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Showing content with the highest reputation on 09/14/2022 in Posts

  1. 1 point
    I will just leave this here and walk away, whistling innocently...
  2. 1 point
    Sure, it's not difficult. I've made some before when playing around with stylised icon and logo ideas: Although that example is not strictly speaking a wireframe. But it is created in the same way (take a 3D mesh and use an ink/cartoon shader on it), so it's easy enough to do that as well if that's what you want. Edit: The thing with an actual wireframe is that you want all quads for a good result. A triangulated game mesh isn't going to look so hot:
  3. 1 point
    In case anyone still cares, I've investigated this at length. First of all, Dan's advice above is for Kotor 1 items. Remember how in K1, weapons and armors only had 1 possible upgrade per slot, and what that upgrade did exactly depended on the weapon or armor itself? Yeah. That's what those "Upgrade required to activate" properties were for. In Kotor 2, upgradeability is governed by the UpgradeLevel field. Here's a list of UpgradeLevel values, taken from http://z6.invisionfree.com/Mandalorian16965/ar/t51.htm So, in order to change upgradeability, you have to open the relevant .uti file and change the UpgradeLevel value. The tricky thing is that Kotor Tool's display of .uti files is buggy, and it won't show you the UpgradeLevel correctly, or allow you to change it. Use KGFF instead. (BTW, when using KGFF, after changing a value in the edit boxes on the right side, be sure to then click on the left side of the window, so that you see the value listed there update. Took me forever to figure out why the hell my changes weren't being saved!). For armors you can still use Kotor Tool, because it (faultily) displays UpgradeLevel in the Body Variation box, so if you change the Body Variation value, you're actually changing the upgrade level! For weapons, you have no choice but to use KGFF.
  4. 0 points
    The texture files for both Bastila and Carth are the same across both KotOR games, so you could just put the files from Fen's mods to KotOR 2's override folder if you want those textures for KotOR 2 as well. Even if there is a need to specifically make a KotOR 2 version of those mods, we cannot just make one without getting Fen's permission first.