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Showing content with the highest reputation on 04/26/2020 in Posts
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2 pointsBtw, to dispel another misconception, KOTOR doesn't use blur for its saber trails either. The reason you need the blade planes is because they are what creates the trails - i.e. the trails are a geometry effect. Here's a wireframe to demonstrate: This is why sabers have their own unique model type. I would guess this is some sort of vertex buffer trick or the like.
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2 pointsThere is no plans to include Lehon as of yet, but I might look into replacing Malachor IV on the planet list because the cutscene makes you travel there. Taris cannot be included for obvious reasons. I did have thoughts of using the Taris Sewers for Kiras getaway through the Escape Tunnel on Nar Shaddaa, but it depends how well it would fit in. I have just uploaded 0.7.1 which is the latest and I have tested quite thoroughly, there are a few bugs that I know of but there shouldn't be anything game breaking. After completing the game all these levels can be travelled by the player, I will slowly be adding in the ability to complete / hand in any quests that the player might have left as well as possibly pick up new ones, but this will be after making use of the new planets during the main game. It's a slow process but I am still working on it all. So it seems your comment got me thinking about it, so I decided to dive into the galaxy map scripts again, I have now managed to enable the final four slots making use of the Ebon Hawk, Peragus, Malachor V and Telos Polar Academy Slots. For the moment I have set it up so that the tutorial galaxy map dialog skips over actually using the galaxy map, it also does the same for when leaving peragus. Sleheyron & Lehon can be travelled to. I might end up removing Sleheyron as it is converted from the Demo and the models didnt convert properly, perhaps in future if the new Sleheyron gets released I could add it in, if not it is another planet slot that could be used, but for the moment it exits to the Sleheyron Demo Docking Bay, which for the best part works. Malachor V only appears on the galaxy map when you have defeated Nihilus. There is a duplicate version of the Yavin Orbital Station for the extra planet slot, Malachor V is also removed from the galaxy map after completing the game. All of this is available on page 4 of this topic, it still requires TSLRCM, M478EP and the Jedi Temple / Coruscant mod. All this means is the player never sees the galaxy map until leaving the Academy on Telos and getting the Ebon Hawk back. Malachor V remains selected after completing the game. Sleheyrons docking level mostly works, the rest dont. Kashyyyk & Manaan still have slight map problems. Exiting Kashyyyk enters Hyperspace for the Ebon Hawk. Leaving the Ebon Hawk in Hyperspace exits to the previous planet. The End Game Levels are duplicates of the main game levels so will be a little buggy, but work for the most part. That should be the majority of bugs that I know of for the moment, I have tested heavily with a playthroughs worth of saves in depth but not played the game all the way through so there are bound to still be problems to found.
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1 pointView File [K1] Yavin IV Planet Mod Name: [K1] Yavin IV Planet Mod Author: MotOR Squad + Master Zionosis Translator: ĐeceptiKain TSLPatcher: EGJason Date: 05/03/08 E-Mail: masterzionosis@hotmail.co.uk Contents: 1 Description 2 Installation 3 Uninstallation 4 Future Releases 5 Bugs 6 Adknowledgements 7 Permissions 8 Website 9 Spoilers -------------------------------------------------------------------------------- 1 Description --------------- This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline. 2 Installation ----------------- Simply run the new installer. If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory. 3 Uninstallation ----------------- Just remove all these files from the relevent folders in your K1 directory. 4 Future Releases -------------------- -Voice Overs for non alien species Of course if there is any bugs or errors these will be assessed as well. 5 Bugs ------ None that i know of, if you find any PM me at Holowan Labs please. There is, however, the issues that crop up with other mods installed, most notably with Brotherhood Of Shadow. This patcher version may correct some issues with that, but probably not all. I reccomend that you install Yavin IV first, then Brotherhood Of Shadow. 6 Adknowledgements ------------------ A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod. A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also thank you ĐeceptiKain for your excellent work on the translations, without you this wouldn't have happened. And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. And another thank you to EGJason who got the mod to TSLPatcher state. 7 Permissions ------------------- This mod may only be used/modified with my consent. 8 Website ------------------- Visit my website to see what other mods I have created and what I will be doing in the future. http://masterzionosiskotorsite.com 9 Spoilers ------------------- There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly. To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below -The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness. -The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck: Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open. These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums. Submitter MotOR Squad Submitted 02/26/2020 Category Mods K1R Compatible Yes
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1 pointYes, exclude that line entirely. Steamcmd adds it (will add the line to your vfd file), like last mod number+1. You can reuse your vfd and the publishedfileid will tell Steam which mod to update.
