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Showing content with the highest reputation on 05/14/2020 in all areas

  1. 1 point
    In this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
  2. 1 point
    No, one can get whatever they prefer. Steam is easier, but exe is better if you want to use other mods. Only times it doesn't ask for install directory, that I know of, is if you already had TSLRCM or M4 installed. As a hack, if you can't uninstall TSLRCM, you could just have it install on C and copy everything it installs to your kotor folder.
  3. 1 point
    I was looking at the fairsider's kotor 1/2 toolset ........ I was able to go into kotor1 mode... open up one of your kotor 1 modules.....then go in and change the mode to kotor 2...... now you can select a npc or object on the map then open up the edit window which not allows you to change it to use kotor 2 appearances etc. Then simple save or save as. Have not tested with editing it then going into in game but this should by pass the issue where you want to use kotor 1 modules and fill it with kotor 2 assests and edit the files as if they are kotor 2 game files.
  4. 1 point
    Not really. Basically, by removing those polygons you'd end up with holes in the model. That would mean you'd have to remodel and retexture most of the model to achieve the result you've described. In that case, editing any of the existing armors would require much less work to obtain the desired effect.
  5. 1 point
    I know you found your solution, but you never specified name of that kotor 1 mod you used. So I wanted to add: there exists ancient mod by Darth333 called "FORCE POWER FOR TSL: LIGHTSABER FLOATING" http://www.geocities.ws/d333mods/d3_saber_tsl.zip Mod doesn't use TSL Patcher, so you probably need to manually merge file contents with other force powers mods for compatibility.
  6. 1 point
    some new skyboxes for Onderon & Dantooine:
  7. 1 point
    Well thanks! This is indeed a good question.. and difficult to answer ^^ What i can say, is - its making surprisingly good progress in both quality and quantity, and using e.g. UHQ nature resources recently has helped a lot actually - so, i already can see the finish, but its still some way to go. I know what you mean. But as Malkior said -especially K2 art design is not well thought and if i can achieve a better look- why not? Since those FMV only play for a few seconds anyway- but keep in mind that the game play goes on for hours & hours and its better to have those 10 sec inconsistency instead of compromises in overall visual quality . That doesn't mean I don't try to make it as canon as possible, but I try to up the color variety whenever i can, every area should look unique after all: Especially areas like Telos Military Base & Ravager look too generic in vanilla game, so I also changed the color scheme: Bare steel visible on the edges when turning the camera Countless improvements have been made for Dantooine, including 8k rock textures: WIP skybox: Animated brushed aluminum panels when turning cam: Ultra-realistic 8K grass texture: You can see the sand grain in game: New marble & windows for Onderon, shimmering in sunlight:
  8. 1 point
    No no my friend. There's no way it will take that long to finish. In fact , the project has taken some serious progress on both games, K1 and 2, while I haven't posted screenshots yet. The fish screen on Telos I'm afraid I've already exchanged for some in my opinion better suiting, more Star Wars like designs (still have the old file in case you guys insist on those): (Keep in mind that I might add Godrays & Ray Tracing later) I completely agree that KotOR shouldn't lose its magic, but modernizing some of its art design i feel should positively add to the immersion instead. I don't know if you have played Jedi Fallen Order yet, but it's a blast in atmosphere and I immediately found myself wish for a KotOR with those graphics... I don't want to spoil graphics yet, but here some custom designs that I use, - and there are much more not revealed yet - tell me what you guys think: some pazaak cards: Peragus (it is rich shadowed in game, but the contrast is more balanced in game:
  9. 1 point
    Well glad you like it! Things like wind & vegetation effects would be certainly cool but probably not possible... However, filling the skyboxes with numerous objects would simluate variety to some degree. Dantooine btw. is done with Naboo in mind: Mod: For the Crystal cave im still thinking about emulating the shimmering effect on the rocks here: Still WIP:
  10. 1 point
    It's been a few years since I've played TSL and I just learned about the restored content mod so i figured I'd give it another go but I wanted a bit of a twist on my character this time around. I've only been able to find two Male Sith pureblood heads and no female heads anywhere in my digging unless I'm just glossing over it. I'm not sure how hard it is to port heads over from TOR and I have no idea how to do it myself but I've seen a few really good examples from DarthParametric that I liked so I was wondering if anyone was willing to port one over from TOR? A great example would be Assistant Overseer Loun from Korriban. Any help would be greatly appreciated, thank you.