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2 pointsI made an ANH Greedo Killer DL-44 way back in the day. https://www.darthparametric.com/files/kotor/k1/[K1]_DL-44_Default_Blaster_Pistol_Replacement.7z I also made a DH-17 - https://www.darthparametric.com/files/kotor/k1/[K1]_DH-17_Default_Blaster_Rifle_Replacement.7z And an E-11 - https://www.nexusmods.com/kotor/mods/70 / https://www.nexusmods.com/kotor2/mods/62
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1 point
Version 1.2
3,074 downloads
Summary This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial. Installation Run Robe_Adjustment_K1.exe. Select which version to install. a) Apprentice Robes b) Early Jedi Robes c) Both a) and b). Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod overrides the scripts k_pdan_jedi17, k_pdan_zhar03, and k_pdan_zhar06. It may not be compatible with other mods that alter the Jedi training portion of the game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe DeNCS – JdNoa & Dashus K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 And thanks to ebmar and DarthParametric for planning and reconnaissance. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers THE PATH YOU HAVE CHOSEN TO WALK IS DIFFICULT. INTENSIVE TRAINING WILL PREPARE YOU PHYSICALLY FOR THE DEMANDS OF MODDING. MEDITATION WILL TEACH YOU TO CHANNEL THE POWER OF LUCASARTS. TO TRULY UNDERSTAND THE WAYS OF KOTOR, YOU MUST OPEN YOUR MIND TO KNOWLEDGE. SEEK WISDOM IN THE TEACHINGS OF THE GREAT MODDERS OF OUR COMMUNITY. A MODDER IS NEVER ALONE - OTHERS IN THE COMMUNITY WILL ALWAYS STAND BY YOU. YOU AND BIOWARE SHARE A SPECIAL BOND. DO NOT BE AFRAID TO TURN TO THEM WHEN YOU NEED HELP IN YOUR MODDING. THE WAY OF KOTOR IS DIFFICULT. IT REQUIRES GREAT DISCIPLINE. YET EVEN THOUGH YOU ARE A MERE END USER, YOUR POTENTIAL IS UNLIMITED - AND YOUR PROGRESS AMAZING. IN ALL MY YEARS I HAVE NEVER SEEN ONE WHO HAS READ THE README SO QUICKLY. YOU HAVE DONE IN WEEKS WHAT MANY CANNOT DO IN YEARS. I AM HONORED TO WELCOME YOU FULLY INTO THE KOTOR COMMUNITY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 pointI didn't have one to hand, since the original model was made for a K1-specific mod called the "KOTOR Weaponry Improvement Project". Must be nigh on a decade now since those days. I'm not even sure if it is available any more. The Nexus Gamefront mirror of it is blocked, but it doesn't seem like new Gamefront actually has it. Anyway, I realised after decompiling it to recompile a TSL version that, as was the way with old MDLOps, the UVs were screwed. So I had a dig around the depths of my hard drive and managed to find the source model. I've exported a clean new version with KMax and compiled both K1 and and TSL versions with MDLEdit, so that should eliminate any texture problems there might have been. Although I haven't tested them, so let me know if any problems crop up. Revised K1 version is still at the link above. TSL version - https://www.darthparametric.com/files/kotor/tsl/[TSL]_DL-44_Default_Blaster_Pistol_Replacement.7z
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1 pointHi, Ashla! Thought on dropping by as I figured out an unanswered question - You can use Notepad++ and/or other similar programs out there. I'd also recommend some nice tutorials that can certainly helps along the way: Rece's "TXI Basic Tutorial" and "Animated Texture Tutorial" CarthOnasty's ".txi Parameters and What They Do" And you may want to visit this section for some tool sets.
