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Showing content with the highest reputation on 09/25/2022 in all areas

  1. 1 point

    Version 1.0.0

    13,217 downloads

    This mod will replace and update Darth Bandon texture files. To Install 1. Download: Darth Bandon HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  2. 1 point

    Version 2.0.1

    897 downloads

    The Harbinger is a victim of double-sabotage, by both a group of cult assassins and one crazed protocol droid, who did their jobs a little too well. There are missing pieces of the ship's hull geometry, UV errors, lightmapping issues, and broken animations all throughout the ship. Let's fix them up! Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. This mod also includes an optional 16x upscale of the cracked window texture, which can be found in the "Additional" subfolder. Simply take the .tpc out into the main mod folder to activate it, if you wish. Also, be sure to uninstall version 1.0, "Harbinger Bridge Repairs", if you previously installed it. This mod is made for and tested on PC, so if you are attempting to install this for a different platform, you will have to let me know how it works for you. Uninstallation: Remove the folder "Ultimate_Harbinger_Model_Repairs_v2.0.1" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. For this mod I have fixed up 56 of the shipd's total of 57 submodules, so it will not likely be compatible with mods that replace any of the area models for the ship. The mod is therefore not compatible with "Harbinger Hull Fixes" by DarthParametric, though it fixes the same issues, as well as a great many more. This mod may be compatible with other lighting mods such as "A Darker Peragus REDUX" by Malkior, and "...A Darker Peragus" by Canderis. The four lightmaps included in this mod are all custom-made and named, so there should be no file name conflicts, it is simply a matter of how they look in-game against those mods' lightmaps. This mod is fully compatible with visual improvement mods such as Kexikus' "TSL Backdrop Improvements", and most any texture mods. It also includes an optional upscaled version of the cracked window texture that I recommend, which you can find in the "Additional" subfolder. Acknowledgments: Huge thank-you to Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, Cortisol for making my life easier with the Holocron Toolset, and ndix UR for making image compression convenient with tga2tpc. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
  3. 1 point
    Given the usual quality of said input, he was probably at that stage about a decade ago.
  4. 1 point
    I am still making significant progress on Sleheyron. I don't have anything to share publicly at this time. From here on out most of it will be very private and will go public once the mod is released. I would like there to still be some surprises on Sleheyron. I don't have a release date or an estimated release date.
  5. 1 point
    The animation should actually be pretty straight forward. I'd put all the rings as child of a null/dummy. You can use that to control the height, as per the original animation. Then each ring just needs a rotation on one axis. Each ring should be rotating on a different axis. The real trick is getting a smooth continuous loop. I know Max tends to get a bit derpy trying to do that with linear keys. As to the video, you'd set up a DLG that has an animated camera that rotates around the map and a script that starts the map animation so that everything is synced. Then in a video editor you'd just crossfade between each clip. Honestly that should be the easiest part of the whole operation. Edit - As an example: Although I noticed that compiling the model and then importing it into Blender the animation didn't quite loop smoothly like it does in Max. You'd need to test it out in-game to see what it looks like there I guess. Also this is not the gimbal style of animation where each successive ring is a child of the former. You can do that if you prefer, although the current starting positions would need to be altered in order to get all three rings in gimbal lock. rings_temp-kotormax.mdl.ascii Edit 2 - And if you want a gimbal style version: rings_temp-GIMBAL_VERSION-kotormax.mdl.ascii
  6. 1 point
    Soon™: With that many lights, I could probably start my own disco cantina.