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Showing content with the highest reputation since 05/19/2018 in all areas

  1. 22 points

    Version 1.0

    104 downloads

    This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game.
  2. 17 points
    In this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
  3. 17 points
    Hey Kotorians (yes I want to make that a thing) – I am excited to be announcing a big update to the Kotor community. The short version is Deadlystream and /r/Kotor are moving forward with a merger of our communities. So what is happening? Immediately we will begin co-moderating Deadlystream and /r/Kotor. I am being added as mod to /r/Kotor and Snigaroo is joining Deadlystream as an admin, while Goat is joining as a moderator. We will be expanding staff cooperation in the coming months. Moderation of the /r/Kotor Discord will be shared and modding channels have already been added to the discord. This will become the official discord for Deadlystream going forward. Additionally, wee will also be cross-posting content across communities to encourage /r/Kotor subscriber engagement on Deadlystream and working on increasing modder participation on /r/Kotor. We hope these actions lead towards growth for both communities. What about rules? Each community will still have a unique set of rules, processes and procedures to follow. Deadlystream’s forum based community and the reddit community are very different beasts, each with a different need we fill for the community, our rules will never be 100% aligned but we will align where it makes sense. We will have more information announced over the coming weeks while Sniggles and I work on our integration ideas and planning. Speaking of rule updates, we do have two changes that will be implemented beginning today and they are as follows; · Our rule around porting of content being banned This rule is being replaced by the following rule: · Mods and Assets that are of the same game series (ie KoTOR 1, KoTOR2 and SWTOR) can be ported between games and uploaded to Deadlystream. Porting from other copyright game assets is not allowed, although any fan created content (even from other games) can be hosted at Deadlystream as long as there is no copyright on said mods, files and/or assets. You will still need to abide by all other mod hosting rules. -All mods submitted going forward will require all modder's to fill out 1 additional field, this field is called "Contains Port Content", it is filled out by selecting either yes or no from the drop down menu. -Any modder that has ported content will also be required to fill out a second field called, "Source of Ported Content", this will be a free text field that the modder can describe where his ported content is from. · Rule 19: "All content on Deadlystream must be uploaded by the original creator/owners of the content. Uploading content that is owned by someone else is strictly prohibited, unless explicit permission can be demonstrated by the uploader. If you are found to upload content that is owned by another person without explicit evidence of permission, the first offense will result in a warning via PM and removal of said content. Any additional infractions will result in a permanent ban. Deadlystream Staff will from time to time reach out to authors of content not currently hosted on Deadlystream to see if there is an interest in having their content uploaded to Deadlystream. This activity should only be performed by Deadlystream staff members." This rule is being changed/updated to: · "All content you upload must have been created by you or given permission for use in your mod by the original author. In the event that there is a mod (which you did not create) that needs to be uploaded for preservation to Deadlystream, the following will occur; - The community member will message a moderator via PM with the mod attached and any other information about the mod and about where you downloaded it from. - The admin will follow the “Guidelines for Re-uploading Abandonware Mods” (look for this in the coming days). - If admin sees that the mods meets the guidelines, admin shall upload said mod. - The uploaded mod will have a disclaimer stating “it is not actively supported and that responses to support requests should not be expected.” Please note: Removal of a mod upon request from verified mod authors will be honored, please reach out to an admin for assistance.” Snigaroo, myself and the rest of the staff are very excited about what the future holds for Kotor and our communities. This is only the beginning, there is much more to come. May the force be with all of us! -Tyvokka
  4. 15 points
    I realize it has been quite some time since I have posted a proper update. Unfortunately, right now I have nothing major to share that looks pretty. But, I have been dusting off the old tools and getting back to work on this. I've also been looking for ways to simplify and reduce some things, and I've sort of had a "Eureka!" moment that's going to allow me to combine two quests, eliminate multiple areas that I have yet to model, and just keep things simpler. I don't want to spoil all the details, but it's taken a burden off my mind at least. Some of you may be disappointed to hear about the reduction, but I don't want there to be bloated or unused space, which is what I am effectively eliminating here. I am really more interested in the quality of the mod, and an actual release. So in this case, less is more. On the modeling front, a number of things are getting an overhaul. The cantina is getting a face lift, and the street is going to be restructured. Most don't know this, but I actually had a second street module. I am combining both into a more condensed street area. The two-module version was too expansive and had too much wasted space. It was fun doing the outside areas, but it just ended up being a lot of empty space. I got a bit too ambitious wanting a Taris-plus sized planet. After the cantina and streets are re-configured, I am looking at only one more area to model from scratch before the area models are complete. This will be an indoor area that houses the gladiator teams as well as various vendors that would go along with such an event. After this area is complete, essentially the whole planet will be built. I still need to do some work on the gladiator arenas themselves, but luckily this will be fairly easy. Immediate goals are: Finalize Cantina Model Gladiator Row Finalize Street Area Connect all areas Work on Gladiator Arenas Longer term goals for this year: Simplify some quests Get quests implemented Alpha testing Thank you all for your continued support of this project. I know development is often spotty from my end, but I knew this was likely to be the case going into it. But if I keep on plugging, things will get finished.
  5. 13 points