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1 point@Jorak Uln The reason why in kotor the blades look brigther from the front, is that the trimesh planes of the saber are onesided facing in front. So from behind you don't get any effect from them. @DarthParametric Is it possible to set faces to be double-sided in the ascii? Or do I need to add two more planes to the model with different orientations? Also do you know by chance with lightpriority value would be the best to use? The only way I could imagine how to get the special effect for the black core TOR blade is to have a texture with a alpha mask which is white for the black part of the blade and has greyish something for the glow and black outside of the blade. With this alpha mask one could try to set the blending to normal (from additive as default) and see how this looks ingame. I tried and it looks promising but the bad texture creator I am I was not able to get satisfactory results. For the double blade bug: In order to have not visible planes I could add a third 3d Model, which edge would mark the end of the glow. But personally I think it looks worse then the current state I posted before. Jorak Uln our textures look really great. Your are right, then I am in the right state of mind I should set up a consitent texture system such that you can tweak overthing for each model seperately. Big THANKS to DarthParametric for you help aswell as to @bead-v. I hope my lack of knowledge is not to annoying.
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1 pointmmm, you might want to ask @Effix I believe he has a tutorial on steam under modding that explains how to do it. Let me link it here: https://steamcommunity.com/sharedfiles/filedetails/?id=838182756
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1 pointWhy would you want to upload your mods to the Steam Workshop though? Might I suggest a read through this thread? Before I get any comments, yes . . . @Hassat Hunter has uploaded a few of my mods to the Steam Workshop in the past for me. However, I don't think that Steam Workshop has a stable way of using multiple mods. For more on that, read the linked thread. It's also why I've never asked HH to update any of my old mods when I've done so on this site.
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1 pointWe called it the "inverted counter", it seems to be a number that is different for each mesh, but it usually starts from something like 99, 98, 97, etc... however, it doesn't seem to affect anything, even if we leave it zeroed out. The tools use an algorithm that creates this kind of sequence, but really the pattern isn't uniform across models, so the algorithm is just there for the numbers to kind of look like the vanilla ones. In case you decompile a model, the numbers will be stored as inv_count in the ascii, so that the same ones may be used if that model is recompiled.
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1 pointIs this an updated version that was originally on the Jedi Master download site?
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1 pointYes absolutely. Great work so far with the model, its definitely much better than vanilla, i know that the planes are still a bit visible, but thats due to the engines limitation. Btw, i tried out your testfile, and thats what i found out: I noticed that you use dont use a separate set of textures for the dark purple "core" model but the normal purple Lightsaber + the purple core model. (That way both lightsabers use the same textures). I think, its better if you dont use shared textures, but give the dark core ls their own set of textures. Now, i tried to recreate some SWTOR sabers, and so far it works great for the bright colored sabers (below just some quick takes on the sabers) Green empeth SWTOR: https://swtorista.com/crystals/green-empeth front view in Kotor always seems to be brighter: Those bright LS are covered well now. However, the dark colors are still not working yet - > Kotor planes seem to display dark colors transparent: simple dark core sabers are possible thanks to your core model, but when creating more special sabers like this one here- the red & dark areas are displayed semi-transparent: Would it be possible to somehow create that dark frame around the core (or even the whole blade being a flat plane that moves when you turn the camera)?
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1 pointNothing of direct importance to modders. I gather it has something to do with data structures in the model format, but @bead-v would be the one to elaborate on its mysteries. You can't. It's an engine issue, due to the way it handles the render order of objects. It was likely a deliberate choice as the lesser of evils vs other render problems.
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1 pointIt's the character seam line on the model. I believe it is a problem with mipmapping in the game. In your case, it may be the modded texture. Hopefully this will help.
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1 pointThanks for the pointer I'll have a nose around with the ASCII
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1 pointSince this mod only utilizes one file, "a_pc_jedi.ncs" it would be worth checking if TSLRCM has edited that file. The easiest way to check is to install tslrcm and search your override folder for "a_pc_jedi.ncs" if there is, then it would be incompatible. I don't know of any changes made by TSLRCM that changes the prestige class script, but I can't say for certain.
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1 pointIt's ok, if completely overhyped. It is the best thing to come out of the Disney Star Wars era by a large margin though, so I guess that shouldn't be too surprising. If you've ever seen Eddie Murphy's skit about a starving man in a desert being given a cracker, you know what to expect.
