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1 point
Version 1.1.0
845 downloads
Introduction The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games. SithCodec is an application that can automatically detect and remove an extraneous header from a KOTOR audio file, or alternatively prepend a KOTOR header to a standard audio file and allow for the introduction of new audio content to these games. Running SithCodec SithCodec requires Windows (32-bit or 64-bit). Make sure to extract SithCodec to a folder where you have read & write permission. The code is not signed (because code signing costs an extortionate amount of money) so your firewall may warn you about running an unrecognized application. Commands Commands in SithCodec are executed by combining keywords into certain command sequences that the application recognizes. Input may be passed as command-line arguments when SithCodec is launched, or entered manually through a command- line interface if the application is launched without any command-line arguments. Keywords may be entered in short form (dash followed by a single letter) or long form (double dash followed by a full word). SithCodec keywords are not case sensitive, but—depending on your operating system—other data that you input may be, such as the names of files. Help Screen Entering -h or --help will display the help screen, showing a list of all keywords and their function. -d, --decode decode audio -e, --encode encode audio -f, --format set output audio format -m, --music streammusic format -s, --sfx streamsounds format -v, --vo streamwaves/streamvoice format -a, --all all files -l, --list list files & formats -i, --in input path -o, --out output path -h, --help display this menu -c, --commands display list of commands -x, --examples display example commands -q, --quit exit application Commands Screen Entering -c or --commands will display a screen with the list of all valid commands. -d -i=[input path] -d -i=[input path] -o=[output path] -d -a -d -a -i=[input path] -d -a -o=[output path] -d -a -i=[input path] -o=[output path] -e -f -[format] -i=[input path] -e -f -[format] -i=[input path] -o=[output path] -e -a -f -[format] -e -a -f -[format] -i=[input path] -e -a -f -[format] -o=[output path] -e -a -f -[format] -i=[input path] -o=[output path] -l -l -i=[input path] -l -o=[output path] -l -i=[input path] -o=[output path] Examples Screen Entering -x or --examples will display some example commands. Encode all files in SFX format from the input path, to the output path: -e --all -f --sfx- -i=in_folder -o=out_folder Decode a file, outputting to a new file: -d -i=oldfile.old -o=newfile.new Decode a file without specifying output, possibly overwriting the original: -d -i=file.wav List all files & formats in a given directory, printing to the console: -l -i=my_folder List all files & formats in the current directory, printing to a file: -l -o=file.txt Batch Files SithCodec comes with batch files that are set up with commands for some common operations. decode.bat This file will decode all files located in a folder called "in" (no matter what their format) and save the new files in a folder called "decoded". encode_music.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "music". encode_sfx.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "sfx". encode_vo.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "vo". Copyright SithCodec is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. SithCodec is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with SithCodec. If not, see https://www.gnu.org/licenses/. All trademarks (including logos and icons) are used for identification purposes only and are the property of their respective owners. Star Wars and related items are trademarks and/or copyrights of Lucasfilm Ltd. SithCodec is not affiliated with or endorsed by Lucasfilm Ltd., their subsidiaries, associates, or employees, or any Star Wars license holder. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 point
Version 1.0.0
2,655 downloads
This mod adds the head model of Sith Warrior companion Jaesa Willsaam from The Old Republic MMO as a selectable player head for female characters. N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair mesh is currently using skin weights and is fairly rigid. Possibly I may add a danglymesh version in a future update. The underside of the hair at the back of the neck is fairly bare. I may add some additional hair elements in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
1 point
Version 1.0.0
2,130 downloads
This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to K1 as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal, given that the most difficult element is reskinning the face. N.B. Some screenshots feature @ndix UR's KOTOR High Resolution Menus A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. In an act of ultimate laziness, the mod currently uses all the same portraits as the TSL mod. I might eventually update them to make them more K1-like. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
1 point
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1 pointYou need to rename a few files: Navigate to your Override folder Find the texture file named "twilek_f50.tga" ; that's the head texture of the Yuthura Ban PC mod Select the file and hit CTRL+X. Paste it somewhere on your computer where you'll easily find it if need be. Do the same for the files named "twilek_f50d1.tga", "twilek_f50d2.tga", "twilek_f50d3.tga" and "twilek_f50d4.tga" ; those are the dark side texture variations of the Yuthura PC mod. Find the texture file named "twiled_f02.tga" ; that's the head texture of the Ritual tattoo girl mod Create a copy of the file ; rename the copy into "twilek_f50.tga" (which is the name that the Yuthura PC mod expects for the head texture) The Girl with ritual tattoos doesn't include any dark side variation textures, so you need to create 4 copies of the "twilek_f50.tga" file you have just renamed. Then, rename those 4 copied files into "twilek_f50d1.tga", "twilek_f50d2.tga", "twilek_f50d3.tga" and "twilek_f50d4.tga". Be mindful that your character's head won't go through any changes if you go DS during your playthrough. And that's it.
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1 point
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1 pointDue to concerns over the music, we have decided to make sure that we don't play a song for the Sleheyron battles that is used anywhere else in the game. We are in the process of contacting Van McCoy to secure the appropriate permission to include "The Hustle" as the default Sleheyron battle tune.
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0 points
Version 1.5
27,768 downloads
Like most of K2 fans I never liked the look of Jedi Master style robes. Padawan robes looked much more movie-like to me. But I also didn't liked the idea of replacement master style robes with padawan models and new textures. IMO, they MUST have different models. So, I've started this MOD. I have remade both male and female master robe models to look more like in the movies. Models were inspired by the robe which Obi-Wan had in episode III. New textures for all master style ingame robes are included, and new icons aswell. At this poind the mod is compatible with following mods (just be sure to install this mod after others): - TSLRCM (I tested with v1.7) - The Prestige Item Pack by RedHawke & maverick187 - Movie Jedi Robes and High General Obi Wan Kenobi Robe by Don Kain - Tomb of Azgath N'Dul by Darth InSidious - Any mod, which don't add master-style robes If you have installed ANY OTHER MOD which adds new Jedi Master style robes - it won't work. Modified textures, which were made for original ingame model will look awfull with my models. Sorry, I can't track all incoming mods, so it's up to mod authors to redraw textures to fit new UVW map. Credits: - HapSlash - for awesome ep3 Obi-Wan and Anakin models which he made for Jedi Academy. - Spanki - for some great textures which are partially used in this mod - Don Kain - for allowing me to include his Movie Jedi Robes Permissions: Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me.