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Showing content with the highest reputation on 12/16/2022 in Posts
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1 pointI’ll be totally honest, I’d never noticed! I’ll have a look once I’ve convinced my evil offspring to go to bed and see what I can do. Sounds like a quick five minute job!
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1 pointView File Exile's Trial Overlay Removal =Exile's Trial Overlay Removal= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Exile's Trial Overlay Removal.7z LATEST VERSION: 1.1 CONTACT: E-mail toleilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod removes the blue overlay of the scene of the Exile's trial on Coruscant in The Sith Lords Restored Content Mod (TSLRCM). In KotOR II: TSL, after you leave the secret academy on Telos for the first time and enter the Ebon Hawk, there will be a cutscene involving a holo record of the Jedi Exile's trial on Coruscant. Since it is a holo record, TSLRCM adds a blue overlay, which is used by security cameras in other parts of the game, to the trial scene, but I personally prefer the scene in full colour like in the vanilla game, so this mod is made. This is not the first mod that removes the blue overlay of the trial scene in TSLRCM, but what my mod does differently than Hassat Hunter's Coruscant Scene No Overlay is that my version is installed by patching the relevant dialogue file in a module file, instead of placing the file into the Override folder. Therefore, my version is more compatible with other mods that edit holorec.dlg, the dialogue file for the Ebon Hawk cutscene after leaving the Telos secret Academy, most notably DarthTyren's PartySwap and my Handmaiden and Female Exile - Disciple and Male Exile Romance. 2. INSTALLATION: First and foremost, this mod is intended to be used together with The Sith Lords Restored Content Mod (TSLRCM), so TSLRCM is REQUIRED for this mod to work, and you must make sure you have TSLRCM installed first before installing this mod. Extract the Exile's Trial Overlay Removal.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe, select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job. ***IMPORTANT NOTE FOR STEAM WORKSHOP USERS:*** If you have subscribed to the Steam Workshop version of TSLRCM, you must install this mod to TSLRCM's Steam Workshop folder instead of the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. 3. UNINSTALLATION: Open Install.exe. From the “Tools” dropdown menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod alters holorec.dlg, which is the dialogue file for the Ebon Hawk cutscene after leaving the Telos secret academy, which involves the holo record of the Exile's trial on Coruscant and the Handmaiden joining the party. Specifically, to remove the blue overlay of the trial scene, this mod modifies the CamVidEffect fields of all the dialogue nodes during that scene. Thanks to HoloPatcher, a modern alternative to TSLPatcher, this mod can finally make its intended changes by patching holorec.dlg instead of replacing it, drastically improving this mod's compatibility with other mods. As a result, the only other mods that are not compatible with this mod are mods that involve putting holorec.dlg in the Override folder, or mods that also modifies the CamVidEffect fields of the Coruscant trial scene. This mod is fully compatible with Darth Tyren's PartySwap and my Handmaiden and Female Exile - Disciple and Male Exile Romance mods. This mod is compatible with Kexikus' Full Jedi Council, as long as you select any of the "NO holorec.dlg in Override" option when you install Full Jedi Council. you must install this mod first, then select any of the "NO holorec.dlg in Override" option when you install Full Jedi Council. 6. PERMISSION: You may use this mod's assets in your own mod. Credit is appreciated, but not necessary. Do not upload this mod to the Steam Workshop. 7. CREDITS: Cortisol for Holocron Toolset tk102 for DLG Editor Cortisol and th3w1zard1 for HoloPatcher THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 12/16/2022 Category Mods TSLRCM Compatible Yes
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0 pointsIf you're talking about models exported from KoTOR, you can't. To turn low-poly models to high-poly, you generally use subdivision levels. In Blender, it's a modifier called 'Subdivision surface', in Max they call it 'Turbosmooth'. Anyway, this simply splits each quad (i.e., a face with 4 vertices) in smaller bits. An algorithm calculates the average distances between existing vertices when placing the new ones, making the model look smoother. You can easily divide a quad because each side will be split in 2, so from one quad you end with 4 quads. And so on. However, triangles can't be split evenly so subdividing those can generate inadequate results. See below: The cube on the left consists of only quads, while the one on the right is made of triangles. The cubes below are the result obtained from subdividing the cubes above. Now, I'm going over this stuff because models in KoTOR are made up of triangles. Partly because the 3d assets are really old, but also because video game engines prefer triangles in general. Here's what the Rodian model looks like when freshly imported in Blender. Triangles galore! I've added a subdivided version of the same model on his right. Now, depending on what you want to achieve this might be perfectly fine for you. However if you want to rework the models or use them as a base for sculpting, you won't get far with this. Instead, you want to turn those triangles into quads. For a good chunk of them, you can do so with a neat shortcut in Blender: Go into 'Edit mode', press A to select all, then hit Alt+J. Now that's much better already. Some stuff is falling apart because I didn't merge the model's vertices as several of them are split. You'll notice that a lot of triangles remain on the hand and the head. For these, your options are limited to manually fix them into quads. If you're new to 3d, this is going to be challenging, because you need to understand how topology works to get a good result in the end. Again, it depends on what you want to achieve. If you're looking to get a base to do some sculpting on, I would simply create primitive objects (cubes, spheres, cylinders, etc.), resize and place them to match the model. Here's what it would look like: Then apply the subdivision, import in your preferred sculpting software, remesh/dynamesh and get going. As for tools, there's a wide variety you can choose from. Blender has the advantage of being free and having a lot of online resources, especially on Youtube, available. However it lacks some useful features that you might one day care about and many find its UI very confusing. Most other software suites, if not all, are destined to a professional audience and are therefore quite intimidating to beginners. Generally, there is no one single program that can do everything perfectly. They're just tools and they more or less excel at the given tasks they were designed for. If you're only getting started in 3D, I'd recommend using Blender until you understand all the basics of 3d, then get the trial versions of similar general 3D software (Maya, Modo, 3DSMax, etc.) and see what you prefer.