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Showing content with the highest reputation on 09/18/2020 in all areas

  1. 2 points
    Much better, isn't it? I also implemented better collisions for walls and added diagonal collisions.
  2. 2 points
    Thank you all for the kind words! I'm glad you like these. I have since finished Yavin 4 and I'm really happy with the result: It's slightly less of a jungle than what we see in the movies so that it blends better with the modules usd in the mod. But I think that works really well too, so I'm fine with it. Now onto the last completely new skybox I want to create: Ord Mantell
  3. 1 point
    I really hope that this is something that even CAN be sleuthed out. There's a very real chance that for what I'm looking for, there is no source available via Kotor Tool and my only chance would be to search through NeverWinter Scripts. Which... I mean... I have no idea where to even start with that...
  4. 1 point
  5. 1 point
    Well, that's nowhere near as demanding as I was expecting.
  6. 1 point
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  7. 1 point
    Just updated the 1st post with release info for those who are following the thread! Let me know if you run into issues. I linked to docs + the downloads.
  8. 1 point

    Version 1.0.0

    961 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.
  9. 1 point
    😀 And now it also creates the walkmesh with materials! I think that's it for now, time to use this tool to make K3!
  10. 1 point
    I had an evil thought about a skybox suggestion last night: Cathalan.
  11. 1 point

    Version 1.0.0

    1,271 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.
  12. 1 point

    Version 1.0.0

    681 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.
  13. 0 points
    Hello! I cannot unfortunately offer you any help on this but I can confirm that the sudden load of an extraneous module happened to me a few times too without any apparent reason. I can add I have never attempted any kind of speedrunning through the game. Cheers!