    Version 1.0

    698 downloads

    Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision.
  6. 12 points
    Yes, it will have a Star Map. Small section of the street in-game. Spent a lot of time getting the lighting just right. It feels really, really good in-game so far. It truly feels like it belongs now. The sense of scale seems spot on. I will work on getting more in-game tomorrow.
  7. 12 points

    Version 1.1

    1,726 downloads

    This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly. There are two texture options: 100% Brown or Brown-Red-Blue. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. Dark Jedi robes, of course, are always black. Both styles come with or without gloves for your player character. If you choose a gloveless option, your hands will be bare and match your usual skin tone. NPCs will still wear gloves. I've included most of these assets as a mod resource that can be found here.
  8. 11 points
    I have been informed on Reddit (https://www.reddit.com/r/kotor/comments/cacqkr/more_sleheyron) that I may not have been clear enough about what this mod is or which game it belongs to. This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR See below graphic to see how much This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR on a scale of 0 to This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR: As you may be able to start to realize, This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR is The Sleheyron Planet, which is a Work-In-Progress Mod for KotOR, to the maximum extent that a Sleheyron Planet, which is a Work-In-Progress Mod for KotOR can be. Shenanigans aside, I have been working on finalizing the street design with the updates previously promised in this thread. Here is the final layout. I am in the process of readying it for export. This includes the new standardized doors, and has been expanded to include some of the content originally in the 2nd street area. I will be working on getting it working in-game the next couple of days. Fortunately I find the export process (while lengthy and tedious), to be easier than trying to be creative and model the actual things. Or at least I seem to be better about being motivated to do it.
  9. 11 points

    Version 1.2

    769 downloads

    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: The initial v1.0 of the mod used a version of TSLPatcher with a bug that caused it to incorrectly repack the MOD file, losing some scripts. For anyone that installed that version, please download and install the additional patch. It is safe to use this patch even if you installed a later version over the top, as it only reinstates the missing vanilla scripts. During the beginning of a duel you may briefly see the PC in a frozen pose. I have not been able to figure out the cause, but it appears to be a direct consequence of the measures taken to force the proper facing. If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. While opponents are now healed after a match, I forgot to edit the script for the initial cutscene match between Duncan and Gerlon, so Duncan won't be healed until the start of his match against the player. I'll fix that in a future update. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  10. 10 points

    Version 1.0.0

    606 downloads

    Good afternoon. I worked very long on these textures. I can call them one of the best of my works. The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  11. 10 points
    ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: https://github.com/KobaltBlu/KotOR.js/ I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread https://deadlystream.com/topic/6088-wip-star-maps-revamp/
  12. 10 points