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1 pointAlright, first matter of business: GenoHaradan Legacy Demo 1.5 has been released! I've fixed up the Jekk Jekk Tarr fixes as well as added a new TSLPatcher installation method for optional installs. Right now: I am looking into the Jekk Jekk Tarr section of this mod. In Vanilla, after Mira opened the emergency escape tunnel she would proceed to enter the tunnel like Hanhar does and watches the Exile get zapped by Goto through the cameras as Hanhar did, Mira will then bump into Zez Kai-El as Hanhar did and unlike Hanhar inform Zez that Goto has captured the Exile. In TSLRCM, instead, Visquis orders his Ubese to capture Mira and lock her up somewhere and immediately after he says in the cutscene the next cutscene shows Mira locked in a storage room where her restored line "I need to get out of here before Visquis executes me" is played. After the Exile gets zapped instead of Mira watching through the camera instead Atton shows up and rescues Mira from the room, after a restored conversation is played they then leave and go to her safehouse. The TSLRCM scene doesn't make much sense. While getting locked up inside the room and getting saved makes sense Atton must have walked through not only the poisonous Jekk Jekk Tarr but the poisonous maze tunnels as well without a space suit. On top of that, this scene makes Zez's lines from earlier about "I am going to save her, I'll be back soon or not at all" kinda pointless as he doesn't turn up at all in the Jekk Jekk Tarr unless you recruited Hanhar. My plan to fix this: the line "I need to get out of here before Visquis executes me" will play just after Mira kills Hanhar. Visquis will still order his men to capture and lock up Mira but they won't because she'll flee into the tunnels. I'll restore the Vanilla scene with Mira and Zez in the tunnels that'll play right after the Exile gets zapped and Atton's new restored conversation will be moved outside the Tarr. After Atton fought the Zhugs on the landing pad he'd be rushing to the Tarr but once he arrives Mira is outside and will say "Uh, you're running a little late - your friend already walked into a trap in the Jekk'Jekk Tarr." which will be followed up with Atton's dialogue options which will lead to the cut conversation that would play in the Jekk Jekk Tarr "Name's Mira - I've been watching you all stumble around this moon for a while, causing trouble.". After the cut conversation it'll end with "Come on, I know one place where they won't find us." After that, the screen will go black and the pair will teleport into her hideout and her normal dialogue will play "We took out Visquis, but Goto has him... and that means no bounty for me." from there it'll transition to T3's mission and it'd go as normal... for now. After some testing I have a question to ask: Just before the Exile enters the Arena a dialogue starts with some force effect on the screen, it immediately loads up the landing pad module and Atton's fight with the Zhugs starts there. What dialogue causes that to happen?
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1 pointI also regularly experience this issue. It seems to be an issue with the algorithm in the game for getting data to make mipmaps from. Mipmaps are smaller versions of your texture which the game uses for rendering at different distances. This is why close up you (almost) never see this issue, and it is generally very affected by camera angle/distance. You can reduce the issue by making sure that all your UV islands have nice big like-colored dead zones/borders around them. I didn't know this early on and have paid the price. The game's mipmaps are 1/2 size at each 'level'. So, at the first level, your UV island border pixels are blended with 1 pixel (from the original sized image) from across the border. At the 2nd level, 2 pixels, 3rd level 4 pixels, 4th level 8 pixels, 5th level 16 pixels. It's a bit more complicated than that, but that is kind of the general idea. You have to balance the size of your border areas with the level at which the mipmap has so little detail it doesn't really matter. Like, a 2K texture will have 11 mipmap levels, which would need UV island borders of 1024px to be "perfect" at the last level ... but that last level is only 1 pixel, so what detail would you really be trying to preserve with that? For me, personally, I find 16px for 2K textures to be a good balance. A reason why you see this less in default textures is that they use the TPC format, which includes precomputed mipmap images (for which, presumably, they took care to make sure the mipmaps came out with good visual characteristics). TGA images don't have mipmaps, so they are generated by your video card (there is an OpenGL function that does this), which is also why there is some variance w/ different cards/drivers/etc. Seems like driver-level AA settings would help too, but in-game AA settings don't seem to affect the issue. In an ideal world, the mipmap generation would use UV mapping to refrain from using pixels from outside the UV islands, but that is not 2003 tech My understanding for why this issue never really goes away is that the game seems to maybe use black pixels when a mipmap is blending with pixels outside the border of the image. That is just a theory though.
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0 pointsView 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
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