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Showing content with the highest reputation on 12/26/2018 in Posts

  1. 1 point
    View File [K1] PC Replacement Voices (Kira, DS Jaesa, LS Jaesa) PC Replacement Voices (Kira, DS Jaesa, LS Jaesa) AUTHOR: Sith Holocron ORIGINAL RELEASE: 25 DEC 2018 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] RECOMMENDED ADDITIONAL MODS: "TOR Ports: Kira Carsen  Female Player Head for K1", "TOR Ports: Jaesa Willsaam Female Player Head for K1" - both by @DarthParametric Description: ------------------ This mod's creation was in response to a request by @Untold Prophecy so give him a shout on his request thread if you liked his idea. A few notes: Not all of the lines will play as that's how the game is set up. However, I've filled out as many of the options that I showed in the female PC voice lines document that I could. This also enables you - the player - to go through the lines and decide which is the best one to use. Options, people! Who doesn't like options? Some more notes: There are no Jaesa or Kira lines for some of the mine lines that I could find so I included blank files so you won't hear the original PC character's voice. I didn't replace the injury sounds either as it won't make a noticeable difference. (One scream is much like another, IMHO.) There were also a few where all three options use the same lines but as only one of those three play in game, you won't notice a difference. (It was easier copying one line to all three options than figuring out which one plays in game - which I can't do because my computer isn't working.) Hopefully, I've found suitable lines for the PC various scenarios. You'll have to let me know in the review section below. (Details are better than just leaving stars, you see.) Feel free to link videos of the lines in use if your review. I would've done it myself but my computer has not been brought to repair shop yet. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - that game doesn't have them activated, rendering the Exile mute. In order to use this mod in Knights of the Old Republic 2, you must install JC's Player Soundset Restoration for K2 in KotOR2 before this mod. That being said: As this mod is strictly designed for KotOR1 and not for KotOR2, any sounds that do not end of playing what you expected should not be reported to me. Installation: ----------------- There are three folders in the package: one for Kira Carsen, one for light side Jaesa Willsaam, and one for dark side Jaesa Willsaam. Choose one (and only one) of these soundsets and you can't use multiple soundsets for one character. Once you've made your choice, follow these instructions. 1) Move the original KotOR1 files that share the file names in this mod to a place you can find them. (I recommend a folder on your desktop.) Those files will be located in the "Streamsounds" folder where you have KotOR1 installed. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. Note: If you're using the mod on Steam, this quote may prove helpful. Uninstall: -------------- Remove the aforementioned contents from your Override folder. 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, unless notified in writing of permission granted by me. 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. 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 in writing before your use. Special Thanks: ----------------------- @Untold Prophecy for the request idea. Happy Holidays! Submitter Sith Holocron Submitted 12/25/2018 Category Media  
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  3. 1 point
    You are absolutely right about that. The colours were still a bit off and Bioware's lighting on Taris is terrible^^ So I continued iterating over the lightmap for my 2d buildings and also the lightmaps for the 3d buildings to get everything to blend together. Once I was happy with that, I enabled all the clouds in TG and rendered the skybox again. That changed the lighting of the skybox so there was a mismatch once again. That meant tweaking the skybox lighting to get it closer to where it was before, followed by tweaking the lightmaps again. And finally, I rerendered the 2d buildings with more contrast and a better cubemap. Here's the result of all that: Much better if you ask me. What's left now is to rerender the cubemap (used both when rendering the backdrop buildings and ingame for reflections) at a higher resolution and then maybe do some additional tweaking. More importantly, I still need to do the same thing (changing all the lightmaps) for the Upper City South. But I'm getting there I also noticed that I had forgotten about one skybox when going through all the models and fixing them: Davik's Estate. That was changed and Davik has a nice view from his hangar now. I decided not to add additional backdrop buildings here since I figured that his estate was probably expensive and should thus stand a little more separated from the rest of the buildings.
  4. 1 point
    The only things I did in this update were modifying some of the dialogue of the Rebuilt Jedi Enclave sequence since those dialogue files were updated by version 2.4 of Extended Enclave. As I said, I didn't touch Kreia's endgame dialogue at all in this update, so I believe your issue with Kreia's endgame was most likely caused by some other mods you're using. Thanks for pointing that out. I didn't notice that. I upload my patch again to remove the 904.kreia.dlg from this patch.
  5. 1 point
    I just made a cube map with a different color on each side, then applied it to a cube and looked at how each face changed relative to the viewing angle. That picture looks consistent with my testing. I think you've got it flipped around in your head. Your building and the cube map have opposite texture wrapping. If it helps, imagine the cube map is being wrapped onto the skybox rather than the building. The map is then drawn on each part of the building that's facing that part of the skybox. If you mapped the cube map onto a cube, then you would indeed get two faces swapped, similar to how you get a left/right flip with a reflection in a mirror.
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    Should be simple enough to test, let's see... In descending order: bottom / top / left / right / front / back With directions relative to a player facing north. At least for what I tested.
  7. 0 points
    Judging by the escape scene pre-rendered vid, there's one rectangular looking building in the foreground: But otherwise that looks about right.
  8. 0 points
    You can rename the original script and then execute it like so: void main() { ExecuteScript("original_script_give_it_a_new_name", OBJECT_SELF, -1); // Then add all your stuff here whatever it is } Then save your script with the original name.
  9. 0 points
    Just so people know . . . I have already given him the sound files already -specifically, last Saturday night. I wished you all know to know so I don't appear to be a Grinch during the holiday season. If anyone wishes to assist him in making this compatible for TSL, you should contact him.
  10. 0 points
    For the textures, you need to replace all the files in the TexturePacks folder. Though I believe you will still get some hangups with the GUI on account of name changes. All I can suggest is you do that first, then eyeball what is still wrong and continue from there. A module includes the following files: all the contents of the .rim and _s.rim files (these can be extracted with ERFEdit) the module's layout (.lyt) file (located in layouts.bif) the module's visibility (.vis) file (located in lightmaps.bif) the map (located in swpc_tex_gui.erf) the loadscreen (also located in the _gui.erf) the area models (.mdl, .mdx, & .wok, located in models.bif) the lightmaps (located in lightmaps.bif) If you are porting the whole texture archive, that should take care of the map and loadscreen already. The models must be converted because the games use slightly different formats. My usual procedure for this is to extract everything, convert the binary MDL/MDX to ASCII, then load the ASCII files and convert those back to binary. This isn't foolproof, though, as you can see here . I've put my area porting endeavors on hold until the next update to MDLEdit (plus I've got other projects anyway). Everything else can be archived in a new .mod with ERFEdit and then placed in the modules folder.You can put modelsand textures in there too, but they are often used for more than one area, so it's not as practical. Like I said in the first post, ultimately I would like to explore a way to create new archives for the games rather than shunting everything into Override. We've had some progress, but there's still more work to be done.