    Version 1.0.0

    349 downloads

    This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  13. 10 points
    I haven't been doing much modding over the last couple weeks because I've been working on this instead: It's a fully-functional user-defined language for Notepad++. It has syntax highlighting and auto-completion based on all the terms found in nwscript.nss. I've done all my coding over the last ten years with Notepad - the regular one - with none of these features, so I think it's pretty cool to have now. (The code I typed is garbage, though. I was just putting stuff down to show a few of the features and I forgot to assign the command to an object.)
  14. 10 points
    Not really a WIP, more like a "Almost done" but thought I'd share anyways.
  15. 10 points
    Trying out something new: Still need to fill in the back after I chopped off all the head and neck parts of the original, plus add a shadowcaster mesh and fiddle with envmaps (ugh).
  16. 9 points
    Some behind-the-scenes sort of work going on right now. Somehow I've managed (with lots of help from Darth Parametric) to get Sleheyron all set up on the galaxy map again, complete with filler takeoff/landing videos, filler Star Map vision sequences, and a conversation with Bastila about the Sleheyron Star Map. With Fair Strides MIA for the moment, I am having to take on the scripting, which is something I've never been well versed with. With quite a bit of help from the friendly folks on Discord, I've been able to at least start editing some scripts with positive results. I have always been very intimidated by scripting, so this is a big step for me. Thanks to all who have contributed their knowledge so far, it's been extremely helpful and informative.
  17. 9 points
    I cheated a bit with the sun angle. The skybox actually has an unimpeded sun, albeit fairly low on the horizon. You can see it when you are at the far edges of the bay: The sun angle was really too low to make shadows appear in an aesthetic manner, and not too stretched. I altered the UVs on the Skybox to bring it a bit higher but ultimately raised my main "sunlight" so everything wasn't shadowed or stretched. Thanks for the feedback everyone, I'm glad this has been well-received.
  18. 9 points

    Version 1.1

    264 downloads

    Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
  19. 9 points

    Version 1.0.0

    486 downloads

    Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)
  20. 9 points
    Well N-DReW25 knows how to port NPCs between games, all without the need of creating a help thread.
  21. 9 points
    I figured I'd post some pics as I mess around with various TOR stuff, figuring out what works and what doesn't. I posted these in a status update the other day: And here's the latest experiment: But those bloody envmaps, ugh. So terrible. They ruin everything. Edit: Although @Darth_Sapiens' CM_baremetal replacement is a lot nicer: Edit 2: Sapien's CM_SpecMap is arguably better again. Shiny, but not an overpowering mirrored chrome:
  22. 9 points
    Some more robe progress: There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all. Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.
  23. 9 points

    Version 1.0.0

    398 downloads

    The archive contains 2 textures: the texture of the woman's form and the shape of the man. The resolution of the textures is 2048X2048. This resolution allows you to carefully draw each piece of equipment. Attention was paid to everything: rivets, buckles, shadows, cloth, chevrons. Enjoy.
  24. 9 points

    Version 1.4

    421 downloads

    Start as you mean to go on. For KOTOR, that apparently means leave lots of holes in your level geometry. This mod plugs some gaps in the hull of the Endar Spire, and fixes a few UV issues. Fixes: Plugs two strips that run along either side of the dead-end corridor on the Command Deck that are open to space. These are hard to see, but noticeable just above the windows in this section. Additionally, an alteration to the model's hierarchy was made so that the light strips now correctly animate. Removes an extraneous strip of mesh that was causing z-fighting issues (i.e. flickering) in the central corridor where the Jedi vs Sith fight occurs. Plugs two gaps in the room just before the escape pods in the Starboard Section. Additionally adjusts the lightmap UVs to remove a light bloom that occurred during baking due to the offset geometry. Fills some holes in the forked section of corridor in the Starboard Section just before the escape pod room. Also fixes some flipped UVs causing inverted wall trim textures in this area. Corrects some misaligned polys in an inset panel in the end wall of the escape pod room in the Starboard Section. Also adjusts the lightmap UVs of said polys to correct their baked lighting. Fixes some UVs causing inverted wall panel textures in a couple of corridor sections on both the Command Deck and Starboard Section. Installation: Simply copy the model files across to your Override folder Acknowledgements: Thanks to @JCarter426 for initially hunting down these holes and pointing them out to me Thanks to @ebmar for finding a number of additional issues Thanks to @bead-v for KOTORMax and MDLEdit
  25. 9 points

