any of this and see it myself but my god I want them to succeed so badly. Every time I see stuff from this i feel that nice sense of happy nostalgia.
-
1 pointJudging 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.
-
1 point///// 00. Disclaimer ///// Yeah, another side-project. Get over it. ///// 01. Background ///// Pazaak! The game whose name I misspell nearly every time I type it. Anyway, the cards are looking pretty dated these days and I've always had a small niche admiration for playing card design. Not to mention, this is a good way to practice with .guis. (Noticing a trend?) Here's the basic layout: ///// 02. Planning ///// I grabbed every pazaak thing I could find in KotOR Tool, including the boards, cards, their variants, etc. I then was able to locate the .gui for the board itself and holy flarksnorzen is that complicated. Everything you see has a height, width, x, and y. The names, the icons, the cards, the numbers on the cards, the scoring, EVERYTHING. Layers of .tgas and a font. I started mapping out the location of everything, and well, if you can decipher this, here's my rough translation of component locations and well as their dimensions: Note: The npc name game the with the save download. 😛 ///// 03. Work Thus Far ///// Here's what I have thus far. I'm happy at this point with the card design. There are some touch ups to be done here and there for sure. ///// 04. Next Steps ///// I need to build out the rest of the assets of course. There's the back of the cards, revamp the icons and the board, and a few other things. One thing I noted while grabbing all of these assets, is that there are boards for different screen sizes AND there's the side deck selection and wager windows as well. At the very least though, new cards. P.S. I can make green cards too for those who want them. ///// 05. Future Plans ///// Play around with the positioning, size, and color of the numbers. Some really cool things in general can be done with the whole board, but that'll take a lot of time and a lot of work. (I mean, I have to finish the star maps at some point, yeah?) ///// 06. Final Remarks ///// I'm always open to comments, critiques, and suggestions. Thanks for taking a look.
-
1 point
-
1 pointHere's another update of the basic layout I'm looking it. It's going to be a lot more .gui work than I had planned, but anything for my adoring fans.
-
1 pointIt's been awhile, I know. Here's an idea I threw together for a new scoring system: Colors aren't set, that's just for an example. Middle semi-circle illuminates to whomever's turn it is; bars underneath illuminate per round won.
-
1 pointJust wanted to give everyone a heads-up that K1CP now includes an optional fix for the default Sith soldier texture. It was incorrectly set in the model to be the 3rd style texture (the bright shiny metal everyone is used to), when it should be the 1st style texture (a semi-gloss white). Because this is a major change, I've made it a separate download, but there it is. I'm planning on getting screenshots uploaded this evening for comparison.\ NOTE: The sith soldiers on Korriban still use the bright shiny textures, but the ones on the Endar Spire (and possibly Leviathan...I forget) use the "new" white texture that they were always supposed to use.
-
1 pointI don't know . . . I kinda like the Uno card look! As long as you can add in the green cards, I'd say make two packs and see what everyone thinks when both are out? (I mean, you've already done most of the work, right?) Perhaps folks will gravitate towards the Uno version more than you think.
-
1 pointBefore you get too carried away, you may want to look at @ndix UR's GUI mod and see what that does to all your values.
-
0 points
Version 5.2
55,197 downloads
In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!