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Showing content with the highest reputation on 04/24/2020 in all areas

  1. 7 points
    Looking at that, the UVs are uneven, but they are roughly in the right place for the texture. Looks to me like your eye texture is rotated 90 degrees. K1_PFHB04_Eyes_UV_Fix.7z PFHC04 on the other hand is something I can't really fix. If someone else wants to take a crack at fixing the smoothing, be my guest: pfhc04-kotormax.mdl.ascii Otherwise, you'll have to live with the vanilla model for now. Come back in 6 months after bead-v has done his MDLEdit update THAT HE HAS NOW TOTALLY PUBLICLY COMMITTED TO DO WITH NO CHANCE TO BACK OUT OF IT. *cough*
  2. 3 points

    Version 2.1

    2,346 downloads

    The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer :
  3. 3 points
    You have reduced these eyes, it looks much better. You should publish all the improved models, including Trask. This should see more people. I will look forward to an improved utility. Thank you very much for your attention and the time spent on me.
  4. 2 points
    What are peoples thoughts on removing the Ebon Hawk Icon and Peragus in favor of Sleheyron and Lehon? There is also the possibility of using Malachor V for another planet, Telos Polar Regions could also be used to replace Peragus or for another planet, I could also make it so the player has to manually travel to Malachor V, allowing the player to finish their quests.
  5. 1 point
    View File Kotor III : The Jedi Masters The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer : Submitter Trex Submitted 04/24/2020 Category Mods TSLRCM Compatible No  
  6. 1 point
    The PFHB03 one is an easy fix. For some reason the head link flag wasn't enabled. K1_PFHB03_UV_Fix_v1.1.7z The problems with PFHC04 are shading errors. Since the original vertex normals get destroyed when decompiled into an ASCII, you have to do a lot of screwing around trying to recreate them. Damn your eyes @bead-v. I'll have to play around with that tomorrow when I get a chance.
  7. 1 point
    Revan: "Carth, a sith patrol is harrassing those people outside of our apartment, we gotta help them!" Carth: "You're right, don't worry, I'll just throw a grenade between all of them!" Duros with 1 HP, 3rd degree burns and entrails falling out of abdomen: "Thankfully you were able to step in and help us, human" You know you questioned this whole scenario once lol
  8. 0 points
  9. 0 points
    Hello everyone, I'm a mod creator over at JKHub. Today I released a mod pack, called KotOR Lightsabers Pack - Higher standard recreations of the blocky hilts in KotOR. LINK I'd wish to put them into KotOR as well but don't have the knowledge of the correct porting process, nor can I find any good, clear tutorials. I kindly ask anyone who's proficient in this to help me out. I'd love to learn rigging sabers for KotOR as well. I look forward to your responses!