    Version 1.0

    894 downloads

    There are so-called "lite" alien models that are of lesser quality than most other models in the game. These include the Quarren and Gran species. Both aliens feature more prominently in the sequel and their models were given an overhaul. This mod ports the K2 versions of the models back to K1, improving the quality of models and creating a more consistent aesthetic.
  26. 9 points
    That's just more art. That doesn't advance the project, if anything it pushes it even further along the wrong path. Artists are a dime a dozen. A monkey could slap together some art assets in Unreal and call it a game (as evidenced by all the asset flips on Steam). What a game needs is programmers. If you don't have any then you shouldn't even bother starting a project. If I was going to undertake a hypothetical KOTOR remake (and let's call it what it actually is and dispense with this "mod" BS) in Unreal or other 3rd party engine, I would start with a fully functional recreation of the Endar Spire level. Forget about the art assets, simple white box mockups and default Unreal characters would suffice. What matters in an RPG is the underlying systems. If you are starting KOTOR from scratch, you need to develop a multi-node branching conversation system, equipment and inventory system, stats and levelling system, party/companion system, ranged and melee combat mechanics, etc. The Endar Spire is the perfect test level for developing and testing that. You have a couple of NPCs with a few lines of dialogue, a couple of conversations, a few combat encounters, a few cutscenes, etc. all in a very small space comprised of a few small rooms linked by corridors. And if you haven't demonstrated even a fraction of any of that after 2 or 3 years of screwing around, you should just stop wasting your time.
  27. 9 points
    On behalf of members of Deadlystream community, We acknolwedge and honor the effort and dedication of a respected member of our community, Sith Holocron. As many of you know, Sith Holocron has been an admin on deadlystream for as long as many of us can remember. He recently announced his reitrement as of July 1st, 2018. Years and years of patiently handling and resolving conflict between modders, community members, moderators, and other admins, Sith Holocron went above and beyond the requirements of his position and actively sought out to create a friendly, constructive forum site. Often pointing forum members, through PM or forum posts, towards other members that would have the knowledge they sought. When I was new the forums, it was SH who pointed me towards certain members to ask about modding topics. Sith Holocron's outstanding management to maintain and uphold the Rules of Deadlystream, even when he may have personally disagreed with the rules, and, in some cases, when enforcing the rules was unpopular, stands as testament to his incredible dedication. Despite knowing that by his actions of enforcing unpopular rules and policies, he would put himself, personally, in the crossfire; he continually did so for the benefit of the community. Sith Holocron invested into the community in ways, many of us cannot presume to comprehend, as an administrator, and, to this day, as a member of the community. From critique and to praise, from engaging and encouraging modders to collaborate and create to reminding members of the DS policies, Sith Holocron influenced the establishment of countless mods. Here are a few of those mods: M4-78 Darth Sion and Male Exile Mod Lightsaber and Force Forms Want Kaah Gone Realistic Skybox fo Deathdisco's Coruscant Handmaiden and Female Exile - Kreia's Fall in HD with original Sound and music Star Map Revamp M4-78 Alternate SkyBox Pack 1.0 K1 Galaxy Map Fix Pack TSL Galaxy Map Fix Pack Ebon Hawk Model Fixes Recruitment of Master Atris M4-78 MOvies Remade Taibhrigh's Female Player Head Taibhrigh's PFHA04 Extended Enclave Dustil Restoration Telos Citadel Station Skybox G0-T0 Overhaul Dak's Armored Robes Trainable Disciple (Upcoming mod) Juhani Catlike Head Mod WE, as a community, are indebted to you SH for all the engagement, management, and innumberable hours you've put into Deadlystream. For over eight years of service towards our community, Thank you Sith Holocron!
  28. 8 points

