Leaderboard
Popular Content
Showing content with the highest reputation on 08/26/2018 in Posts
-
3 points
-
2 pointsWell.. Wow! They don't have a legal leg to stand on and yet they don't seem to care. Now I'm just concerned about what the fallout will be once they get caught and/or punished. Heck, I wouldn't be surprised if Youtube's gaming news channels are at this moment gearing up to "expose" them using that Reddit thread as evidence.
-
1 point[Updated: April 26, 2020] Greetings, fellow Jedi! Hope you all doing fine. This will be an archive-thread-miniwiki to accommodate my curiousness in some aspects from either KotOR/TSL; either with placeables, textures , models, anything- which is too valuable to lost for just a status update but is too exclusive for each of them to have a single thread, in my perspective. I have archived some past random questions with its essential responses, should their information would be useful and will be easy enough to have access to: [August 14, 2018] PlasticCrate_cylinder [August 16, 2018] LTS_Rwall01 [August 19, 2018] PLC_Statue2 [August 24, 2018] Taris' Upper City Cantina Entrance Wall Panel [August 28, 2018] Taris' Upper City South Fountains [M02ac_02b_02e] [August 30, 2018] Ebon Hawk's Unique Cubemaps [CM_eh] [September 12, 2018] Locate Area Model [September 12, 2018] Sith Soldier Bump Map Restoration [September 17, 2018] Bump-map Breaks Level Geometry Animation? [December 10, 2018] Jedi Enclave's "Unused" Bump-map [November 08, 2019] Trigger's ScriptOnEnter x GetEnteringObject [November 24, 2019] ActionJumpToLocation >= ActionJumpToObject [December 08, 2019] Rakatan "SWAG" Idle Animation VS ANIMATION_LOOPING_TALK_NORMAL [December 11, 2019] [Success] VS [Failure] [December 14, 2019] GetNearestCreature > GetPartyMemberByIndex [April 26, 2020] TSL's Hologram ____________________________________________ That was some questions-responses that I thought would need a proper archiving should they delivered any useful information for future modding attempt. Also, I'm taking this opportunity to ask to the forums too. Will it be possible to change that grey area in the center of Taris' city-walk to some kind of a mini-pool with water model/textures in it? One example in mind that could be used as a reference is this mini-pool inside Davik's estate: Many thanks for considering this!
-
1 point@JCarter426 and me were talking on Discord and we came up with this idea. We were talking about editing .pth files directly in kotormax, but since kotormax can't export binary files, we'd need a compiler to produce the actual .pth file. So the idea is that the compiler could turn any gff file (dlg, pth, git, utc, ifo, ...) into a .gff.ascii file. The ascii file would contain the information about the file type, but otherwise the files wouldn't be distinguished. The ascii file might look something like this: # GFF ASCII # Created .... type dlg version 3.2 newstruct dword DelayEntry 0 dword DelayReply 0 dword NumWords 0 resref EndConverAbort script1 resref EndConversation script2 byte Skippable 0 resref AmbientTrack mus_amb_1 byte AnimatedCut 0 resref CameraModel 003ebocam byte ComputerType 0 int ConversationType 0 list EntryList newstruct 0 cexostring Speaker "Atris" cexostring Listener "Kreia" list AnimList endlist cexolocstring Text -1 0 "This is a cexolocstring English male variant." 1 "This is a cexolocstring English female variant." 2 "This is a cexolocstring French male variant." endcexolocstring resred VO_ResRef someresref resref Script script3 dword Delay -1 ... int RecordNoVOOverri 0 endstruct newstruct 1 ... endstruct newstruct 2 ... endstruct endlist byte OldHitCheck 0 list ReplyList endlist ... cexostring EditorInfo "v2.3.2 Apr 30, 2008 LastEdit: 13-Dec-16 16:31:52" endstruct Does anyone have any objections, ideas, concerns, opinions etc... about this?
-
1 pointAre any of you familiar with the game You Don't Know Jack? (NO!?! Here's a YouTube video describing one of the entries.) Why do I bring this up? I bought a Humble Bundle for it a few minutes ago and it turns out that I already own a few ofthe games. Have a Steam account? Do I know you? If so , I may give away one of the codes of the games that I already own to you. PM me if you think you qualify.
