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Showing content with the highest reputation on 11/12/2021 in Posts

  1. 1 point
    Hey everyone, I know this isn't kotor related, but it's old kotor era Bioware. I decided to give Jade Empire a playthrough and noticed that no one has done a HD Texture Pack mod for JE. So I've decided to give it a go myself, making a HD texture pack for NPC's and the environment. I've never made a texture pack myself and it's taking a while,. But progress is certainly being made. When I finish the mod I'll be posting it here on DeadlyStream (if I can) and/or on Nexus. I'm using an AI upscaler, I've upscaled the textures 6x and here's a preview of one texture that's been done, Dawn Star. Let me know what you think. I understand that the preview images I uploaded are a small size so it may be difficult to see the improvement. But in game you can certainly see the difference.
  2. 1 point
    Reworked armature support in version 3.2.1. Tried exporting armature keyframes directly, but this solution ended up being too complex and slow. So this is how editing animations currently works (and is very likely to stay that way, since I'm satisfied with the result): Import model with "Import Animations" ticked Select animation under Object Properties -> Odyssey Animations and press Play button to focus on it Position bone objects, insert/remove keyframes, etc. Set current frame to frame 0 or exactly 5 frames left from any animation. That is the Rest Pose Press Rebuild Armature. This step is entirely optional, but useful if you want to test your animation with the skinmesh Export model with "Export Animations" ticked
  3. 1 point
    Got some spare time and currently invest on looking for the relevant model/s. I think I know what the issue is and how to fix it. I'll let you know when I found something. Though don't hold your breath on this one. 😛 Cheers! Edit: Alright, @N-DReW25 -- apparently I can't export the edited model from gmax/KOTORmax and fail to figure out what happened. The program works weeks ago but not this time -- such shame. On that attempt I was able to add two floating mesh copied from c06 that allows each to have separate self-illumination from the panel that supports behind. With only MDLedit in hand I can only provide an edited model that enable the lightmaps to Object231 -- therefore they're dimmed at the same level with c06. Here, try this if you like -- [TSL]_303narl_Object231_Lightmapped_BETA.7z -- be advised it haven't been tested so I can't tell if it works let alone how it looks. The person that does the texture can utilize CM_Bright to light the monitor part if you they want that glow effects though. Indeed not the best solution available, so I hope you can have it sorted best as possible.
  4. 0 points
    I appreciate every effort to make games look better, especially games like Jade Empire and Knights of the Old Republic which I count among my favorite so thanks for this. I personally cannot see much of a difference except in the very last picture where the colors contrast is much more prominent.