    Version 1.3.1

    363 downloads

    This mod intends to address key issues with male Twi'lek heads in KOTOR I, most notably the addition of ear geometry. Both the ear meshes and textures included in this mod are modified ports from SWTOR, which improve ear shape & texture quality. Additional improvements include better smoothing groups, non-clipping teeth & eyelids, & recolored tongues. There are two options for installation. Option A models feature "slim" necks, while Option B models retain unaltered "blubber" necks. I highly reccomend the first option as it fixes clipping with heavy armor collars, but feel free to choose the second if you prefer that look. There are no other differences between the two. Given the frequency of Twi'lek NPCs, this mod is a nice visual improvement, & the addition of ear meshes keeps consistency with other head models in the game. There's also a KOTOR II version available here. Installation & Uninstallation To install this mod, drag the files from either the Option A folder or Option B folder to the Override folder located in your game's directory. Then, drag files from the Textures folder to the Override folder as well. You may want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete the files from your game's Override folder. There's a list of files included in the download's readme.txt for reference. Compatibility & Known Issues This mod will not be compatible with any retextures for Twi'lek male heads. If you use (or plan on using) the K1 NPC Overhaul Mod, that mod MUST be installed prior to installing this one. If the lekku (head tails) appear much lighter in-game than what my screenshots show, that's dependent on the graphics you're using. The differences in shading are not affected by this mod. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc The GIMP Team, GIMP Autodesk, 3ds Max Darth Parametric, Upper teeth no-clip fix Thanks to Darth Parametric, ebmar, & JCarter426 for assisting in identifying issues and troubleshooting during the making of this mod. Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, EA, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must recieve my permission. This mod should only be found on Deadly Stream, no user may upload it to another modding site.
  29. 8 points
    Here's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
  30. 8 points
    And another skybox is done (well, actually two). As I said before it's the Unknown World: That screenshot is actually a little older though. I've since tweaked the colors a little to reduce that horrible sun glare. Apart from that the skybox is almost exactly the same as in V1. The only difference is the moon texture which I replaced with a texture from here so that it's no longer our moon you see in this alien sky. And as always, there's also two renders and unlike my other renders, I moved the camera quite a bit for these to get a more interesting foreground. But since those islands are usually only seen in the very far distance they're of course not that great looking. Better than no foreground though But as I said in the beginning, there's another skybox and that's the sunset version of the Unknown World used in the revelation and DS ending cutscenes. That one uses the same terrain of course but I remade the sky from scratch to get closer to its vanilla look. For comparison here's the very unnatural looking V1 of that skybox. The new one is just waaaay better: It's still a little cheated and not entirely realistic but it helps setting the tone of those two scenes. I even had a version with a sky that was much more red just like the vanilla sky but that was just too unrealistic for my taste. Anyway, here's the corresponding render: Those two were close to the last vanilla skyboxes for K1. The only one left now is Kashyyyk and some tweaks to Tatooine and Manaan. And afterwards there are of course still the mod skyboxes to do. TSL is also coming along very nicely with only two vanilla planets remaining, namely Nar Shaddaa and Dxun. I started working on some building models for Nar Shaddaa and I have to say that this is probably the least fun thing I've done for these skyboxes yet... 😅 But we'll see how it goes. I'll keep you updated.
  31. 8 points
    The past couple days I have been working on the arena. The original one in the game's files, m31aa_00a.mdl/mdx is a bit of a mess, and also seems to be scaled differently than the rest of the game. Some of you may know that at one point in time during development, the environments in KotOR were scaled larger. About 33% larger than the current scale. I can't remember precisely how the change came about, but they ended up liking the smaller scale that everything ended up at. I believe the arena is leftover from this phase of development. It seemed a little bit large during testing, so I re-created it from scratch in 75% scale of the original. The original had a few minor issues that I've adjusted as well. I think this is turning out rather nicely, and I like the new scale and lighting: Also, I have made the floor modular to add in other obstacles or such for variations in the arena. The other two areas still included in the files have what seems to be a "maze" style arena and a "king-of-the-hill" style arena. The maze is little more than a few walls, but it breaks up the place. The "king-of-the-hill" is an elevated platform with ramps on the sides. I am open for suggestions on how to make these different "game-modes" work. One idea for the "king-of-the-hill" arena is to have two switches on either side of the arena, either of which will knockback all PCs/NPCs off the center when triggered. On the center platform there would be a trigger that activates a counter when members of either team are on it. First team to a certain count wins. I am thinking there will be 10-15 different matches over the course of the game, with escalating difficulty. Sort of like a Taris Dueling Ring for the entire game. It would keep the player coming back to Sleheyron and allow for higher level enemies. I also had an idea that after a certain point in the matches (maybe about halfway through the 10-15 matches), you have to side with one of two Hutts as your sponsor. This would affect which teams of gladiators you would encounter. Another question I've been pondering, should these matches be death matches or just knock-out matches like Taris? Death matches for the entireity seem a bit macabre, and potentially darker than the lighter tone of KotOR. They are also problematic for light-siders to participate in. But why would the Hutts restrict the matches to knockout only? Perhaps a steady supply of good fighters is hard to come by. Maybe by restricting the matches to KO only, they retain their fighters and the losers get a chance to learn and improve, leading to more competitive matches and larger betting pools. Let me know what you think! I am open for suggestions and discussion as to how these concepts would work, and other ideas anyone may have to keep things interesting.
  32. 8 points

