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Showing content with the highest reputation on 02/22/2021 in Posts

  1. 2 points
    Yeah, good point. And thanks! Also more stuff:
  2. 1 point
    View File Animated Placeables Pack (KotOR 1) INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are: MISCELLANY - Computer Panel (on floor)(Improved over 0.9.0 version) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time) - (NEW) Animated Panel when a Computer is used, making it similar to the on floor Computer Panel Placeable. - Computer Panel (wall)(Improved over 0.9.0 version) The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. - Desk - Workbenches - Orange (Improved over 0.9.0 version) - (NEW) Blue - Foot locker (Now animated) - Locker (Now animated) ENDAR SPIRE - Broken Door (Improved over 0.9.0 version) - (NEW) Normal Door - (NEW) Buton Panels and Screens TARIS (NEW) - Doors - Apartments, Upper Taris - Upper City, Hidden Bek Base - Entry Sith Military Base - Sewers - Vulkar Base - Sith Base - Davick's State - Kiosk - Wall Panels and Screens - Shop Sign - Kolto Tank - Monitor Screens (around Taris) - Vulkar Base Panels - Sith Military Base - Screen Monitors - Red Light - Panels and Buton - Crate DANTOOINE (NEW) - Doors - Jedi Enclave - Matale & Sandrale Exterior - Sandrale State, inside - Sandrale State - Small Screens YAVIN (NEW) - Circular Door - Main Panel, Lights and Screens ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. This is not really a bug but KotOR has its own way for to show images and textures. I've noticed that most of times just cut, invert, compress, wide, tight the same images (files), I guess for get more variety without too much work, this can result in some weird -or not too much fine- vision of some elements. It's very dificult -if not impossible- find a balance for get a fine vision of all the images in all the places that are located/used and is very noticeable when is used any text. I hope not everybody knows read aurebesh... ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!! Submitter Obi Wan Pere Submitted 02/22/2021 Category Mods K1R Compatible Yes  
  3. 1 point
    The mod has evolved a lot since i tested it the last time, especially the environmental lighting is much refined. Here some impressions: Off: ON: off: ON: Off: ON:
  4. 1 point
    So final update for today. The port to Kotor is finished including the three new saber colors from TSL. So when ever I get the permission from @Sithspecter I am ready to push boh versions out there. And something you might be interested in: Kotor features now black core sabers.
  5. 1 point
    Its working for K1 without weird bugs with the lighting? If so, thats a good start solving the issue finally. Currently, i've only K2 installed, somehow the GOG account was deleted... but i can test it on TSL of course. So is the file in the PM the latest version?
  6. 1 point
    Opacity is the other side of transparent (100% opaque = 0% transparent and 100% transparent = 0% opaque) so yeah, that's the same thing. This may have been renamed in some version of GIMP. Not sure what you want to do, if you want to retexture an NPC then you don't need to mess with .uti and .2da files, you simply overwrite the existing texture the game uses. Let's say you want to give an NPC another 3D model, then you do need to change its .2da row. You can make a backup of the appearance.2da that you currently have and then just experiment.
  7. 1 point
    Yeah, that's correct. It's mentioned in the text. Maybe I change of idea ...again
  8. 1 point
  9. 1 point
    Thanks for the info! I've used K-GFF a few times to edit .utp and .uti files. Looks like I'll be downloading those other tools as well. I appreciate the link. There's a lot to dive into over there. Some of the stuff covers exactly what I'm wanting to try, like adding a Merchant and placeables to a module. I'll probably be back on the site begging for help, though. Fingers crossed until then. Thanks again!
  10. 1 point
    Heh. One of the most satisfying things I've ever seen in this game. Oooohh, that glow!
  11. 0 points
    Until the permission question is settled, I just go ahead and say that the K1 version of the mod is also on the way and working. Here I think the lightning works even better, I don't know what's wrong in TSL. @Jorak Uln So if you want to test your new Kotor or TSL textures with these sabers just let me know and I pm you them. The red saber is actually Malak's long blade saber which also works with the new environmental light and the new blade models. Stay safe!