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Showing content with the highest reputation on 07/06/2019 in all areas

  1. 1 point
  2. 1 point
    Just tested myself and the mod works perfectly fine on my end. All I did was extract the wav files to my StreamVoice folder and it worked. Did you do anything differently?
  3. 1 point
    I cheated a bit with the sun angle. The skybox actually has an unimpeded sun, albeit fairly low on the horizon. You can see it when you are at the far edges of the bay: The sun angle was really too low to make shadows appear in an aesthetic manner, and not too stretched. I altered the UVs on the Skybox to bring it a bit higher but ultimately raised my main "sunlight" so everything wasn't shadowed or stretched. Thanks for the feedback everyone, I'm glad this has been well-received.
  4. 1 point
    I've been working on getting lots of things back in-game that I haven't touched in a while due to a new PC that I purchased back in April. I'm currently away from home with my new PC, and some things slipped through the cracks and I don't have access to them. However, I am using this as an opportunity to try and improve a few things. The first big thing is that I re-did the lightmaps on the landing bay. Since the advent of KotORMax and MDLEdit, my workflow has changed a lot and it's taken me a while to get adjusted to the new tools, as welcome as they are. The landing bay was completed during this transition, and since then I've learned a lot about my render settings and lighting, which has turned out very nicely in the arenas. The landing bay was a bit of a contrast to the newer lighting when I went back and looked at it again. I decided to use the new techniques for the landing bay and see how it turned out. I think it's turned out very nice and looks a lot more naturally lit than it did before. Another thing I did is revisit the doors. I was actually very happy with the doors before but apparently I didn't transfer the files over to my new PC. So I made a few adjustments and added a little extra animation flair, and now they're back in the game. Enough of the improvements for now, I'm going to try to focus on more stuff that I haven't gotten into the game yet.
  5. 1 point
    Since it took me a while to figure out why my custom sound file did not work ingame today, I figured I'd write a very, very short tutorial on the specifications they need. Sound files in KotOR need to me MONO .WAV files. .mp3 might also work, but with .wav files you're on the safe side. Also, sound files can be placed in the Override folder without problems.
  6. 1 point
    I never wrote up anything special on this (like I probably should have), but I've found the following: The games' vanilla files (I can't speak for the vanilla files for the updated Steam TSL) are compressed .mp3 files renamed to be .wav files. In contrast, the audio in sounds.bif (footsteps, soundsets, weapon and menu sounds, .etc) are uncompressed (RAW) .wav files... To get working audio in-game, I believe you can do one of three things: 1. Produce an uncompressed (RAW) mono .wav file. 2. Produce a compressed .mp3 file. 3. Copy the approach of the original audio noted above. And I'm not sure, but I believe I recall sometimes having to have a file be less than 16 characters long.