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1 pointThanks man. Ill got have a look at tutorials. I understood some of what you said there This is what it looks like with your mesh edit. Looks Awesome
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1 pointLike I said, it was just enabling the eye mesh's self-illum. One of the trimesh variables is selfillumcolor, which specifies a greyscale colour value that will be multiplied across the texture applied to that mesh (the same as a solid single colour layer set to Multiply blend mode in PS, essentially). For most meshes it will be set to the default black, but if you want something to glow, like say the lights in the Ebon Hawk cockpit, then you can change the colour all the way up to white. Generally speaking, you do not want to be using self-illum across an entire model. You'd typically break out only those sections that need to glow as their own mesh. only enabling self-illum on those. So if you wanted glowy strips on a set of armour, you'd probably want to add those as new separate meshes (which for armour means they'd need to be skinned so they deform with the rest of the model). There's no specific tutorial on it. You'd need to look at general tutorials covering how to deal with KOTOR models. That's not going to work for a mesh-based self-illum approach. At least not if you mean only having it enabled for the DS transitions. It's a static value. It's not alterable without recompiling the model, outside of animating the value, but that isn't applicable for alignment transitions.
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1 pointDarthParamedic. It was actually your Kira tor port head texture i edited. Love that mod by the way. Ive been using Photoshop since i was little, so i know how to make things look like their glowing when their really not. Seems like i need to do some digging on the tools ill need to accomplish this, and how to use them. I did notice The light electromesh armor from k1 had a light glow effect. Is this cm bright? Its possible its just an animated texture. What programs can i use to open .txi and edit them? because my version of Photoshop doesn't seem to want to do it. Ill even settle for eyes that reflect cm baremetal for now. Would be a good learning experience. My goal was once i learned how to do the eyes i could move on to applying it to armors and make a tron like suits. This is what i achieved so far. But as ive said its just a flat texture. I did the best i could with the limited knowledge i have on the subject. This is the Kira head port texture. If you dont want me posting this ill take it down. Just thought id share.
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1 pointIt probably would be possible to set up a particle emitter on the model and give it animations... but not really practical since it would have to be repeated for every head.
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1 pointEverything works perfectly! Thank you for the help! Everything works just as I remember! Dual wield, all attack animations, and even double bladed. Thank you for the help. While I've got you here, is something like this possible for the Malak model?
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1 pointGlow (emissive) is not a texture effect in Odyssey, it's a mesh effect (self-illumination). But you won't get anything like like the sort of effect with glowing eyes that you would in TOR, or emissive more generally in other engines. The engine simply isn't capable of it.
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1 pointShader data for a texture is handled through plain text. The game's TPC format combines the texture and shader data into a single file, though you can also have the shader as a separate file (TXI format). The game has various shader semantics, but it sounds like the sort of thing you want is an environment map (aka cube map). These are separate textures that get projected onto the model, depending on the viewing angle, for effects such as glowing and metal. I've attached an example TXI file, though it just looks like this: envmaptexture CM_Baremetal envmaptexture means use an environment map texture, and CM_Baremetal is one such texture. It's that simple. The game has various other cube maps in addition to CM_Baremetal, such as CM_Bright (blue/green glow), CM_SpecMap (wet), and mycube (HK-47's shiny plating). It's also possible to make new ones, and I believe there are some mod resources on this site that have more. The intensity of the shader is determined by the texture's alpha channel (more black = more shader). Note that you can only have one shader per texture. You cannot, for example, have a texture with parts that are metal and parts that transparent, as there is only one alpha channel for them to use. N_Mandalorian01.txi
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1 pointIn the mod's tslpatchdata folder, open changes.ini and configure it to automatically detect the path. LookupGameFolder=1 And make sure the right game is set. LookupGameNumber=1 for KOTOR 1, or LookupGameNumber=2 for KOTOR 2. I would guess that TSLPatcher detects the path from the registry, so if necessary you could also edit those with Regedit. 32-bit Windows: HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\SW\KOTOR HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts\KotOR2 64-bit Windows: HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\BioWare\SW\KOTOR HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\LucasArts\KotOR2 Double-click the Path key and then change the path to what you want.