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Showing content with the highest reputation on 10/20/2020 in all areas

  1. 1 point

    Version 1.1

    10,322 downloads

    HD NPC Portraits for Knights of the Old Republic 2 - The Sith Lords v1.1 - 20201004 - by ndix UR (DeadlyStream user) This modification adds 30 high resolution (1K) portrait images for NPCs. The 1K portraits have 64x the resolution of the 128x128 originals. The portraits are rendered to match the poses, colors, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are mostly crap, most of the work was in material setup using a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of edge split and subdivision surface modifiers. I did some amount of normalizing the gradients behind the characters. I think Disciple and Mira are the only ones with non-standard background gradients now. This package includes portrait for HK-50 and HK-51 units. They aren't used in any existing mods I'm aware of; I just put them in because they made sense to have. You can remove them if you wish. The Atris portrait is unused in the vanilla game but may be used by playable Atris mods. I only included it because it existed in the vanilla assets. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your KOTOR game installation. To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, ORLUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  2. 1 point

    Version 1.1

    12,029 downloads

    HD PC Portraits for Knights of the Old Republic 2: The Sith Lords v1.1 - 20200805 by ndix UR (DeadlyStream user) This modification adds high resolution (1K) portrait images for PCs. All 34 male and female vanilla player characters are provided, with all 3 light-dark variants, for a total of 102 new portraits. The 1K portraits have 64x the resolution of the 128x128 originals. The portraits are rendered to match the poses, colors, facial expressions, and lighting of the original images as closely as possible given the following constraints: Only vanilla textures (and my own additional maps based on same) are used While the textures are mostly crap, most of the work was in material setupusing a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of subdivision surface modifiers. See the included images in preview/ for an idea of how the portraits look. INSTALL / UNINSTALL To install, copy the files from the package Override/ folder to the Override/ folder for your TSL game installation. To uninstall, remove the TPC files for this package from your TSL game Override/ folder. LEGAL THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
  3. 1 point
    Is now a good time to suggest scrapping the original model and making a completely new one?
  4. 1 point
    AHA! I knew the Selkath had a Star Map in Ahto City! Darn Force visions... making me go to the ocean floor... risking going crazy... almost get eaten by a shark... <trails off mumbling>. My these look good.
  5. 1 point
    Sorry that this is taking longer than I wanted. I was lucky enough to get some contracts, but that also means very little free time. While a decompiler is an all-or-nothing program (hence the reason there won't be a beta), I can show off some sample output: It's not much, but you can see following: It identifies the NCS as a Kotor2 file, which is reliant on the code including K2 engine functions There are six subroutines _start(), which is automatically included by the compiler void main() void DamagingExplosion( object oCreature, int nDelay, int nDamage ) int GR_GetGrenadeDC(object oTarget) void NonDamagingExplosion(object oCreature, int nDelay) void KillCreature(object oCreature, int nDelay ) The types of return values are found by examining the called subroutine The types of parameters must be found by examining caller subroutines (strange as it may seem, there's no guarantee a parameter is used) The local variables are listed in the order in which they are created As simple as this may seem, it's been hell trying to figure out how NCS works due to limited documentation, time, and mental capacity (🤪). That said, I think I now know everything there is to know about NCS. Even how to deal with recursion (it took less than an hour), identifying vectors and structs (they do disappear in the bytecode, but there are code patterns to look out for), and handling certain errors in the game's code. So, the two major tasks left are: Including block scopes, e.g. if-else and while statements (I can identify them, I just haven't put them in among the locals) Handling expressions, commonly known as operator precedence and associativity, e.g. int d = (a + b) * c
  6. 1 point
    Finally fixed smoothgroups and UV maps.