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Showing content with the highest reputation on 07/26/2023 in Posts

  1. 2 points
    I have returned with more Hearts of Beskar leaks, this time... on Kashyyyk! On Kashyyyk, the player encounters a pack of Mandalorians using the Kashyyyk wildlife to train as they use Stealth Field Generators to ambush their prey. Most of these Mandalorians shall be replaced with the previously revealed Mandalorian Marauder who appears once on Dantooine though shall appear numerous times on Kashyyyk! As I revealed earlier, the Mandalorian Marauder are a Neo-Crusader Mandalorian variant who only ever appeared in a Star Wars Miniatures toy series. Brought to life from a texture lifted from the K1 Enhancement Pack modder's resource by SpaceAlex, the Mandalorian Marauders shall use melee weapons against the player! However, the Marauders aren't the only new Mandalorian threat you'll encounter in the Shadowlands... I introduce to you... the Mandalorian Shock Trooper! The Mandalorian Shock Troopers are based on the Neo-Crusader Shock Trooper, they're called "Mandalorian" instead of "Neo-Crusader" to maintain consistency between the other Mandalorian variants of this mod. If you look on the Wookieepedia page for the Shock Troopers, you might see that their armors don't match the screenshots presented here: https://static.wikia.nocookie.net/starwars/images/6/68/Neo-Crusader_Shock_Troopers.jpg/revision/latest?cb=20130421185101 But if you go to the Wookieepedia page for the Neo-Crusader Assault Armor, you'll realize that canonically the Mandalorian Shock Troopers wear the same Mandalorian Assault Armor that appears in the Kotor games! This armor is Neo-Crusader Assault Armor! So if my Mandalorian Shock Troopers are the same as Neo-Crusader Shock Troopers, why don't they look the exact same?... for the same reason the Imperial Storm Troopers don't look like Phase 1 Clone Troopers, in the comics the Neo-Crusader Shock Troopers only appeared once in 3963 BBY whilst Kotor is set in 3956 BBY. In Hearts of Beskar, the Shock Troopers simply have updated armor (and it's totally not because I can't make a unique Shock Trooper model). Again, special thanks for 90SK for making the Shock Trooper skin... these Mandalorians couldn't have been brought to life without your good work! What's left for the Hearts of Beskar mod? Well, I need to finish the Lehon Mandalorians and I need to finish the placement of Mandalorian items throughout the game as placeable loot, merchant loot and enemy loot drops... speaking of loot, I've made much progress on the Taris and Dantooine Mandalorian loot that'll be found in the mod! These changes shall be leaked in their own dedicated leak!
  2. 1 point
    Hrm, seems that the FOV is slightly smaller than I anticipated. The KOTOR camera FOVs are difficult to sync up to an equivalent in Max. The added lefthand emitter appears to be too far to the left, so I'll have to adjust that. Edit: OK, I have adjusted the FOV in Max based on your screenshot and resized/repositioned things to suit. Try the updated version attached. I've edited the placeholder image to add some concentric squares (albeit stretched horizontally when rendered) to give you some positioning guides. 3440x1440_K1_Main_Menu_v2.7z There are two existing lights in the scene. One about 1.5m directly in front of Malak that is a dark purple-ish colour set to only affect ambient, and another about 1m to the right of Malak at the top of the frame that is white and set to cast shadows. That's the one that is lighting Malak.
  3. 1 point
    Aha! It's my .gui file. If I swap it out for the high res menu one it boots and gives me this result: Not sure why my .gui (attached) ends up in a crash yet, I'll have a look again after work. mainmenu.gui
  4. 1 point
    Odd. It works fine on my end, albeit I can only see a 1080p section of it: The image is just a RGB/24 bit 4096x4096 TGA. You can try the attached TPC version and see if that works. But it was only intended as a placeholder anyway. Just use your own image and rename it "Pops_MenuBack" and it should work. Pops_MenuBack_TPC.zip
  5. 1 point
    Hmm it might just be the inherent issue with the whole dialogue fix. Whenever a dialogue box is meant to "animate in" it can get a bit glitchy. @DarthParametric while I wasn't able to fix the texture issue I was having with your file (does Blender not export texture changes?), I was able to get it working by adjusting your original widescreen fix based on what you sent me! Not as clean as your file but it does the job for now. Also moved the smoke emiters around and reduced the depth of my metal background. Diving back in to figure out if it would be possible to have a blue light affect the smoke and Malak model. Thanks again! Override.7z
  6. 1 point
    Finally I deigned to try the 1.8.6 content restoration mod on kotor 2 xbox 360, I applied what I learned in my mod porting processes and it seems that the mod works, for now I have only completed Peragus II, but I already received the equipment deactivated from Peragus II, I already saw the new heads for the created characters, I already saw the cut scenes and dialogues from Peragus II, and on my arrival in Telos IV I already saw the change in the maiden model, as I have been busy and I was testing mods for kotor 1 just this is what I've been able to advance, but I hope I don't have problems, use tga2tpc-4.0.0-ia32 to pass the textures from tga to tpc and then rename them so that they are now txb and run More optimal on xbox, I also used mdledit_v1.0.3 to pass the models from pc to xbox, although I couldn't convert the s_male02.mdl file to xbox, the tool hangs when loading it, I hope it doesn't cause complications, otherwise you should find out how to adapt this file, as I progress I will share more print and progress, sorry for my bad English I use a translator Edit:After reviewing it seems that the reasons why the game is damaged is due to incompatibility with the module folder, I used only the override and I was able to continue, I am testing with override and the rest of the folders and it seems to work