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Showing content with the highest reputation on 07/30/2019 in Posts
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1 pointHey, i really like your mod, but what is quite annoying is that all the aurebesh text is now gibberish, a few of us here can read that stuff and it is rather annoying. I remade two of the textures myself but a lot of them would be quite a challenge to reverse engineer without the original Photoshop or similar file you used. Would be great if you could fix that or give me the files in a format where the text can still be easilly edited(e.g. psd, xcf or similar) in which case I'll fix all the texts for you. The files with Aurebesh text are: PLC_SwScrn01.tga TEL_BBrds.tga TEL_BBrds2.tga TEL_BBrds3.tga TEL_BBrds4.tga TEL_CBx.tga TEL_HSn3.tga TEL_HSn5.tga TEL_Mon1.tga TEL_Mon2.tga I already remade TEL_Mon2.tga and TEL_HSn3.tga from scratch(and upscaled Tel_Mon2 in the process)
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1 pointMy mod covers only vibroswords, IRoberts will also change vibroblades and vibro double-blades, so I say use his version. If you like my weapon skins more (look at screenshots) you can mix them - install my mod first, then his but do not overwrite conflicting files.
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1 pointI wouldn't get too excited just yet, since I didn't actually do anything beyond extracting a (presumably unused) vanilla texture. I doubt it will magically fix things. Edit: One option might be to upscale the vanilla textures. Generally I'm not super keen on this, as the results are typically questionable at best, but if someone wants to do further comparisons then here are some 2K and 4K upscales. https://www.darthparametric.com/files/kotor/tsl/[TSL]_Prologue_Ebon_Hawk_Texture_Upscale.7z (19MB) Alternatively, you could edit the TXI semantics of the vanilla textures. I doubt this will do anything, since it should already be at the lowest mip when you are standing right on top of it, but you could try adding: mipmap 0 downsamplemax 0 to the diffuse (can add it to the TPC via a hex editor).
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1 pointLate to the party here as usual, but WOW WOW WOW!!! It is looking so good. Cracking the lightmapping REALLY makes it feel like an original game asset. Amazing work. Love the variegated arenas, too.
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1 point
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1 pointI am planning to use both those tracks for Sleheyron, as they were intended. I may also mix in a track or two from TSL, since that is allowed now.
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1 pointPersonally I wouldn't be against a strong Czerka presence on Sleheyron because one of the planet's main avenues is slave trading and, like we could see in Kashyyyk, Czerka is completely fine with it and in sharing in the business and profit. It is also true that one of the original Czerka business was mining and Sleheyron is a vulcanic world whose economy relied strongly on the extraction of Tibanna gas. That makes me think that partnership, more than competition, with Czerka could be a sensible possibility. Said that, I would not suggest to have Czerka employees running the landing pad and/or dealing with visitors. I expect the Hutt to want to be in direct control of that so I could imagine Gamorrean guards, Quarrens, Trandoshans and many droids being put in charge of that, possibly under the direct supervision of a resident Hutt official.
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1 pointNearly exactly what I was thinking. I was going to use a saber color for each, so for Tat I was thinking yellow or orange. And then Dan, possibly purple, but I like the idea of silver...
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1 pointManaan - Blue Kashyyk - Green Korriban - Red Tatooine - Yellow Dantooine - Silver
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1 pointGreetings, fellow Jedi! Have a nice weekend y'all. I'd love for a mod/resource which makes the big-screen inside the Manaan SB Training Room [Model Name: M27aa_20a] to have its Object306\LSI_lite08 showing the screen individually. Originally they went like this - I'm thinking that they could show something like this after the change - I could need only the the mesh split individually to make it possible to achieve the example above, and I'd love to work on the texture after that. Many thanks for considering this, and may the Force be with you. Update: with @DarthParametric's assistance on Discord > r/kotor I finally be able to edit the model. As reiterated from DP - what you'd want to do is only to adjust the UVs, without splitting the mesh. As the UVs are currently set to tile the image 9 times, 3 rows of 3. To edit with ASCII - It only has 4 texture co-ords, one for each corner tverts 4 -1.005 2.005 -1.00499 -1.005 2.005 -1.005 2.00499 2.005 Change that to tverts 4 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 In GMax the way you would do it is to add an Unwrap UVW modifier above the Editable Mesh, click the Edit button, the in Vertex mode enable snapping, make sure you have the UVW Move tool selected, then snap each corner to the outline of the 0-1 space (the thick outlined black box in the middle). Then Collapse To on the Unwrap UVW modifier to bake the changes. Result: Attached the BETA: [K1]_m27aa_TR_BigScreen_[BETA].7z
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1 pointIf it means I must wait 20 years to play these mods, then so shall I wait 20 years.
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0 pointsSeriously, the help that I'm receiving on this forum is astounding. I can't thank you guys enough for all of your help. Thanks again!
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0 pointsFinally, a tutorial I can help with! At least with the start.... Download the KGFF Editor- it makes inventory editing much easier than kotor tool. First go to this in KOTOR tool and open the KOTOR 1 tree. Go to Rims-> Modules>end_m01aa.s-rim. Open the Blueprint-Character tab. You'll see a bunch of utc files. These are the character stat and inventory files. The two files you are looking for are the sithappren001 and 002 files. Save them to a folder on your computer. You don't need to edit anything yet. Open KGFF and open one of the files. Towards the middle of the middle of the page, there is a section called item lists> structs. This is your dropable item list for that character. Swap out one of the item codes for one of these items codes aka the template code. http://www.gamebanshee.com/cgi-bin/search/banshee_search.pl?_layout=kotor1_items&_cgifunction=search&kotor_items.game=kotor1&kotor_items.category=weapon&kotor_items.type=lightsaber Save the changes and drop the file into your override on a fresh start to test. Hope this helps!
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0 pointsHello! Keep in mind that these are relevant information with what you're going to do - Which means you're in the Endar Spire - Command Module module, and it listed as end_m01aa MOD/RIM in the game files. With K-Tool you can browse them by going this path - Kotor I \ RIMs \ Modules \ You may want to check the the creature/s in the aforementioned module which resembles the identity that you're looking for. For this one they're: n_sithappren001.utc for the Sith Apprentice and n_sithappren002.utc for the [female] Jedi, and then see their Inventory. The blue lightsaber's blueprint will be g_w_lghtsbr01.uti and the red one will be g_w_lghtsbr02.uti You can set them as Dropable either with K-Tool or K-GFF. If you're new with this stuff I'd recommend you using K-Tool first and K-GFF later when you're getting familiar with the game's structure. K-Tool is pretty intuitive and UI based so I believe you'll have no problems adapting to it. With K-Tool you can right-click the equipment UI and set the Dropable flag there When changes are done don't forget to save the file/s, and drop them to the Override folder - overwrite when prompted Changes can only be effective with a fresh start of the game for this case. As well as any other changes that includes Blueprint - they all need to be loaded from a module's beginning Let us know at which part that there is trouble.