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Showing content with the highest reputation on 01/12/2020 in Posts

  1. 1 point
    That would be my fault, since I was that one that modified the training script to accommodate @Stormie97's robes. The issue is that the mod changes the default fake PC that is used for two custom ones (male and female), and, naturally, there is no provision to properly destroy those once they have fulfilled their purpose. An unfortunate oversight on my part. As luck would have it, the script that controls destroying the fake PC can't be decompiled, so resolving that will take a different approach. I've suggested a fix to Stormie to resolve the problem for future users. But fixing that wouldn't help in your case regardless, since the scene has already been completed. As a temporary measure, try extracting the attached into your Override folder and loading a save in the Hawk (or re-entering it from outside). Stormie_Robes_Fake_PC_Temp_Fix.zip
  2. 1 point
    Screenshots Yavin IV - 4 Planets Demo Release 0.7.8 - KotOR II The Sith Lords The mod now includes 6 new planets for the game, Manaan, Tatooine, Kashyyyk, Lehon, Yavin Orbital Station, Sleheyron and it also contains updates to M478 and the ability to manually travel to Malachor V instead of going through a whole host of cutscenes and being forced to travel there straight away. The foundation of the entire project is in place as of 0.7.5 and requires testing for anybody interested. This mod requires TSLRCM 1.8.5, M478EP 1.5.1 and the Jedi Temple / Coruscant mod to be installed in that order followed by the seven files below. - three files also need removing as noted below. 0.5.9 Yavin Demo.7z [NOTE] - Please delete the three .ncs scripts contained in the "end_" folder within "override" in order to fix a conflict issue with the Royal Palace on Onderon. Yavin Demo 0.6.0 TO 0.7.3.7z This is a patch not a "Demo", the above file is wrongly named "Yavin Demo" instead of "Yavin Patch". 0.7.4 Includes an optional file that moves Korriban and Dantooine to the positions they had in the first game. 0.7.5 Should fix every instance of being able to exit during hyperspace, as well queues the hyperspace movie during these new pit stops in hyperspace. 0.7.6 Fixes most of Sleheyron, the doors and most of the buildings appear properly now but the skybox is still missing. 0.7.7 Adds a new planet model and icon for Lehon to the galaxy map as well as some other small changes. - see patch notes. 0.7.8 Adds Peragus back and makes the Galaxy Map accessible after Peragus, also now including Kexikus's Planet Texture and Icon for Coruscant. 0.7.9 Fixes the Ebon Hawk, somehow I broke it applying fixes to prevent leaving the Ebon Hawk after the Ravager and Malachor V I will take a look into fixing this again at some point, it also fixes a number of other small issues and begins to populate Sleheyron. 0.8.0 Further decorates Sleheyron and includes a preview of some of the questline I have started working on. Yavin Patch 0.7.4 TO 0.8.1.7z 0.8.1 Updates and fixes the Rodian Encounter, it also adds another HK encounter to Sleheyron and more placeables. Yavin Patch 0.8.2.7z 0.8.2 Fixes some things in Sleheyron and adds the Dialog / Lip files for the Mysterious Box Quest. Experimental Files Extended Carth Meeting There is now a group of HK-50s on Tatooine, Manaan, Kashyyyk and Sleheyron that are capable of contributing to the HK Factory Questline or dropping a HK part, I have also re-added the missing areas of Dantooine from K1, these can only be warped to at the moment. Prerequisites : I suggest using a fresh install combined with TSLRCM, M478EP and the Jedi Temple Mod followed by this to test it out. Due to the way I am publishing updates all of the above files are required to be installed in chronological order following the prerequisites. I am slowly trying to write dialog and plan quest lines for these planets, please get in touch if you have any ideas or would like to join the project. Latest : 0.7.8 Patch Peragus has now been put back and the Galaxy Map can be accessed after Peragus, I am not sure it's possible to add it back to the tutorial without having a different planet selected, this is what the original Ebon Hawk was for, so that somewhere was selected first, but this way works just as well. The game also continues after completion and allows free roaming of the galaxy, though I will work on this a little bit and try to make sure quests can be handed in, I won't be giving the galaxy a whole new set of quests after the game is complete just yet, I will instead be focusing on the new planets introduced during the main game, I think it should give the game a bit more variety, I will also be making it possible to go to the HK Factory even after the Ravager, both before and after Malachor. This will be via one of the shuttles on Telos : Citadel Station, I have also added the option to deny Carth an audience after the Ravager which is listed as something that was originally intended, currently it just cuts to leaving Telos but I plan on making the guards walk away as they do anyway and then to fade out and leave Telos. Thor110
  3. 1 point
    Rim support has been added and I've been working hard on overhauling the UI. I think I will hold off on releasing a beta until I get a 2da and GFF editor added in. Getting close to that though!
  4. 1 point
    Sorry, to resurrect this thread, but I felt this is a better place to put what I found than into a new thread. Where to begin? Well, I have found out something for sure, we can make bump maps, they have to be in grayscale, that means not rgb mode but grayscale mode in photoshop, with no alpha channel And as for dimensions, they must be a power of 2 squared, (2x2, 4x4, 8x8, ... , 256x256, 512x512, 1024x1024, 2048x2048... etc.) So now we have a texture that is considered a valid bumpmap, it won't crash your game, and will work when called/defined as a bumpmap. In its txi there are some fields we can now fill namely: isbumpmap 1 // Mandatory, without this it won't be treated as a bumpmap bumpmapscaling 1 // this is for how high or low the bumps should be (0.5, 0.75, 1, 2.25 etc.) The following are some commands, from Never Winter Nights, that are in the kotor/tsl .exe but I haven't tested out in game yet // Specify what kind of bumpmapping this bump map will do: specular, diffuse, or both. These values are ignored if this texture is not a bump map. isdiffusebumpmap 1 isspecularbumpmap 1 // Specify a color for specular bumpmap highlights (RGB). This value is modulated with the bumpmapping light's color to produce the final highlight color. 1=255, 0=0 specularcolor 0.5 0.5 0.8 So, here comes the theortical part. How does kotor do bump maps? in two ways, A from a grayscale texture then renders a tangent normal map, B from a pre rendered tangent-space normal map. Almost all the bumpmaps in kotor are prerendered, they come out in rgb when we extract the with ktool, but they also always crash the tpc viewer. It seems this is the more efficient way to do it, but it is not something currently we can do, (we can keep experimenting) but what was needed for efficiency in 2003, is a luxury, I'd say we can afford to take in 2014. in the end the gpu get's the same thing from either method, (according to glintercept). Lastly here is the experiment I ran, let's see what we can do now with bump maps! my experiment: