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Showing content with the highest reputation on 11/09/2018 in all areas

  1. 1 point
    Does anyone have or would be willing to create the Praetor Lightsaber hilt from Jedi Academy for Kotor and TSL? Having it in all colors available in both games would be splendid! (Though blue only is fine too)
  2. 1 point
    As Nar Shaddaa is a den of villainy, it only makes sense to have a few games of chance to part the suckers from their credits. What better way to show this (without dialogue) than including some of the slot machines seen in SWTOR? However, certain slot machines are better than others. The ones I refer to have animations on them and in SWYOR, are only seen during the Nar Shaddaa Nightlife event which happens only once a year. I've attached a few pictures so you can see the slot machines - one type has a green screen and the other - a KingPin machine - is purple. I'm not asking anyone to actually put them in the game but to make the machines (with the animations) available to those that wanted to do it themselves.
  3. 1 point
    If you were a film maker and were trying to come up with a musical motif for Darth Revan, what music would you choose if you were looking outside the games for inspiration? This can be an brooding musical piece, something faster pace, or even something upbeat. They should be instrumental pieces though. I'm just curious where your minds would go.
  4. 1 point
    Late prototype of Sherruk "Legends".
  5. 1 point
    Congratulations! Looking forwards to the end result, todevuch!
  6. 1 point
    The response is received, everything works, thank you ebmar
  7. 1 point
    If your head is a player/party member head, you'll have to do a lot more work to integrate the mask into the model than just fixing the hook due to the way head textures and DS transitions work. Even if it's an NPC, fixing the hook is still probably more advisable. If you already added the hook correctly via editing the ASCII, then all you need to do is load that ACII via KOTORMax and position the hook properly. Typically you'd want to import a mask model, make its OdysseyBase a child of the hook, select the Move tool, switch its co-ord system to Parent, then zero out its position. Now you can select the hook itself and manually move it into the right position, using the mask as a guide. I'd suggest using something like the Verpine Headband (I_Mask_011) rather than a full face mask. Once the hook is positioned, delete all the mask bits and then export the head model. Or you could even just set the co-ord system back to World or View and copy the XYZ values of the hook into your original ASCII.
  8. 1 point
    I plan to make some, or rather I started them, but they still need some polishing before they're ready for release.
  9. 1 point
    Uploading another shot of the model from various viewpoints.
  10. 0 points
    All of you can find the Patch 1.0a for spanish version here: https://deadlystream.com/files/file/1384-kotor-2-patch-10a-for-spanish-version/ Also you can find the Patches 1.0a for english, german, french and italian versions here: https://deadlystream.com/files/file/1391-kotor-2-patch-10a-uk-ger-fr-ita-versions/ ......................................................................................................... I got the files and I hope upload the Patches 1.0b for all languages in little time.