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Showing content with the highest reputation on 10/07/2018 in Posts

  1. 5 points
    In 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:
  2. 1 point
    Hey 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!
  3. 1 point
    I'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:
  4. 1 point
    Okay, 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.
  5. 1 point
    Ah-ha! Yes, I get the picture. Nice catch! Thanks! 😁
  6. 0 points
    Thanks 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.