Leaderboard


Popular Content

Showing content with the highest reputation on 10/26/2024 in all areas

  1. 1 point
    While porting over the missing rooms from the Sith Academy on Korriban and adding the missing room to the Hotel on Manaan, I got carried away looking around Manaan's levels and was overwhelmed by the amount of holes in the level geometry, so I decided to take a crack at fixing some of it up. I'm amazed how many clearly visible holes there are, these level repairs will be included with my port but I will also release them for the original game. If anyone knows of any problems like this, feel free to let me know and I will look into fixing them, it would be nice to see every level in the game get this treatment even if it takes a little while. Manaan - m26ae & m26ac I decided to delete some of the excess walkmesh pieces as it felt like they were unnecessary, however the moment I was done with that, I realised that it's probably used by EAX audio to reverberate sounds off of the walkmesh, I will find out if that is definitely the case and if it is, I can just swap them back out for the originals fairly quickly. Nearly every vertice I have checked so far has been out of line with the one next to it! There's a lot of tinkering and thinking left to do and as this isn't really my area of expertise I don't know how far I will get, but I would like to look over every level and fix every hole if I can find the time and patience to deal with all of the problems. Merging Levels Not sure how feasible this is, but in theory both these parts of Manaan could be made into a single level, as they both match up alongside one another when imported, however the other parts of Manaan do not. Thor110
  2. 1 point
    View File Daviks Trophies NOTE : This is included with the Expanded Galaxy Port already. During the course of my texture analysis of both games I came across these Trophy textures and realised that they were smaller versions of the standard creature textures with some slight alterations, so I decided to recreate them as best as I could using the standard creature textures. Images show comparisons of the models using the new and old textures as well as the original creature and trophy textures side by side. More information on all of this can be found in my texture analysis tutorial thread. https://deadlystream.com/topic/11302-kotor-1-2-texture-analysis/ Installation : Drop the files into the override folder etc Thor110 Submitter Thor110 Submitted 10/24/2024 Category Skins K1R Compatible Yes  
  3. 1 point
    I completely agree, warping across to a new module would be too jarring and could have unforeseen consequences such as unlooted placeables like you mentioned. Short of having variables tied to every item / placeable / creature, I don't think there would be an easy way to do it through warping. Personally I think I will leave this to anyone else that wants to tackle it, it makes the most sense that the cave is blown up which over the next few years causes the tomb to be revealed. That aside though, there is something I have been working on these past few days that might be of use to the mod builds when I am done. Remaking the trophy textures in Davik's room on Taris using the creature textures, I also wrote more details about it in my Texture Analysis tutorial thread. Edit : Just finished the Kataarn, Tukata and Iriaz. The Tukata. And the Iriaz. Finally the Ronto. As for the Dewback, it is at the same resolution as the creature version and the Rancor, well, I can't make heads or tails of the Rancor texture, it appears to be a completely different texture.
  4. 1 point
    View File Mandalorians on Lehon Fix The Mandalorian ambushers on Lehon (Rakata Prime) are no longer unnecessarily immune to 'Damage Type: Universal'. This can be useful to players who changed the distruptor pistol/rifle damage type from Physical (Piercing) to Universal. Submitter GearHead Submitted 10/14/2024 Category Mods K1R Compatible Yes  
  5. 1 point

    Version 1.0.0

    20 downloads

    I noticed while running around this map that everything seemed slightly off, while I am still not quite happy with the way it looks, if you run around the edges of the map in-game, it feels better than it did previously. Might rework it again at some point. Installation Drop the file into the override folder Thor110
  6. 1 point

    103 downloads

    This mod makes a small change to the PLC_Kiosk2 model. It replaces the R2 unit-esque head with a T3 unit style head which is more accurate to the time period in which KotOR II is set.