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Showing content with the highest reputation on 08/16/2020 in all areas

  1. 1 point

    Version 1.0.0

    21,031 downloads

    This mod contains 4x upscaled versions of pretty much every icon in the game. Just download, unzip and drag all the 1000+ Files into your override. This save game collection by chAinz.2da was used to take in game screenshots , All the files are in .tga format so no need to worry about that! The Types of Icons that are in this mod include, Force Power Icons Feat Icons Behavior Icons Saber & Force Form Icons Upgrade Part Icons & Workbench upgrade slot Icons Saber Crystal Icons Weapon, Mask, Belt, Gauntlet, Energy Shield, Medpac, Repair Kit, Stimulant, Implant & Mine Icons And a helluva lot more! (literally 1216 Files) ================================ And I really hope you guys like this mod! ================================ This mod should not be incompatible with anything that doesn't edit the same files. If you already have mods that edit icons, just choose the ones you prefer and keep them.😉
  2. 1 point
    Good day. Sorry if not at the address. Found a problem with the eyes in this model when creating the texture. Is it possible to fix this. I do not think this is so conceived. A similar story with this model. PFHC04. Plus, something incomprehensible is going on with her teeth.
  3. 1 point
    😀 Let's make KOTOR 3 as a collab! In this way, we'll have more chances to cover its complexity with our numbers. There's also a twist: we have a concept we can use as a basis. This means that if any of us stops working on this mod, someone else can still take their place, because they just need to read the concept to know what to do next. I wrote this concept over the last week, using everything Avallone said in interviews. It's still rough, but contains the whole main quest and details about the main characters. To make it easier to develop, I tried not to add too many planets and quests for now, we may still add them later. This is a holy quest for all modders and fans, let's work together! Check the concept and let me know what you think. concept.doc
  4. 1 point
    Yeah that's fine, that's why I posted them. Just add a credit in the description/readme.
  5. 1 point
    Thrilled I was able to see A New Hope in the cinemas for the first time! Now I know what it was like in 1977!
  6. 1 point
    Yep: If we break the project into smaller tasks, I think we can do it
  7. 1 point
    I'm not going lie, this has my attention. However, as Canderis pointed out, creating a story conversion mod is a massive undertaking that requires true levels of dedication. I can't tell you how many attempts at one there have been, myself being one, and to my knowledge only one managed to reach completion which was The Jedi Masters. Also John Doom, I see that you are very new to the server. I've been off and on since the old Lucasforums days back in the late 2000s. The big question is, do you personally have any modding experience in the KOTOR series?
  8. 1 point
    https://web.archive.org/web/20121204061250/http://www.lucasforums.com/showthread.php?t=207884 Old post, but still very relevant
  9. 1 point
    I want to add something to this in that alpha blending seems to be related to the "background geometry" setting in models. I think this setting is responsible for why the skybox is still visible in Figure 1 of the original post but I'm not quite sure, so I'll describe my situation: I had basically several flat meshes behind each other with textures A, B and C. They were ordered A B A B C with C being the skybox with no alpha channel and A and B both having semi-transparent parts in their alpha channel. In my original setup, neither of these meshes had the "background geometry" flag enabled (not even the skybox C). In that case the skybox would always render in the background behind the semi-transparent parts of A and B. If A and B occluded each other however, only the one with the higher alpha blending would render through the semi-transparent parts of the other. So if let's say A has an alpha blending of 1.0 and B one of 0.9, then I can see A through B but not vice-versa. If they both have the same alpha blending, it would still favor one of them. This seems to be related to the model hierarchy as described by JC here. Basically, they have to be linked to the base from back to front for the semi-transparency to work properly. Things changed however, when I changed the "background geometry" setting. I originally activated that only for A and B as I assumed that C already had it enabled which turned out not to be the case. Once I did that, the alpha blending for A and B no longer mattered. Both A and B would now be rendered through the semi-transparent parts of each other. But now C would no longer render behind them. Once I enabled "background geometry" on C as well everything worked as intended. Now all meshes are rendered behind semi-transparent parts of all other meshes with their alpha blending all set to 1.0. So maybe "background geometry" is some kind of override for alpha blending in that meshes with that setting enabled are always rendered behind semi-transparent textures but if they themselves are semi-transparent, no non-background-geometry-mesh is rendered behind them. Maybe this can help in some instances where only changing the alpha blending value doesn't work.