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Showing content with the highest reputation on 04/29/2020 in all areas

  1. 1 point

    Version 1.0.0

    8,749 downloads

    Pretty much, what is says, the mod contains higher resolution versions for most of the item icons in KOTOR 1. Namely - Armor, Weapons, Headgear, Shields and other Usables, Droid Gear, Belts, Implants and other miscellaneous items. Feel free to modify and reuse. Giving Credit is appreciated. Would have liked to include crystals too, but oh well. Maybe next update. Needless to say this works best with stuff like: KotOR High Resolution Menus 1.4 by "ndix" - Cheers and Happy Playing!!!
  2. 1 point
    Oh dear, Naughty Dog, oh dear...
  3. 1 point
    A little tweaking of the end bit and you could have the Skroob Salute!
  4. 1 point
    I finally figured out why the Force Power wasn't showing in the list: turns out I was using "forcepriority=2" and you can't do that with a single Force Power. You gotta use 0. Then 1 if you have an upgrade for it and 2 for the last upgrade. So it's like the "pips" column but with 0,1,2 instead of 1,2,3 (dunno why they created two columns that do the same thing but whatever). Now I plan to implement it in both games using the "namespaces" function that TSLPatcher has, that way I can practice with that and release both versions in a single mod file. Also, my friend @Salk told me about the awful male "flirt" animation and asked me to update it. Given how terrible it was, I didn't have any reference to work with but this is what I got: In the end the thing I explained about creating the facial animations in Blender didn't work, because when you bake the action the keyframes have a "bake action" property instead of an usual "rotation" or "location". And when exporting the plugin doesn't recognize it and throws an error. So I did the facial animation in KotorMax and it works like a charm as you can see. At first I couldn't animate at all because when trying to move the bones the whole head moved. It seems that 3ds Max has a default behaviour of moving the parent bones with the children so all the bone structure moves. I had to uncheck the bone tool option for each one, animate and then re-enable it. Although some parts of the head would appear deformed after doing that like if there was some scale going on. Luckily no scale keys were created since I uncheked them in the animation filters. There are still some sanity check errors like wrong keys that are netiher bezier or linear but I can get past that compiling the model and then copying the generated keys from the ASCII to the original. I still created the body animation in Blender and then merged the keys from KotorMax, but I'm thinking maybe in the future I will do everything in Max if no errors occur.
  5. 1 point
    There is some documentation here. Light Priority: Only 3 light objects can affect a given mesh at any time. This number determines the priority for rendering lights. Lower number = higher priority. Ambient Only: If this is set to 1, the light will only affect static objects such as areas and not dynamic objects such as creatures. Dynamic Type: 1 for animated lights. 0 for non-animated lights. Shadow: Determines whether the light will cast shadows when occluded by dynamic objects. Flare: Determines whether the light has a lens flare, which is a texture that's rendered in front of the light whenever you look at it. Fading Light: 1 if the light should fade in and out as an object approaches/moves away from the light. If 0, the light will just blink on or off like it was hit by a switch. I would say your best bet is to copy the settings from a similar light source such as blaster bolts or T3's welding arm. Apart from that, I would try setting the priority and fading light values to 1, and flare to 0 as I don't see a use for it here.
  6. 1 point
    I have never messed around with dynamic lights, so I can't really offer any insights. The closest equivalent I can think of would be something like the War Droid, which uses a light during its death animation (but is otherwise off). It has the values: radius 5.0 multiplier 2.0 color 0.0 0.0 0.0 lightpriority 1 ndynamictype 1 ambientonly 0 affectdynamic 0 shadow 0 flare 0 fadinglight 0 flareradius 0.0 texturenames 0 flaresizes 0 flarepositions 0 flarecolorshifts 0
  7. 1 point
    You give me some task I have to say ; ). No but your right I should try to fix it. My solution is to use he 3d core plus a 3d most inner glow and then the planes around for the full glow. That should fix your problem (I hope and I have to test it, when doubleblade testing is on.) The pictures below show the 3d progress. First the not yet animated 3d glow. THe second shows the new 3d core and glow actived. For comparison I put the original blade and texture in the picture such that you can compare them directly. So on the to do list is left: - animate the 3d glow - Make up my mind about the size of the 3d core and glow - Improve the glow planes (not shown in the pictures below) - Texture the glow (here I really need help from you Guys. Help me DS community your are our only hope!) - Add flicker animation to 3d core and glow - find some good looking hilts with permission to use them to give you a reason to use the blades If ou wish for something specific this should fix etc. please tell me and I will see how we can achieve the goals with this. Stay safe!
  8. 1 point
    I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
  9. 1 point
    Lol ohh lordie, Griff being unleashed on us poor unsuspecting maidens, no good can come from this. @Qui-Gon Glenn? Are you looking for writers perchance? Or for scam related ideas? I've come across a few things that were tried on episodes from Maverick which he could pull, the belt game for example...
  10. 1 point

    Version 1.0

    1,881 downloads

    I made this armor's cause id like to how theyre looks So thanks to KotorTool and some other stuff ofc Thx to Fred Tetra i can finally release these armors.