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Showing content with the highest reputation on 08/11/2019 in Posts

  1. 1 point
    Try this - [K1]_LSI_box01_x512.7z One is a standard x512 upscale and the other one is an experimental x512 [normalmap baked diffuse with some retouch - can to you it'd be useful somehow]. Preview:
  2. 1 point
    A creature's soundset is defined in the UTC. You'd need to manually create a new UTC and make it available in the module (or globally). The creature could then be spawned via script when needed. You can, however, directly play sound files from sounds.bif (where all the SS files are) using PlaySound(string sSoundName) For example: DelayCommand(10.75, PlaySound("p_plyermw_dead2"));
  3. 1 point
    Nah, happening to me too. If my experience with nexusmods is anything to go by, maintenance/server issues is probably the answer.
  4. 1 point
    Hi, I came back to Kotor and wanted to download some new files (I have tons of mods from a year back and many from here) but now it downloads only zero-size zip and rar files - tried some different files. Is that a problem for me alone or is a maintenance going on? Would like to enjoy some new mods here :)
  5. 1 point
    Either one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷‍♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
  6. 0 points
    So, I fixed my melee weapons problem: Turns out it was a conversion problem of sorts. When I wrote the code, I stuffed up the file header .mdl byte length entry correction. Essentially it didn't update at all, which I fixed, however, I had already exported a bunch of models. I decided to manually fix this for them. It just so happens that for the vibroswords, I got one of the entries wrong, it was 164999 instead of 16499. Funny thing is that this is actually important. I initially realised that I had stuffed up the correction of these entries when I realised certain models were not being rendered in-game. Oddly some were, however, I hadn't played long enough for these to cause a game crash. I found that out with the vibroswords later. So far it seems like it was only the vibroswords that were affected; all of them, as Toasty made a different style of model for each, and I opted to use the one style for all variants. So, they were all copies of the same model file with the bad entry. I think it won't be an issue for any of the rest, so, I should be able to release with updated models / textures for the sword melee weapons. However, on my numerous playtests of the Dxun Tomb to test for the above issue, I got very used to playing this part of the game so much so that I started to notice things I hadn't before. Like this issue with the fixed lightsaber models: So the problem is that particle effects -- those with blending mode additive -- are blending over the top (as it were) with the lightsabers particle effect -- the blades. I'll need to test some things, including seeing if this was an issue with the original saber models. But hopefully I can fix this or at least modify some of the particle effects (that use dark textures) so that this won't be an issue -- though, there will likely be a trade off. I also need to load and check each area of the game, as I found I had some left over temp textures used for finding out how certain textures were being used in areas: Can't release a mod with such a glaring oversight. Not sure what this means for time-frame...