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Showing content with the highest reputation on 04/23/2019 in all areas

  1. 2 points
    It appears that behind this Rodian fellow at Tatooine's czerka offices there is screen with a baby on it. What's the meaning of this? I'm putting my money on a dev's child but i do not know for sure...
  2. 2 points
    The one in black is clearly the larval form of a Bith.
  3. 1 point
    Hmm, Czerka - I see what you guys are doing there... Hahah, so the texture name is LTA_scre02 and should looked like this when unwrapped: And about the nun Malkior mentioned earlier; I'm curious as if we can see her in-game too, hahah.
  4. 1 point
    Glad to hear it did. Be careful with reusing an existing crystal however. If you do that and at some point take the crystal out of the saber you won't be able to get your saber back. That's because when you put the crystal back in, the game will check upcrystals.2da for the first row with this crystal and give you the corresponding saber which would be one of the standard sabers. If that's no issue for you and you don't want to release it as a mod you're fine of course. Otherwise I'd recommend creating a new crystal item and also short and double blade versions of your saber.
  5. 1 point
    i personally don't think it's much of a big deal (Don't see any serious deformations), looks pretty well ingame ,hell, i think it looks amazing! For the first 3 , i used the weequay head and it ended up looking very damn cool! on the next pictures, i had used another head (the beard was fitting with the color of the cape) and a retexture hood version from the old hood mod (which is good on some outfits, but looks strange when you move your head on some others) . Honestly looked epic from the distance! this better get a damn deadly stream mod page =P. It is a project (just like the weequay) worthy of exposure!
  6. 1 point
    Here you go: http://dpmods.wheb.org/files/kotor/tsl/[TSL]_Quarren_Robes.7z The deformation is terrible. Clearly it was never intended for anything other than standing still/conversations. I have no interest in pursuing it further though. If someone else wants to try and fix it, be my guest.
  7. 1 point
    Guys, i brought you a present! In my spare time (Which i have way too much of these days), i have managed to make a decent weequay body skin (you can use it if you plan to release it (hopefully) fully on deadlystream, no need to credit me! (unless you want to)) . here are pics for the texture ingame, i can send you the file , DP, but i need you to tell me how you want me to do that! i obviously matched the skin color, darkened some parts and added a wrinkled overlay (minor, but it makes a big difference). When i taken a look at swtor's tanno vik (shirtless), i noticed that the only "Large" wrinkles on the body is on the chest ,neck and face.
  8. 1 point
    I've fixed the dodgy eyelashes. I re-acquired them from the donor model and all seems to be working as intended now. https://www.darthparametric.com//files/kotor/tsl/[TSL]_Player_Head_Weequay_v1.1.7z
  9. 1 point
    OK, I did some further hex edits to stop the animation. The starboard section with Carth and the escape pods is pretty straightforward. The skybox is part of M01AB_10A and is just the starfield, no fighters, planets, nebulae, etc. I simply set the value for all the rotation keys to the one for time 0 (0°) for the starfield mesh. For the Command Module I did the same thing for M01AA_07B, except I tried to get the nebula visible from the bridge windows. I can't figure out the animation data values though, as it is different to the way MDLOps compiles animation rotations, so the best I could do was set it to the value for the middle key, which is 180°. At that value the nebula is just visible at the top of the starboard windows. Endar Spire Command Module M01AA_07B - Invisible fighters, laser bolts, & planet; rotating skybox: https://www.darthparametric.com/files/kotor/k1/[K1]_M01AA_07B_Skybox_Edit.7z Endar Spire Command Module M01AA_07B - Invisible fighters, laser bolts, & planet; static skybox: https://www.darthparametric.com/files/kotor/k1/[K1]_M01AA_07B_Skybox_Edit_No_Animation.7z Endar Spire Starboard Section M01AB_10A - Static skybox: https://www.darthparametric.com/files/kotor/k1/[K1]_M01AB_10A_Skybox_No_Animation.7z
  10. 1 point
    For the Taris version, it would appear that the skybox is a separate model, m01aa_07b. The starfield is a single mesh with its own simple stars texture (LSP_stars02), the planet is its own mesh with its own texture (LHR_planet), there's a separate nebula mesh with its own texture (LSP_nebula01) and then there are a bunch of fighter meshes, some 2D planes (LHR_sithfighter1) and others 3D meshes (LHR_sithfighter). The 3D fighters also have a number of laser bolt meshes. I'd suggest that the best approach would be hex editing the model and turning off the render flags for the fighter, laser bolt, and planet meshes if you want to get rid of those. There seems to be no reason to alter the textures. Edit: Here's a pic of the hierarchy. Edit 2: I went ahead and hex edited the skybox model to turn off the render flags for the planet and fighters as I suggested above. Extract it into your Override folder and let me know if it works as intended. (Edit 4: See below) Edit 3: (Damn, a lot of edits) I just realised the skybox for the Taris ES level is animated to rotate to simulate the ship being out of control. If you are planning on using it for some other purpose like a mod where it is meant to be travelling normally, that's probably not going to be desirable. I assume whatever they use for the Vandar/Dodonna cutscene during the Star Forge sequence is just the bridge, not the whole ship.