Leaderboard


Popular Content

Showing content with the highest reputation on 11/13/2020 in Posts

  1. 2 points
    Thanks for all the comments everyone. I think I will go with style 1 so that the screenshot page does not become a chaotic blinking mess. However, I will also provide a link to some sort of comparison that allows a manual switch between the two shots. And there will of course also be normal screenshots without any comparison that show the new skyboxes in full. Apart from that I've been making good progress. The main Telos render is now finally done and I'm also making progress verifying that everything is working as intended.
  2. 1 point
    View File Coruscant - Jedi Temple Compatibility ==== Coruscant - Jedi Temple compatibility patch by Hassat Hunter ==== These few files allow you to use the Coruscant - Jedi Temple mod combined with the Handmaiden 4 Females mod, and the M4-78EP mod! ==Install Instructions== * M4-78EP: Install M4-78EP FIRST(!), then the Coruscant - Jedi Temple mod. Afterwards, drop the 3 files in the M4-78EP folder (a_galaxymap.ncs, tr_leave_ehawk.ncs and galaxymap_p.gui) in your override, overwriting the existing files. * Handmaiden for females: Install both mods (in either order) then drop the file inside the Handmaiden4Females folder (k_sup_galaxymap.ncs) in your override, overwriting existing file. * If you want to install the expansion, drop the changes.ini from inside here into tslpatcherdata of that mod before installing. This prevents the planet to be called "Finding The HK Factory" ==Version History== 1.0 release 1.1 Galaxymap_p.gui added. Modified changes.ini added for Expansion mod. ==Known Issues== None known. ==Distributing This Mod== This mod may not be modified or distributed without the explicit permission of the author. ==Contact Info== Find me at the deadlystream forums (http://www.deadlystream.com/forum). ==Thanks To== * The TSLRCM Staff for making TSLRCM and getting me into modding for TSL. Although nothing has been done here but extracting . * Obsidian for KOTOR2:TSL. ==Legal Stuff== THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MOD. Submitter Hassat Hunter Submitted 03/12/2014 Category Mods TSLRCM Compatible  
  3. 1 point
    Thank you so much for sharing this! I was able to use it to create an 'adequate' texture for the model, just need to add some final touches before I release this abomination into the wild. And thank you @Stormie97 for your interjection, while I didn't use your recommendations this time around as both DP shared what I needed and I used photoshop for the skin BUT after the deep frustration I endured during the skinning process I shall take your tips for when I try doing this again in the future.
  4. 1 point
    I was wondering if anyone could make a Del Meeko mod for KOTOR 1, where the scoundrel’s clothes are replaced by his outfit, and maybe make his face too?
  5. 1 point
    Ah, that one. Yeah you're out of luck for a texture for that one, but here's the UV template:
  6. 1 point
    If this is an existing untextured TSL head then it is just leftovers from K1 and you don't need to re-unwrap it. You can easily dump a UV layout image from Max or other 3D apps, but since it presumably already has a texture in K1 you just need to identify which it is. What's the model?
  7. 1 point
    The game will default to angle 1 if the angle it was otherwise told would result in camera clipping. This may be down to how your characters are positioned when the scene is triggered.
  8. 1 point
    Alright so at this point I've got four versions in different stages of completion. I realized I was probably going overboard with the first three, and that the width of the blades might not jive with all the weapon animations. So here's the latest model, with a simpler design and a blade which is about the same width as that of the standard vibro double-blade.
  9. 1 point
    I just completed the last render for this project. Everything is now done! That does not mean the mod(s) will release today or even tomorrow or this week though. I still need to build the mod archives and installers, verify that everything is working as intended and make screenshots etc. None of that should take too long now that the bulk of the work is finally finished but I won't give a release date. It should be soon though. In the meantime, here's a screenshot of the last skybox I finished. It's for the Green Grass for Dantooine mod.
  10. 1 point
    Looking good/some great work and quick progress you have been making, great to see somebody working on new maps and content for the game in general. Always good to have more KotOR
  11. 1 point
    🙂 Yes it's Brianna. These cutscenes are still WIP, she probably won't even wear her former outfit in k3 since she's moving on from her past, forging her own path. Back on mdlops, I decided it was taking too long porting it to C++, so I looked for other options. I found mdledit much faster, it still won't handle super-complex maps, but it's way faster than mdlops. I had to fix a couple of issues to make my tool compatible with mdledit but now it works... except for one thing: directional light is gone! tbh I kind of like this stylized look, but that's not how it's supposed to be. I'm still not very familiar with k2 maps and mdledit, but my first guess is that mdledit ignores "sunlight" and expects me to use lightmaps instead. Which I don't want to build now, since maps are still subject to change. Of course the game is playable even in pitch black like this, but I'll have to solve this issue sooner or later. Any idea?
  12. 1 point
  13. 0 points
    Quick update: I'm still working on the Revan Head. Right now there's an issue with the mouth as it does not allow for the mouth to move when speech occurs. I am attempting to try and correct that issue. However, I have not been able to work on the head given the covid-19 craze. I had to leave the UK where I was studying and I'm back in Canada under quarantine so I can't really do much. I'll probably work on the head after the quarantine is over. So far, I'm in good health so I don't think that will be an issue. As for doing the head with scars I will try to add that option too down the road after I get the mouth issue fixed.