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Showing content with the highest reputation on 08/03/2018 in Posts

  1. 3 points
    Got 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:
  2. 3 points
    Arcann'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.
  3. 2 points
  4. 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.
  5. 1 point
    The 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.
  6. 1 point
    Thanks 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:
  7. 1 point
    This is looking great! Excited to see the final product
  8. 1 point
    Ok, 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.
  9. 1 point
    I'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.
  10. 1 point
    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.
  11. 1 point
    Finally got everything mapped out correctly:
  12. 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.
  13. 1 point
    Here'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.
  14. 1 point
    It'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.
  15. 1 point
    Just 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.
  16. 1 point
    I 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.
  17. 1 point
    Before 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.