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Showing content with the highest reputation on 12/03/2019 in Posts

  1. 4 points
    I think 2K19 Ultimate Edition sounds better.
  2. 2 points
    Hello! First of all, great job on the new facial animation! I discovered recently that KotOR uses in more than one dialogue a non existent TALK_FORCEFUL animation for the Selkath. I was told they only have the TALK_NORMAL animation. Adding the TALK_FORCEFUL would be a great feat, in case you are up to have our aquatic friends to show extra emotions when they talk. Cheers!
  3. 1 point
    This is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v3: GFF Editor 2DA Editor TLK Editor ERF/RIM Editor TPC Viewer MDL Viewer Audio Player Saving files directly into modules Opening and extracting files from the game's data Search filter on files from the game's data Any number of game directories are loadable at one time Choose between different themes (System/Light/Dark) Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux
  4. 1 point
    A K1 version would be awesome, too, if possible. Maybe find him in Dantooine with Sherruk 😂
  5. 1 point
    I may have misinterpreted the method of my reply with the TSL soundset addon mod by mistake.
  6. 1 point
    Thank you for the latest build of mdledit, bead-v! So - Just recently I did the test again with MDLedit v1.0.3, and compare both binaries by using HxD's Data comparison feature the result are indeed identical [accepting that's a valid method to do], which puzzles me also. Though I ain't really sure if the in-game result would be different as I haven't tested it. Thank you for the heads-up. I have lost the incorrect smoothing ones [as I don't feel the need to keep it back then], therefore, I'll be back with the relevant evidence when I got one in the future. May the Force be with you in your attempt on updating this wonderful program. I can't thank you enough for this.
  7. 1 point
    Thanks! So if I understand correctly, the selkath have an unused slot animation for talking and you want me to make one? If so, when does it play? Because the TALK_NORMAL animation would be overriding it right? Anyway, I might look into it later this week if I have the time.
  8. 1 point
  9. 1 point
    Oooo *bows* spashiba! 😄 😄 😄 *offers homemade gingersnap cookies* will this work with Vette, or the Smuggler or Darkside Jaesa for example by Sith Holocron?
  10. 1 point
    Okay, so here's what should work: 1. Open the K2 soundset.2da 2. Add the entries for the PC soundsets at the bottom of the table. These are the entries in the K1 soundset.2da, for reference: 3. Save the modified soundset.2da to your K2 override folder. 4. Open KSE and change the soundset for your PC on your last saved game. 5. The soundset files need to go into the SWKOTOR2/StreamSounds folder and need to be named correctly according to the .2da file. Take the files for other characters as reference.
  11. 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.
  12. 0 points
    I'm not good enough with manipulating the 3D models, could someone try to edit the n_yoda model to make it look like a baby Yoda? Scale certain parts, scale the animation hooks along with it. I think I could take care of the texture. We could then simply have it follow Mandalore, like Bao-Dur's remote (Like how the Cati Mod by Princess Artemis does with the Gizka), that would be very funny and cute.
  13. 0 points
    I've been preparing a known issues list, because I want to get an official MDLedit update out as soon as possible. Posting it here in case there is something I missed. 1. MDLedit is not capable of processing some very large models (eg. the K1 DS endgame scene area models). I may be able to solve this in the future. 2. When converting area models from K1 to K2, some models lack an aabb node in the MDL. Without the aabb node, the model will not be displayed in the game (unless the VIS file is missing, but this shouldn't be the solution). In this case, first decompile the model to ASCII, then edit the file with a text editor and add the following lines in an appropriate place: node aabb NEW_AABB parent BASE_NAME endnode 3. There have been reports of smoothing not working properly if the model was converted with the batch convert function. I haven't been able to reproduce the issue so far and would be grateful if I could receive all the relevant files to examine them if it happens to you. 4. In some area models, the aabb mesh isn't properly modeled to be used for the creation of the walkmesh, which causes the compilation to fail. If that happens you have two options. You can either inspect the aabb mesh and delete all the offending faces or you can enable the 'Export WOK file' option in MDLedit, then use that mesh to replace the aabb mesh, just make sure it has all the right options afterwards. In the future, I will add an option for the WOK file to be handeled separately, so this issue won't arise anymore. 5. Smoothing will sometimes not work across boundaries where the UV is mapped in different directions. This requires an update to the vertex normal calculation and will hopefully be solved in the future.
  14. 0 points
    Congratulations! I have personally not the slightest doubt that K1 CP is the best single thing that could have ever happened to Knights of the Old Republic. A huge, immense thanks to every one involved, especially Darth Parametric who single-handedly took care of the vast majority of the new content in 1.8. This version is such a huge step forward that it may as well be released as 2.0. Cheers!