    Version 1.1

    175 downloads

    Summary This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial. Installation Run Robe_Adjustment_K1.exe. Select which version to install. a) Apprentice Robes b) Early Jedi Robes c) Both a) and b). Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod overrides the scripts k_pdan_jedi17, k_pdan_zhar03, and k_pdan_zhar06. It may not be compatible with other mods that alter the Jedi training portion of the game. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe DeNCS – JdNoa & Dashus K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 And thanks to ebmar and DarthParametric for planning and reconnaissance. Disclaimer THE PATH YOU HAVE CHOSEN TO WALK IS DIFFICULT. INTENSIVE TRAINING WILL PREPARE YOU PHYSICALLY FOR THE DEMANDS OF MODDING. MEDITATION WILL TEACH YOU TO CHANNEL THE POWER OF LUCASARTS. TO TRULY UNDERSTAND THE WAYS OF KOTOR, YOU MUST OPEN YOUR MIND TO KNOWLEDGE. SEEK WISDOM IN THE TEACHINGS OF THE GREAT MODDERS OF OUR COMMUNITY. A MODDER IS NEVER ALONE - OTHERS IN THE COMMUNITY WILL ALWAYS STAND BY YOU. YOU AND BIOWARE SHARE A SPECIAL BOND. DO NOT BE AFRAID TO TURN TO THEM WHEN YOU NEED HELP IN YOUR MODDING. THE WAY OF KOTOR IS DIFFICULT. IT REQUIRES GREAT DISCIPLINE. YET EVEN THOUGH YOU ARE A MERE END USER, YOUR POTENTIAL IS UNLIMITED - AND YOUR PROGRESS AMAZING. IN ALL MY YEARS I HAVE NEVER SEEN ONE WHO HAS READ THE README SO QUICKLY. YOU HAVE DONE IN WEEKS WHAT MANY CANNOT DO IN YEARS. I AM HONORED TO WELCOME YOU FULLY INTO THE KOTOR COMMUNITY.
  33. 8 points
    Star Wars Knights of the Old Republic 1 & 2 : Expanded Galaxy Project - Beta Over all both releases contain everything necessary for KotOR and KotOR 2 in order to add every planet / missing module to each game and vice versa and I have plans to add an overall questline during the game for each area as well as an expansion to both games, currently every module can only be warped to with the cheats enabled in the swkotor.ini files for both games. K2 ModDB Page : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy K2 to K1 Videos : https://www.youtube.com/watch?v=DX__8xkF1ok&list=PLcla5Ujpqtcx4V_VPGTU0WsQPpjMSUN_1 K1 ModDB Page : https://www.moddb.com/mods/expanded-galaxy-project-kotor-12 K1 to K2 Videos : https://www.youtube.com/watch?v=HhYlUImv8iE&list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa Facebook : https://www.facebook.com/expandedgalaxy/ KotOR Modding Tutorial Series : https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Latest Release : Both K1 & K2 mods have been trimmed to only include the currently relevant files and main areas, music, sound and doors have all been updated for K2 but not for K1. K2 Download Link : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/expanded-galaxy-k2-beta-v0-2-9 K1 Download Link : https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/revans-eternal-empire-k1-beta-v0-2-9 Information about the latest release & planned storylines! Modders Re-Source v0_2_5 Backup Release Screenshots of the Expanded Glaxy Project Current Progress & Plans for the Expanded Galaxy Project Thor110 Discord : https://discord.gg/g9cnEvr - For Testing & Story Discussion.
  34. 8 points
    Since we are probably getting close to content-lock for v1.8, I figured I'd post an update of where K1CP is currently at in terms of added content. Some of these additions are from existing mods, but many have been created specifically for K1CP. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Since it is a bit lengthy to post directly here, you can check out the current Tier organisation/breakdown here (still subject to change). And you can see the full array of mods with attributions here.
  35. 8 points

