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Showing content with the highest reputation on 07/04/2022 in all areas

  1. 1 point
  2. 1 point
    They’re not public, no. Rest assured that the current version of Sleheyron looks and plays fantastically though and will be revealed when SS is ready to do so. He’s more interested in working on the mod at his own pace and getting things done at the moment than posting, but the project is very much alive and kicking. I’d avoid bumping the thread again though, the next post we see in here should be from SS.
  3. 1 point
    Just wanted to make it clear to the person asking the questions that a romance shouldn't be expected in the first chapter. I figured @Nm6kwould want to know.
  4. 1 point
    I'm definitely going to keep the same base material for HK47, I'm just considering adding an extra layer of corrosion or something. on the other hand I'm going to see if I can replicate the smoother, but still worn, plain metal look I've got for HK50 in blender but it will heavily rely on the outdated reflection system of the kotor engine so idk how it will turn out. Thanks for all the help though. I never expected an entire forum post about all this
  5. 1 point
    Correct! Appearance.2da will always override the models default textures if it has textures listed, so omitting the racetex column as DP said allows the game to use the textures which are assigned directly in the model file.
  6. 1 point
    Starting from the ground up with KOTOR - Fresh Install from 4CD version - GOG exe (yes, I own a GOG version) - Widescreen exe patch and UI fixes - 4GB exe memory fix I have never gotten widescreen to work in the past, so I'm genuinely pleased by this:
  7. 1 point
    There's zero difference in how both games work in that regard. A model with no appearance texture overrides will display whatever is set in the model. There are no practical limitations beyond one texture per mesh. However, what is specified on the model will be overriden by a racetex in appearance.2da, if one is specified. That's how the vanilla HK models work. It's a single shared model that has three separate race textures. TSL strips textures off the model altogether due to an engine issue with TXI clashes with instanced models. Just change it from this: label race racetex 3 Party_NPC_HK47 P_HK47 P_HK47_01 538 Droid_NPC_hk50 P_HK47 C_HK50 539 Droid_NPC_hk51 P_HK47 C_HK51 to this: label race racetex 3 Party_NPC_HK47 ExSel_HK47 **** 538 Droid_NPC_hk50 ExSel_HK50 **** 539 Droid_NPC_hk51 ExSel_HK51 **** N.B. Extraneous columns omitted for brevity, substitute in your own model names.
  8. 1 point
    Hi guys, I'm the creator of the original mod (message me on nexus or something if you want proof). I am already working on porting the model to Kotor 2, however I'll obviously need much more efficient UV's to combine everything into 1 texture file. I've got an entirely different texture setup on my high poly model ready for the HK50 droids, and I might even add some extra wear to HK47 to resemble the more beaten up textures in the original. I appreciate the enthusiasm around the mod, and your efforts to get it working yourselves has been quite helpful, but please refrain from sharing any mod files publicly without my permission. If you're curious what HK-50 will hopefully look like, here's the high poly version I've already got. I'm open to questions or suggestions
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  10. 1 point
    Against the rules without the author's permission.
  11. 0 points
    As @DarthParametric just pointed out, sharing another authors work without their permission isn’t acceptable. Since it’s Selkath’s model, I won’t be circulating an edited version without his blessing or consent. It’s honestly a really straightforward process, keep trying and you’ll get it. If you’re not having any joy with MDLEdit, give the latest MDLOps a try. That’s what I used and it worked perfectly.