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Showing content with the highest reputation on 10/25/2018 in Posts

  1. View File Mira Player Head for K1 This mod adds Mira from TSL as a player-selectable head for females in K1. This version has had the additional “hair hat” meshes of the original model removed. If you have a burning desire to have those back, after you have installed the mod, copy and paste the MDL and MDX files in the OPTIONAL folder to the game’s Override folder, overwriting when prompted. The textures and portraits are the original TPCs from TSL. If you want to use retextures in TGA format, make sure you delete the TPC versions from your Override folder. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition Some screenshots feature @ndix UR's KOTOR High Resolution Menus Some screenshots feature @Sithspecter's High Quality Blasters Submitter DarthParametric Submitted 10/24/2018 Category Mods K1R Compatible Yes  
    2 points
  2. It would be nice to have these characters ingame, either: 1. Wandering around the Dantooine Enclave. 2. Wandering around a random planet they've been tasked to go to. 3. Appearing in the lightside ending cutscene. http://starwars.wikia.com/wiki/Kavar http://starwars.wikia.com/wiki/Zez-Kai_Ell http://starwars.wikia.com/wiki/Lonna_Vash
    1 point
  3. Typically you'll want to swap to the rig of the target game when doing these sorts of ports. Additionally, I had to adjust the neckline verts, as they didn't match the K1 position, and I also added some plugs to the head mesh behind the dangly mesh hair piece, as that was causing all sort of visible gap issues (backface culling) that K1 seems particularly susceptible to. Speaking of dangly meshes, they are currently broken in the latest beta version of MDLEdit, requiring compiling with MDLOps instead. May not be an issue if you are still on an older version though.
    1 point
  4. Credit to smilin-swami on Reddit - https://www.reddit.com/r/kotor/comments/9qfnqi/poem_studios_response_to_lucasfilms/e89hv7h/
    1 point
  5. You need the version for the game you're porting to, so in this case K1. Everything else seems fine, so if that's still not working, it's possible MDLEdit requires you to convert to ASCII, then load the ASCII before compiling. I usually do manual adjustments with KOTORMax rather than a straight port so I don't remember the specifics on that. And if that is the case, then you would likely have to do manual adjustments as well, because MDLEdit & MDLOps don't always get the smoothing groups right when converting.
    1 point
  6. You need to convert the models from TSLs format to K1s format first. I might be wrong here but I think all you need to do for that is open them in MDLEdit while in TSL mode while also having the K1 supermodel in the same directory and then change MDLEdit to K1 and export the model again. The supermodel is where all the animations are stored and I don't know which one the Sith soldier uses but it's probably S_Female02.
    1 point
  7. Favorite scene: Krennic looks up, sees the Death Star looming on the horizon. The Death Star looked a thousand times more ominous there than it ever did in space shots.
    1 point
  8. Working on it now. Mostly done, but there are some small issues to tweak. Edit: I've submitted the mod. It will pop up once it is approved. I haven't done any testing beyond just getting it past character creation and the opening scene on the Endar Spire, but hopefully it's ok.
    0 points
  9. Glad I ran into this post, I managed to fix the missing animations for my own mod. Thanks all!
    0 points
  10. That was it! A whole lot of shenanigans swapping between ascii/binary and game formats! Thanks alot! They are in and working properly!
    0 points
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