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Showing content with the highest reputation on 09/06/2022 in Posts
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2 pointsGood afternoon, first of all I apologize for my bad English, I speak Spanish and I am using an English translator, this time I wanted to show you the mods that I have managed to make work on xbox 360 since I do not have a good PC to play the game, in a originally i had to lower the textures but a friend of mine named jeyson figured out how to convert the textures to txb and now they can work without having to lower them the only thing I need is to learn how to translate mode, if someone would be willing to teach me I would appreciate it I want to thank the original creators of these mods for their work, I will put their names and download links so they know where you got them from I also want to thank my friend Jeyson who was the one who discovered the most how to grab the mods and even made the tools to carry them easier and make my experience easier I have not tried porting the content restorations, I have not tried the Kotor 2 version due to lack of time, and the Kotor 1 version, although I did have time, I did not try to convert it since I wanted to translate it when installing it to be able to confirm that it works, since I have Kotor 1 in Spanish and if I have a mod in English, the texts of this do not appear kotor 1 canon revan By Darth Vhail: fen chapters by Fenharel:https://www.nexusmods.com/kotor/mods/1182 kira By DarthParametric: revan armor by ChAiNz.2da:https://www.nexusmods.com/kotor/mods/23 and ahsoka tano that I wear them today By Effix: here is the proof that everything is on xbox 360 Kotor 2 revan armor and starforge armor by GreyGhost8765k,Jeyson helped me with this one, since he couldn't grab the mod due to problems with the model :https://www.nexusmods.com/kotor2/mods/918 sith mask by TheDarthRevan: https://www.nexusmods.com/kotor2/mods/999 Revan's armor without a mask (I don't use it anymore since I was able to get the cape and mask to work) by Indiana_Revan77: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/revan-s-robes-star-forge-robes-for-tsl nihilus robes and fing malak armor in korriban malak armo by MVacc224: nihilus by Shem: Visas Marr's Robe fix by todevuch: Handmaiden retextures robe by SWCarnage:https://www.nexusmods.com/kotor2/mods/957 head by corpsecotillion:https://www.nexusmods.com/kotor2/mods/943 meetra surik, I don't know if the owner of the video is the creator of the mod, since I see it very similar to one that passed by here with brown hair, so I leave the link where I got it from (this is a port of an android mod, the one who passed by here with brown hair gives me restarts the game when I finish creating the character and I give him to play): kira by By DarthParametric: retexture malak armor by DarthParametric, Jeyson helped me with this one, since the texture gave me problems: https://www.nexusmods.com/kotor2/mods/9 and ahsoka tano version kotor 2 that I wear them today, by Effix:
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1 pointI'm the developer for Holocron Toolset. Do you have Discord? I'd be happy to help you but it might be more efficient to work through the problem over that rather than a message board. If not, just send me a DM over Deadlystream. I'll need to grab what version of the game you have installed (GoG/Steam/CD) and on what platform (Windows/Mac). Also make sure you have the latest version of the toolset installed.
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1 pointIn 2017, @Kexikus created a spreadsheet to list all of KotOR 1's modules and their corresponding Day, Night and Battle music. @Sith Holocron requested a TSL version of such list, though none of the sort has been made, so I decided to volunteer the task myself. Here you go: The Sith Lords Restored Content Mod (TSLRCM) + M4-78 Enhancement Project (M4-78EP) modules and music overview spreadsheet This spreadsheet covers all the modules from both TSLRCM and M4-78EP. Like in K1, the module codes can be used for the warp cheat code (for example, warp 003EBO). All music tracks are listed with their number corresponding to their row in ambientmusic.2da, their file name (the music files can be found in the StreamMusic folder) and their track title as identified with their TLK (dialog.tlk) StrRef. I have also included previews of the music by linking to YouTube in the spreadsheet. Hope you will find this spreadsheet helpful. Enjoy!
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1 pointWhen talking about normal maps for 3D models like weapons, armour, placeables, etc., generally the "correct" way to do it would be to generate the map from a high poly version of the model. This is what is known as baking. In modern texture generation, this is often as much for creating the diffuse texture itself in the first place as it is for use with the final game model. Here's an example from some of my own experiments with recreating the Ebon Hawk textures from scratch. Take LEH_grwall01. This is the vanilla texture on the left, and my recreated texture on the right (lacking a grime pass): I started by creating a 3D model of the original texture, like so: This was the high poly model. The low poly model was a simple flat plane of two triangles. When baked out, this was the resultant normal map: Obviously this approach is not always practical. Sometimes you'll want to generate a normal map directly from a diffuse image, which I gather is what you are primarily interested in. The simplest route is to create a greyscale height map. At its most simplistic, this would entail desaturating the source image and then running through any number of programs or PS filters to generate the normal map. For example CrazyBump, AwesomeBump, xNormal, etc. There are also some online tools to do this, for example NormalMap Online. Results through this approach will vary wildly depending on the quality of your source image. As an example, let's take one of the texture sources from Sithspecter's "High Quality Blasters for Modders" modder's resource. We'll take w_blstrpstl_001 and simply desaturate it to create a pseudo-height map. Then we'll feed this into NormalMap Online: This is only about 30 seconds of effort, but the result isn't too bad considering. However if you have a look at the attached normal in closer detail, you'll see a lot of noise. This is typically very bad in a normal map, and in this case is somewhat exacerbated by NormalMap Online's lack of sufficient adjustment parameters to mitigate it. But really the root of the problem is that a diffuse is an extremely poor input source, especially in traditional textures that include baked/fake shadowing and highlights/specular. You can see in SS's source image that there are some highlights across the top of the main body, on the top of the sight back piece (bottom left corner), and along most curved edges. There is also a lot of noise in the flat areas from what I gather is the use of PS's Clouds filter, particularly noticeable in the trigger guard and surrounding area. Fortunately in this case we have some ability to quickly and easily tweak the height map, since SS's source is a layered PSD. Turning off a few of the noisy layers to create a new height map input, the revised generated normal looks like this: Looking at the attached revised normal, you'll see there is now far less noise, giving a mostly crisp map. There's still a little bit of wonkiness due to the highlights - notably at the top edges of the grip/handle, the lens of the sight (top left), and the screw heads and scallops - but that's part and parcel of using this sort of image as a source. Those particular issues could be reduced or resolved with some manual adjustment of the height map. Just imagine it as a gradient where white is the highest point and black is the lowest point. The thing to keep in mind with Odyssey is that its normal map implementation is pretty terrible. It's rarely worth the effort to create normal maps. I certainly wouldn't bother for anything small, like weapons or the like. Large floor and wall panels is probably where it will be the most notable, and these have the added benefit of typically being fairly simplistic in terms of the height details, meaning they are easy to create height maps for. Armour and bodies (like droids) can also make use of them, although this is best reserved for large details rather than lots of noisy fine detail. If you are thinking of trying it for stuff like monitor panels and the like I'd suggest you don't waste your time. Especially if it is going to be in a dark area (like the Hawk's cockpit). Stick with faked details in the diffuse for that sort of thing. Edit: Still far from perfect, but here's a further quick adjustment of the height map to address some of the highlighted (no pun intended) problems: You'd actually want to vary the height of the straight panel lines I think, make them a dark grey rather than black like the scallops. And the top edge of the handle needs to be a gradient to get a nice smooth curve. Same thing for the scope lenses (see the screw heads). w_blstrpstl_001_Generated_Normal.7z w_blstrpstl_001_Generated_Normal2.7z w_blstrpstl_001_Generated_Normal3.7z