-
1 pointThere is one case of this actually being okay'd, albeit not by Disney/LucasArts/Bioware/Obsidian but by Bethesda. I doubt the former mentioned parties will see it the way that Bethesda does considering none of those companies have ever supported modding, but there's that. Either way, I think anyone with half a brain knew that they can send a C&D out at any moment so I'm not sure what the surprise that the developers of Apeiron acknowledge that. In the end, who cares? Really? At this point this is a dead horse getting beat. The developers obviously do not care what any of us think.
-
1 pointJust wanted to publicly thank SH for giving me You Don't Know Jack Vol. 2! Good on him to give it away rather than resell the code (He wanted you guys to know he wasn't joking about giving away games)
-
1 pointYou can edit the ASCII directly in a text editor and reassign a new texture. Look for node trimesh Mesh04 (should be line #12776) and then change bitmap LTS_Bwall04 Don't change "bitmap2", which is the lightmap. After you have pointed it to a different texture, you can compile it with MDLEdiit. You can discard the WOK (which is the walkmesh), as the vanilla one is fine. It's easy enough to also split out the bottom of the grey surround if you also want to change the texture for that. In both instances though there might need to be a UV adjustment, depending on what texture/s you want to use. Edit: Oh, and you might want to try lun_water01 for the water. It's a dark blue. Probably won't need any editing of the pond bottom using that. The fountains are using PLC_FntnMtl which doesn't actually look metal at all. You could maybe try a stainless steel kind of look. Edit 2: Perhaps something like this: https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v2.7z
-
1 pointShould have uploaded this for you earlier. Here's the model if you want to play around with it. You can load the ASCII in KOTORMax. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c.7z
-
1 point[Updated to v1.0.1: August 26, 2018] A quick heads-up to the mod's page. The mod has been updated to v1.0.1 version. So, what's new in version v1.0.1? All .WAVs has been compressed optimally, and now they are exported as Mono-channel. Resulting in a more efficient file size, and how they all sounded now will blend better with the game. This is an optional update. This aim to accommodate efficiency, but at the same time improving how the voices sounds in-game; as lately I have learnt that implementing Mono-channel [in this case; Ajunta Pall's "Legends" voice] will result in better blend with the ambient of the game. I have been using this version in my playthrough also. 😁 Anyway, v1.0- the initial release; which utilised Stereo-channel but is extra on its size, will still be available to download for you.
-
1 pointView File [K1] Ajunta Pall's Voice "Legends" This mod replace the vanilla Ajunta Pall's voice with the "Legends" version. # Background # The main motivation of this mod was, for me personally; to have me enjoy VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance", to the most immerse experience I could have. So, I fiddled around with the vanilla voices to have me get that spectral feeling inside the tomb. # About this Mod # Inside this mod are 59 edited voice-overs of Ajunta Pall, using the game original files as the base voice to work with. [Updated in v1.0.1] # Final Remarks # I suggest you to install VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" first, and then install this mod after. This mod aims to complete the Ajunta Pall's spectral ambience part. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Run the "Uninstall: Vanilla Ajunta Pall's Voice" option from the installer directory. Compatibility: Will not be 100% compatible with VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance", as VP's mod also include VOs replacement upon installing. To make this mod compatible, install this mod after VP's to have the intended effect. This mod will only affect the voice of Ajunta Pall. Redistribution: You can redistribute this mod or re-release it on any website; all I'm asking was just not to take credits for it. You don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare & LucasArts, as inside this mod are their base assets too. All said and done, credits to my name is always a welcome, welcome. Credits: [Updated in v1.0.1] DarthParametric for the past-present knowledge which allows me to create any customs for the game, and his guidance on working with the installer. DarthParametric again, for the "addheader.bat"- which tools have been proven very useful to re-compressed the .WAV files. VarsityPuppet for the permission to have "Spectral Ajunta Pall Canonical Appearance" stand-out-ly featured in the preview. VarsityPuppet again, for inspiring me with the amazing "Spectral Ajunta Pall Canonical Appearance", and later for his input which enabled me to have the .WAV files compressed to micro-sized ones in v1.0.1, and resulting in better blend with the game- all but goodness. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb v1.0 Preview [featuring VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance"]. v1.0.1 Preview [Under Development] Submitter ebmar Submitted 08/19/2018 Category Mods K1R Compatible Yes
-
1 pointIt probably needs some adjustment first. Testing of different water textures, maybe altering the textures of the fountain heads (they aren't lightmapped and are just using the placeable's texture). I'm about to head in to work for a few hours, but I'll play around with it when I get home. Plus there's the whole mod approval logjam (I think I have 3 already waiting for someone to hit the red button), so who knows when it would turn up.