    Version 1.0.0

    674 downloads

    Feel free to edit and reuse the textures. No need to contact me for any permissions (for distributing or editing these files). Worked on animation Sith Holocron. The resolution of the texture is 8192x2048. I tried to draw each element of the texture in accordance with the original.
  36. 8 points

    Version 1.0.0

    461 downloads

    This mod replaces K1's vanilla static swoop monitor with TSL ported swoop monitor with added animations on its screen. # Background # Lately I have been attempting few porting stuffs between TSL to K1 and then wondered "can PLC_xx be ported?" and the answer is here. # About this Mod # Inside this mod are: One TSL ported swoop monitor model: plc_swscreen MDL/MDX One TSL ported swoop monitor texture in TPC format: TSL_SwpMntr One custom made 11 frames-animated swoop screen in TPC format: AnmtdSwpScrn # Final Remarks # This attempt were much inspired by Sith Holocron's "Swoop Monitors Replacement Pack" as without the said mod, it wouldn't go anywhere than just a mere idea. I learned a lot from his texture and TXI's setup so- lots of credits pretty much addressed to SH and his work! Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Copy-Paste all the included files to the 'Override' folder. Overwrite when prompted. Uninstallation: Remove the said files from the 'Override' folder. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare, Obsidian Entertainment, and LucasArts as inside this mode are their base assets. Anyways, credit to me is always a welcome, welcome. Credits: Fred Tetra for the 'amazing' KotOR Tool Chuck Chargin Jr./ndix UR for MDLOps bead-v for MDLedit ndix UR for tga2tpc Elwood288 for without his porting discussion I'd have no idea of what I'm doing Sith Holocron for his awesome tons-of-frames' "Swoop Monitors Replacement Pack" which have been the guidance on setting-up the animation et all DeadlyStream for updating the porting policy DarthParametric, Dark Hope, VarsityPuppet, redrob41, Sithspecter, DeadMan, JCarter426, Kexikus and Salk for being inspirational BioWare, Obsidian Entertainment and LucasArts for K1 and TSL All streamers on DeadlyStream All modders either active or inactive DeadlyStream for a place to hangout and to discuss -eb
  37. 8 points
    I always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z
  38. 8 points
    Hello everyone! I just wanted to stop by and give everyone an update on the Community Patches. Although I've started to have a little bit more of a normal schedule these days, I'm still really busy and as much as I'd like to work on modding KOTOR, it always seems to slip further and further down my TODO list. However, there's still lots to do on the patches, and I don't want them to stagnate, so towards that end I'm giving @JCarter426 and @DarthParametric permission to update both of the community patches. They are both veteran modders who understand the spirit of the patches, and will take good care of it I'm sure! This doesn't mean I'm done working on them, just that I'm bringing in other people to the project for its own good I'll still work on it whenever I get the chance for sure! Thanks again for all your well wishes and support!!
  39. 8 points
  40. 8 points
    Greetings and Happy Thanksgiving everyone! I've been hard at work over the last few months. I'm close to putting out a new code release, and I'm in the process of working on a new update video for it. In the mean time I wanted to throw up a quick video showing the progress I've made on Dynamic Lighting and Animated Lip Syncing. Some of the things I've been working on for the next code release are: Handling more NWScript actions (I currently have a bug where While loops loop endlessly. I haven't had time to track it down and fix it yet... ) I'm rewriting the collision detection system to use the AABB trees in the models to more efficiently handle which faces to pass to the RayCaster. Reworked the lighting system to handle FadingLights properly (They now fade in and fade out properly) Lip Syncing data in the .LIP files are now read in and processed during conversations. Reworked the emitter system and most Fountain type emitters seem to work like they should. I still need to add support for Chunk emitters and the other types. Added support for weather emitters that are in the fx_snow.mdl and fx_rain.mdl files. And a ton of other small improvements and changes.
  41. 8 points
    This is correct. The compatibility patch lies within the EE mod itself. There isn't a standalone patch floating around anywhere. Sorry if I phrased that all weird. I certainly think it does. @danil-ch do you think this could be something that is doable? The patch worked fine with M4-78 1.2 but that's the latest version I got to work. And I looked for you. It still lists TSLRCM version 1.8.3.
  42. 8 points
    Excited to announce that non other than the man of a thousand voices himself @UnusualCharacters will now be playing Zekk Vorrn in the The Prodigal Knight!
  43. 8 points

