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Showing content with the highest reputation on 03/19/2022 in Posts

  1. 2 points
    Here is a version of the engine room with LEH_light04 switched out for LEH_light02. If you want to use a different texture, let me know. Edit: This is for TSL, if you were looking for a K1 version just ask. If you want to play around with it any further than a texture swap, importing to Blender or 3ds Max is the way to go. 003ebol.mdl 003ebol.mdx I will also attach this second version, which has been UV edited to match the orientation and size of the other models using that texture, as this is more likely how you imagined it looking. 003ebol.mdl 003ebol.mdx
  2. 1 point
    The request where Sith Holocron asks for too much. Probably... Inside the Ebon Hawk, there's a texture that gets repeated throughout the interior. It's file name is "LEH_scre02" and if you've played the game, you've seen it everywhere. LEH_scre02 (original size) You may have seen Dark Hope's much larger version which was also bundled with one of my my packs. LEH_scre02 (Dark Hope's version, but a static image that is not animated here) You may have seen Dark Hope's much larger version which was also bundled with one of my texture packs. The problem are how the texture is applied in the Ebon Hawk - in both KotOR and TSL. What I assume are "cutouts" of some kind to emphasize and de-emphasize lights appear on the texture wrecking the look of the these textures. What I was hoping some kind soul would do is to create a model fix that would get rid of that effect in any area that displays this particular texture. As this issue is in both games - and the EH is different in each game - this issue would need a separate fix for KotOR and TSL. Not sure I'll get any takers on this but it's worth a shot.
  3. 1 point
  4. 1 point
    This is my take on it. Shot in TSL, rather than KotOR. Edit: Another take . . .
  5. 1 point
    Here you go. K1CP does not affect the engine room, so there is no compatibility issue. m12aa_01l.mdl m12aa_01l.mdx
  6. 1 point
    Hey, sorry for the delay. I just tried the mod with a new and an used saved game and it works fine. Are you selecting the right folder in the installer for the right game? Keep in mind you have to select the main folder and not the override one. The Power should appear at the bottom of the Force Powers list when you level up.
  7. 1 point
    If you want to change this specific light without changing everything else that uses that light texture, you have to edit the model for that room of the Ebon Hawk. The models are located in models.bif. I'm not sure which room that is in KOTOR 1, but in KOTOR 1 the Ebon Hawk area models begin with m12. As PapaZinos pointed out, the model is 003ebol in KOTOR 2. In theory, it's possible to change the texture by editing the model with a hex editor by finding and replacing that instance of the texture—LEH_light04 as Sith Holocron pointed out—with a new texture name. In practice, it's often much easier to import it using KOTORmax and 3ds Max or Gmax, or KotorBlender and Blender. Editing the model in a modeling program also allows for more complex edits, such as changing the UV mapping.
  8. 1 point
    First off, thanks for the compliment. Secondly hopefully someone has a suggestion that help you get a different texture called up for that engine room wall model. That sort of thing is outside my modding experience but I did put out the call in some DMs and on the Discord. Hopefully one of them bares fruit.
  9. 1 point
    The blue portion in the picture above appears to be using the LEH_light04 texture. I think he was hoping the specific instance above could use a different texture.
  10. 1 point
    If you are looking to make a new texture, you can use either Kotor Tool or the Holocron Toolset to find which texture applies to those lights, edit the texture after converting to tga or make something new from scratch, and place the result in your override. The Ebon Hawk is module 003ebo, and the engine room is submodule 003ebol.
  11. 1 point
    Thanks! The cockpit seems to be the hardest part by far... For K1, I finished my detailed walkthrough and found the following geometry issues in the rest of the ship. In the cargo hold (with the supplies dispenser): In "Kreia's room" there is an open seam on the floor to the right of the doorway (when exiting the room) There is a small open seam to the left of the doorway that leads from the swoop/workbench room in the direction of the engine room & cargo hold. The 'main section' w/ the holo-emitter has a few open holes in the floor, most of which don't get noticed because they have black behind them. Here is one of them: There's also z-fighting at the threshold of the engine room, but I didn't get a picture of it. Partly because it doesn't come through at all in a still pic. TSL Ebon Hawk 003EBO I did a walkthrough and first bit of investigation into the TSL 003EBO module's models. Obsidian made it harder to detect most of the seam issues by surrounding the back 7/8 of the ship in a star box (almost all black). However, they also made the lightmapping a bit brighter in a lot of places, making some of the other seams easier to see (esp. in the cockpit). Stuff that was the same as K1: - instrument panel seams in the cockpit (not the big gap from Example 1 though) - z-fighting on engine room threshold - small open seam on doorway from workbench room What's new? - way more lightmapping issues, the most common 'issue' is that things have just been blacked out in the lightmap texture image. - the black floor panels on the way to kreia's room are the only ones i found where the lightmap error is "these are completely unmapped". - more loose polys, similar to the black plane popping through the cockpit instrument panel, but less bad in other places. Medbay lightmapping: Front hallway just outside cockpit: This is a seam issue that you could not actually see in-game in K1, but which I fixed up all the same in the K1 model I posted before... These are new, loose planar polys in the doorways, haven't backtracked them to see what they are connected to. I took a hidden one of these out of the front window of the K1 cockpit... I think that is pretty much it as far as I've been able to tell so far ... I don't have fixed models ready for upload, though I do have a bit done (K1 hawk might be completely done unless other people find more that I have missed) This was the hardest part, so I started with it. It came out ok but maybe not perfect I think: I'm at the limit for pics in a post, if you want to see the last one or two, here's a link: https://imgur.com/a/dSkf1
  12. 1 point
    Wow, when you crack open the Ebon Hawk cockpit model in a 3d editor it is a wonder the ship doesn't fly apart! I found several more issues (these are all for K1, model m12aa_01p): There's a hole in the wall... No shortage of open seams around the instrument panels... And, not sure how I never noticed this, but now I can't unsee it... Everything I saw in this model for errors was geometry based. The holes in the Example 4 panel were maybe supposed to be part of one of the animated meshes, but yeah, no geometry is present in those spaces. Same for the hole in the wall. To get the ball rolling, here is a fixed version of the K1 m12aa_01p model: EH-cockpit-fixed-K1.7z I filled the Example 4 holes using a new mesh w/ different keyframes from any of the other blinking lights ... so that part is neat. It seemed to come out pretty well... No lightmapping changes ... the only thing that seems maybe questionable to me w/ the lightmapping in that model is below the Example 4 instrument panel there is a very black area w/ just a few blinking lights. It looks a bit odd, but maybe intentional. I had to cheat a bit, copying and translating the AABB tree from the original model. I have a thing that generates AABB trees, but apparently not well enough yet... The model worked fine for me, but it is pretty experimental so hopefully it will work for you also!