-
1 pointYou're a fan of this. I get this. I really do. As you've seen this argument about using the game to unlock the "not-a-mod" come up again and again, don't you think - as a fan - that they should be more forthcoming about how that might be implemented? I personally don't see how they'll be able to do it. How will they make it so KOTOR legal copies activate this "not a mod" and prevent cracked versions from also doing so? If you have faith in these developers, it seems like that's a question you or others should be asking. I have no skin in this game and you have more to lose. If you're active in their bases of operation, perhaps you'll get a concrete answer. I hope you do get a satisfactory answer! Until they're more transparent however, I remain skeptical.
-
1 pointIP laws are pretty clear. This is not a mod no matter what people insinuate as it is not a modification of the original game, but a new game that is using material from the old game. Saying it will need k1 to install is very dubious to say the least. And using this to say its 100% legal is even more dubious when the dev outright states they do it to give people hope. Other, similar projects have been shut down by lucasfilm/disney in the past 2 years because they considered these projects as competition to their own titles and may have had a chance of taking players away from their own ips.
-
1 point
-
1 pointA free version of KotOR is taking money out of the license holder's pockets. Had that not occurred to you?
-
1 pointYes, you could edit the room model to add a water plane, maybe some fountain VFX nodes. That particular section of walkway would appear to be M02ac_02c. Edit: Here's a quick and dirty example. A simple plane with one of the Manaan pond water textures (not sure if it is the best option) and some emitters stolen from the metal fountain placeable and duplicated three times: I was actually thinking more in the vein of a traditional vertical type of fountain. I was sure I had seen something like that in one of the games, but it seems like there's nothing of that sort in K1 at least.
-
1 point
-
1 pointI know there are many here who love this glorious "mod" as the devs have been telling everyone for the past 2 years. So let me post a conversation that I had with a dev on their discord chat earlier today. For those that do not know, my discord name is Winter 😂
-
1 pointHi, JustABitAgroed! From what I have learnt; you would need to create a transparency using the alpha channel of the image, so the only part of the icon that will appear in the game is the intended part. I am using an icon from Darth Vhail's "Rey's Clothing" for an example, and Adobe Photoshop CC as the working program: A resolution of 128x128 to 256x256 TGA exported format would be sufficient for an icon, I believe- as it will be rescaled automatically in-game. Edit: Anyways, keep in mind that solid black in alpha will result in 100% transparency, while grey alpha will probably result in about 99% to 1% transparency [depends on how solid the grey was], and solid white will result in 0% transparency or 100% opaque.
-
1 pointThat's just more art. That doesn't advance the project, if anything it pushes it even further along the wrong path. Artists are a dime a dozen. A monkey could slap together some art assets in Unreal and call it a game (as evidenced by all the asset flips on Steam). What a game needs is programmers. If you don't have any then you shouldn't even bother starting a project. If I was going to undertake a hypothetical KOTOR remake (and let's call it what it actually is and dispense with this "mod" BS) in Unreal or other 3rd party engine, I would start with a fully functional recreation of the Endar Spire level. Forget about the art assets, simple white box mockups and default Unreal characters would suffice. What matters in an RPG is the underlying systems. If you are starting KOTOR from scratch, you need to develop a multi-node branching conversation system, equipment and inventory system, stats and levelling system, party/companion system, ranged and melee combat mechanics, etc. The Endar Spire is the perfect test level for developing and testing that. You have a couple of NPCs with a few lines of dialogue, a couple of conversations, a few combat encounters, a few cutscenes, etc. all in a very small space comprised of a few small rooms linked by corridors. And if you haven't demonstrated even a fraction of any of that after 2 or 3 years of screwing around, you should just stop wasting your time.