    Version 1.0.1

    415 downloads

    This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to TSL as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal since the most difficult part is reskinning the face. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  44. 8 points
    With @ndix UR's blessing and @Sith Holocron's recommendation, here is a quick look at Jolee Bindo's new voice over for this upcoming expansion performed by your's truly.
  45. 8 points
    I need to provide some back-of-the-box quotes as well. "Yeah, it was OK I guess" "I haven't uninstalled it yet, so there's that" "If you are a fan of mods, this is a mod" "The most fun I've ever had extracting a ZIP archive"
  46. 8 points
    Thanks. <bashful> I just quit the Staff. I ain't leaving the site, folks. Easier to have less responsibilities so I can concentrate on assisting other mods - mainly by recruiting. It is more rewarding (for me) and I think I might appear less like a blowhard that way. You're not rid of me yet...
  47. 8 points
    Perhaps I should start a rating system.
  48. 8 points
    After going through the voice files collected by Sith Holocron, we're going to go with the followong: Darth Fang: Trayusstudent Sith Cleric 1: Darth Varkor Sith Cleric 2: Mellowtron Grunt: UnusualCharacters Slave: UnusualCharacters Ever Arden: Darth Varkor Revan(male): UnusualCharacters I want to thank everyone that has submitted voice samples. They were all really good. There are a lot of talented modders out there. I am humbled that so many of you decided to volunteer your time and talents into upgrading a 7 year old mod. It took me about 3 years to make it. A lot of late hours at the computer after the kids had gone to bed. I really learned as I went along, trying new things, trial and error. Hope you've enjoyed it. NM. Personally, I think this is a little scheme by Sith Holocron to relight by modding fire. We'll see. There is some unfinished business out there.
  49. 7 points
    Everyone: "Oh goodie, JCarter426 uploaded another mod! I wonder what flawless, innovative, 10/10 mod he has graced us with this time JCarter426: "IsLaM iS mY aUtHoRiTy!"
  50. 7 points
    I'm still here. And after moving, handing in a thesis and working a lot I finally had some time to work on skyboxes again. Yeay I also just realised today that I can use a simple cylindricalk UVW map for lightmaps and don't have to use a multi-unwrap script followed by somehow projecting a cylindrical map and rendering that to a texture. With that roadblock out of the way I was able to get a lot of work done for Taris. The backdrop buildings are now lightmapped to blend with the skybox: For comparison. Here's the same without lightmaps: In that case one would of course change the color for the texture but you can also see the change in "lighting" in the lightmapped image from left to right. That would have been impossible with a single backdrop building texture and no lightmaps. Now I just need to figure out what those weird white rectangles floating around the upper city are and get rid of them. I might also tweak the lightmap some more, especially for the Upper City South. And I need to check if everything still looks good once I render the skybox with all clouds enabled. Apart from the lightmaps I also did something else today. I'll show it in a screenshot and for some reason I'm feeling like making a guessing game out of it. Please don't ask me why. I'll post some hints in spoiler tags below and if you don't feel like guessing, you can just open the answer-spoiler^^ Answer: That's it for now, so all that's left for this post is me wishing you all a MERRY CHRISTMAS!