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Showing content with the highest reputation on 10/07/2018 in all areas
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5 pointsIn this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
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Version 1.2
2,005 downloads
MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 03 OCT 2018 MOST CURRENT RELEASE: 22 NOV 2024 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: The video on the download page covers what I’ve done with the Medical Monitors you encounter at the start of your game. The “PER_Cpanel.tga” texture has been remade from ground up. First off, it uses a new upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then, I added new blinking LEDs. Also included: new tachometers to replace the old meters. And there are new monitors . . . and those have 8 frames of animation. The “PER_Cpan” and “PER_Cpin” textures are also new. PER_Cpan uses a upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then I added new LEDs. The “PER_Cpin” texture is now sized at 256 x 256 (upscaled to twice its original size) with 4 frames of animation and new lighted buttons. The final new texture is PER_Tek2 has 16 frames on animation. I used Thor110’s upscale of the texture added a frame around it and created the missing TXI file. Installation: Put all TGA and TXI files into your KotOR2 Override folder. Uninstallation: Take them out again. Known Bugs: None known at this time. (None were ever reported for the first release.) Special Thanks: To ConansHair: For providing the upscaled “PER_Cpanel.tga” in the previous version of this mod and for helpful feedback. Though I used my own upscale for this updated version, I wanted to keep this shout out intact. To Malkior: For suggestions on texture inclusions (including the fader levels on the lower left -most monitor. To Fair Strides: For helpful feedback. To Thor110 for making his upscale package a modder’s resource – indispensable for the PER_Tek2 texture. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Additional Information: If you're curious what the monitors on the Computer Panel looked like before I shrank them down, look below. Keep in mind that GIF speeds are not indicative of speeds of animations in the game. And in the video below, you can see what the Medical Monitors look like in the game. -
1 point
22,914 downloads
Original Review on Filefront: This mod works very well for what it is intended to do. When I was playing Knights Of the Old Republic II I always found it strange that the sith assassins did not use lightsabers as their weapons. This mod fixes that, and it does it without any errors as far as I can see. Nice work, keep on fixing the game for us. - Enterprise2002 -
1 pointHey everyone, as it exists outside the realms of my knowledge, would anyone be able to reskin the swoop rider model visible during the swoop races in both K1&2? The skin I'd like it to be changed to is this one. If anyone's unsure what I mean, see the image attached. For any help it's worth, @Sith Holocron has kindly given me the names of these models in both games, they are: K1 - V_Suprbike01.tga K2 - v_rider01.tga Thanks in advance!
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1 pointI'll take a chance with the K1 version. Be right back! Update: Dang, it seems the rider is sharing both the texture and model with the swoops, if I recall correctly. Like, really- BW? 😅 Update2: This is the very best result I can come up with. I don't have the required skill to properly map the Spaceman suit texture as it has to, so as seen in the screenshot the rider loses its mouth part, I think: Update3: If you like to try the model on your end, drop these files to the 'Override' folder. It will automatically applied the Spaceman suit [N_Spaceman_Low] texture installed on your end to the rider texture:
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1 pointOkay, so GFF files are a format that's used for many of KotORs files, e.g. .utc, .are, .git, .ifo etc are all gff-files with a different file extension. To open these you need a GFF editor. I know that KotOR Tool allows you to directly open gff files with an editor. That's the "Open GFF Files" button you've found or you could just double-click the file in question. But I'm not sure if KotOR Tool actually comes with a GFF editor or if you have to manually add one. You can try and open them with KotOR Tool or if that doesn't work, export them and use K-GFF. Now, a module in KotOR contains three main files, a .git, a .are and a .mod. Then it also contains models, scripts, triggers and much more but we don't care about those right now. The .git contains "dynamic information" about the area, that is coordinates for placeables, spawn points for creatures, cameras and stuff like that. The .are contains "static information", e.g. lighting, music and what scripts to fire in certain conditions like when the area is loaded. I don't really know what the .ifo file does but there are some cases where the OnEnter script is specified in there instead of in the .are file. I have just accepted that fact^^ You will find these three files in the modules .rim file WITHOUT the "_s" before the extension. When you open for example the .are file in a gff editor you'll get a tree view of the file's contents. It's listed alphabetically so just search for the "OnEnter" value and you have the name of the script you're looking for.
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0 pointsThanks for the feedback! Yes, in the latest progress I have been implementing your input. I have been planning on doing that actually, by taking a step-by-step approach. Thanks for the feedback! Yes, that's just my imagination assuming that Sherruk's had been wounded during the last war and need a mask which helps him to breath. In fact in the latest progress I have him takes off the mask as I found some trouble with NPCs that is wearing mask. Further details below. Yes, the idea was like that; he's a combat wounded veteran which forces him to use a mask to help him breath. But as I found a bug which sometimes makes the mask removed from the NPCs [the same issue faced with the Helmless-Starkiller attempt], I decided to remove the mask. And thanks- for the support! Yes, I believe it will be accommodated in the next-update. Thanks for the input! Thanks; you too, buddy! Keep up the excellent work! Awesome! It is an interesting idea, N-DRew25; but it seems it is not the path that I'm willing to take. Thanks for the idea, very much appreciated the thoughts! Hahah- wow, to make him a Taung itself is just out of my league man. Anyway, thanks for the suggestion! I'll take the less-difficult path- as always. 😁 ____________________________________________ [Updated: October 07, 2018] I take this opportunity as a quick heads-up to the project: The mask is removed now. As a change he will have some implants on his neck, which is the Nerve Enhancement Packages equipped on him. The extended use of the implant somehow affecting his larynx, which makes his voice sounds distorted. Here's a quick preview of how he'd appear in-game: His personalized melee weapons has been decided; they are using ndix UR's "Traditional Mandalorian Blades" amazing resource as the base. A backstory will be added to the blades in conjunction to their new appearance. One thing for sure, it has an Alignment Limitation implemented. Here's a quick preview of the blades: As Salk suggested too, his armor also had some touches which makes it looks weary [and tells a lot about him]. I am comfortable with the latest concept, and is confidence with it. It could be near the final stage of the development but not closing the possibility of further changes. Many thanks for taking your time here; all the best! Any updates of current development will also be posted in thread's introduction post.