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Showing content with the highest reputation on 09/15/2020 in Posts

  1. 3 points
    It certainly seems that way. On the other hand, there are parts where the Exile was clearly meant to be in control, such as the encounter with Tobin and Visas' cell. @bead-v, @InSidious, @VarsityPuppet, @zbyl2, and I have discussed it at length on Discord in the past and honestly I don't think anything any of us have come up with makes sense of it. We have various ideas on how to resolve the awkwardness but everything we've come up with is almost certainly not what the developers intended due to some other weird part that contradicts it. How does Kreia get to Malachor? How do the Handmaidens get to Dantooine when the Exile is female? Who rebuilds the enclave in the dark side ending? I have no answers. I think we have to live with stuff happening off-screen for a lot of it for the sake of the pacing. Presumably T3 fixes the ship, and it seems that the party was all thrown out of the ship like how you get repeatedly thrown clear of shuttle crashes earlier. I believe these issues were things that Malachor VI intended to address. @VarsityPuppet@VarsityPuppet@VarsityPuppet hint hint
  2. 2 points
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  3. 1 point
    [Update: 09/15/2020] Indeed it is. So, after long hours of development; trial-and-errors, stress-and-joy, and not to forget the heart-warming assistance yet deadly-constructive-critics both from @DarthParametric and @Sith Holocron -- I got a Release Candidate for the now v2.0.0 [too much stuff changed for a v1.2.0, lol]. What's new in the upcoming version? Front -- Behind -- Some technicals: # node trimesh DP_commPanel by DarthParametric // New frame of the panel made by DP # bitmap sheb_compnl_scrn by Sith Holocron // Screen base/layout made by SH Diffuses that animated on screen were ported from TOR by DP, and kindly redistributed towards me to use with The buttons and its layout were downloaded from niubniubsuniverse[dot]com -- then/now https://dioramaworkshop.com/decals/ // ©FrankDiorio. Available to use but not for resale. Few edits here and there to blend with the game-world more suitably The panel texture/PLC_comPanel currently still in vanilla scheme, albeit upscaled to x1024 from x256 using PS'. To be honest I'm comfy with how it looks, because I can't think [or made one just to be fair, lol] of anything that suited for To-be expected issues: With current transparency setup, traffics seen from one of the room inside the Medical Unit will not be rendered, though they are from the Bumani office -- Lightsaber planes as well with the hilt also -- There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. As an option will be included the solid-non-transparent version of the screen so, those issues would not be known. Something to be argue, perhaps -- but I have always wanted the screen to be a little bit transparent, despite of the issues. So for preferences' sake the option is there. Cheers. That's all for an update -- if it's released I'll do an update with this post, but if anything changes then there will be another one, lol. Catch you later!
  4. 1 point
    View File Player Head PFHB02 Dark Side Transition Eye Fix The player head PFHB02 has an issue with the eyes of its Dark Side transition textures. Namely, whoever made them offset the eyeball overlay they were trying to blend over the top of the base texture, resulting in a progressively noticeable duplicated set of irises. This mod cleans up the irises so they look as intended. Three options are available. The original 256x256 textures with just the eyes edited, a version that has been AI upscaled to 1024x1024, and an version that is upscaled with the addition of eye textures taken from SWTOR. Installation Instructions Pick which version the want, copy those TPCs inside that folder to your Override folder. Known Issues The UVs of the head are terrible, so the pupils are a bit wonky. I didn't want to have to edit the head mesh to fix it, since that might affect other mods. Compatibility Won't be compatible with other retextures of PFHB02, obviously. Acknowledgements Thanks to @ndix UR for TGA2TPC Thanks to @StellarExile for an issue post on the K1CP repo about this, which prodded me into remembering I had something for this Original eye textures for one version ported from The Old Republic MMO Submitter DarthParametric Submitted 09/16/2020 Category Skins K1R Compatible Yes  
  5. 1 point
    No, the vanilla LS/default texture is fine, so only the DS textures are needed for that version, since only the eye itself is changed. The other two versions are upscaled, so they also get a new version of the LS/default texture.
  6. 1 point
    Does this tool allow you access to change the ui color? I have tried in the past ..only to discover some seem to be hard coded..where you cant change the color.
  7. 1 point
    Films. The movie only covers the first half of the book from what I gather.
  8. 1 point
    Posted in General Discussion because this isn’t Star Wars. After seeing the trailer for the latest adaptation of Frank Herbert’s Dune, I was just wondering what everyone else’s take on it was. In addition, I’ve posted a poll so every can state their own familiarity with Dune. Looks like I’ll be rereading this yet again but at least I have a new copy of it. Luckily, I acquired it in a bookstore before the end times. (I prefer seeing my books physically in front of me when I purchase them.) Oh . . . and here’s the trailer so you don’t have to search for it. From what I’ve heard this movie only covers the first half of the book.
  9. 1 point
    😀 And now it also creates the walkmesh with materials! I think that's it for now, time to use this tool to make K3!
  10. 1 point
    Too soon to tell. Not TSLRCM for sure. Today I implemented a way to import more complex models into my map tool. This means it could be actually possible to make a decent-looking module by only using Tiled and this tool. There's still one problem with rotating models, though: I found Bioware's quaternion implementation rather... "original", I still haven't been able to crack it. I can completely bypass this problem if I find a way to export changed pivot points from kotormax. In the meantime, I implemented a way to tell the tool how to rotate specific models for specific rotations. UPDATE: OMG I DID IT! Imagine being finally able to make new modules on the fly! Can you believe it!? And this is just a rough module with a couple of very low quality models!
  11. 1 point
    Thank you all for the kind words! I'm glad you like these. I have since finished Yavin 4 and I'm really happy with the result: It's slightly less of a jungle than what we see in the movies so that it blends better with the modules usd in the mod. But I think that works really well too, so I'm fine with it. Now onto the last completely new skybox I want to create: Ord Mantell
  12. 1 point
    Thanks for your support @JediArchivist! So today I started the second pass. After a few fixes to the project, I went back to program my tool to make modules with Tiled. It still makes very blocky modules, but I found it to be very useful to prototype, since all you have to do is draw a map in Tiled and then run the tool to convert it to .mdl/.mdx. I'm using it to improve a module I only roughly touched before.
  13. 1 point
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  14. 1 point
    Zlaya's prototype is complete, which means about 1/5th of the entire game is already playable. I'm going to add a few fixes than I'll move forward to the next planet. In the meantime I'd like you to help me by polishing Zlaya, especially with dialogues, cutscenes and bug fixes: I'll tell you more in my next update. P.S.: Mira is actually a temporary Yatalia 🙃
  15. 1 point
    About 50% of the 1st planet is now playable (very rough, though xd).
  16. 1 point
    @Logan23 I haven't thought about it. Atton in k2's ending was so cool I just couldn't think of removing him from k3. I guess I should find a way to make him optional though, you're right
  17. 1 point
    Will you be taking in consideration to the different k1 and k2 endings,... since atton could be dead as well as other characters
  18. 1 point
    "Time to take you down to size"