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Showing content with the highest reputation since 08/22/2025 in Posts
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5 points
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2 pointsThe time has come, the Echani are almost ready to be added to the K1 Alien Pack. These skins were, for the most part, made by me. The Echani textures in the K1EP are by RedRob41 and, I assume, aren't part of the modder's resource element of that mod. Below is an example of an Echani made by me. Since Brianna is supposed to be a hybrid of a human and an Echani (The human Arren Kae as the mother and the Echani Yusanis as the father) I wasn't inspired by her appearance when making the Echani, instead, I was inspired by the appearance of Raskta Lsu. This next skin is based on Daris Solomon's texture from BOSSR. As that mod can be used by modders as per SilverEdge9's blanket permission, I took Solomon's head and modified it to look like someone else despite still using the same head model. Below is the third Echani appearance, it isn't too visible but as you can see if you were to install the Devaronian install you'd get both species side by side. Since the cut Echani in the Ahto City Bar already has a UTC file, there are no extra compatibility patches for the K1 Alien Pack's Echani install and the RC-K1CP which will soon restore the Echani. Just install the RC-K1CP before the K1 Alien Pack's Echani and both the vanilla Echanis and the restored Echanis shall have Echani heads. There are 3 male Echani heads added with 8 NPCs across the entire game being converted into Echanis. Female Echanis may be added in a future update and named NPCs may get their own unique Echani heads in the Galaxy of Faces mod. If you think the K1 Alien Pack adds too few Echani, don't worry - the Echani are few only because the K1 Alien Pack will add more aliens throughout the game so no one alien species will be overrepresented. The K1 Alien Pack's Echani update shall come with another new alien species which I hope to share here once those ones are ready. Stay tuned!
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1 pointGood day. I haven't seen these messages. Thank you!) The problem with the tail has been solved. But the problem with the eyelashes. Perhaps you'd like to take a look: Lara.rar
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1 pointThis is not so much a modding question as it is a game play function. I'm running the steam version for KOTOR 1. The problem I am having is that my keyboard and mouse movement for the turret are inoperative. So much so, that I can only move the Ebon Hawk turret about 5-10 pixels a time. and by that time, I've only managed to knock out 2 or 3 of the fighters out of the 8 that swarm you. My keyboard setup has "A" for left, "D" for right, "W" for up, and "S" for down. Not even the Spacebar is available for firing. Even if I press and hold my laptop mouse touch pad to move the turret, it is soo slow, the battle is over even before I can do much damage. I have even turned the difficulty setting from "normal" to "easy." Is there a workaround or solution to this issue? When I play KOTOR 2 and do the turret option in retaking the palace on Onderon, or the opening fighter sequence in Onderon orbit, my keyboard and mouse and move and fire the turret in both mini-game sequences just fine.
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1 pointHello there everyone! As always, i'm in the middle of thousand different projects for the mod, but I felt like providing an update for the current WIP lower city and hidden bek base The new hidden bek appearances The lower city The hidden bek base The project goes further and further! Not as fast as i'd hope, but still we are very slowly getting there! 😅 For the people interested, i've created a discord channel dedicated to the project. It is not very active at the moment, but i post some screenshots or videos here and there so if you want to be up to date with some work in progress you can see it in there. You can also directly provide some feedback. It'll be way more active once i'll release the alpha build obviously! My discord for the project See ya next time! 👀
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1 point
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1 pointPossible, yes. Entirely practical in some cases where stunt animations exist (e.g. Malak/Revan Dantooine star map cutscene, Kreia/Sion/Nihilus betrayal cutscene, etc.). Not particularly feasible in cases with custom animations where no equivalent stunt animations exist in the game files and/or scenes featuring certain types of impractical/impossible to replicate VFX (e.g. Bastila vs Revan fight dream sequences on both counts).
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1 pointWhat have been or has become your favorite Lightsaber builds from the workbench? I've been playing around with some different ones lately and have come to appreciate a few nuances in both lore and gameplay. My got to for my last few playthroughs have been: -Jenruax -Green -Upari -Improved Beam Gem lens -Expert Fencing Emitter -Telgorn Volt Cell III This gives me pretty good damage and blaster defense, as well as let me hit some insane critical roles when running the Shien form with force speed + power attack. Another personal favorite I like to do it: -Opila -Blue -Ankarres Sapphire -Improved Vibration/Pontite lens -Expert Fencing Emitter -Ultimate Diatium Power Cell This one is a lot harder to pull off due to the drop chance of getting the Ankarres Sapphire, but it gives you some really big damage without relying on critical chance (but still gives you good crits with Keen). I tend to use the Vibration Lens for Weapon Masters and Pontite Lens for Marauders due to the defense penalty you get with Fury. I don't really care to use the PC Crystal anymore because it's more fun to try to min-max a character without relying on it and going for a run reliant on pure random drops. What's some fun builds you've tried?
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1 pointSome bad news and some good news. The bad news: the restored Carth's dialogue when you're initially tossing and turning in your bed has been removed as a temporary solution to a game breaking bug. The good news: the update that removed the above restored content replaced it with Shuma the Hutt. Here is how he appears in the pre-release screenshots: Here is how he appears in RC-K1CP: The old restoration mods and K1R all restore Shuma out in the Hangar Bay even though the above pre-release screenshot exists and the fact that Shuma greets you to his "humble abode" - a term that would make much more sense if he were inside an actual room and not out in the open in the Hangar Bay. To both differentiate RC-K1CP from K1R and to remain faithful to Bioware's original intention with the character, I have restored Shuma inside Elise's room, the one where she appears after you complete the missing droid sidequest. Elise, her boyfriend/her droid will now spawn in the hallway just outside the room to make way for Shuma. In the game files there are four Hutt textures whilst in the vanilla game there only three Hutts. With Shuma added, that brings the total up to four Hutts and as you can probably tell Shuma is using Ajuur's old appearance. To prevent two identical Hutts in your game I decided to restore the unused Hutt texture for Ajuur on Taris. Ajuur will now look like this:
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1 pointYou will need the KOTOR Blender plugin. I used the 3.3 LTS version of blender but it looks like it has now been updated to newer versions. I still recommend using a LTS version. First you need to switch to the lightmap UV. If you don't, the lightmap will be baked on top of the diffuse texture. You can find this under UV Maps in each meshes Object Data Properties. Select each mesh and click UVMap_lm. Yes, it is tedious but it's required. To bake the lightmaps with the plugin, click the KotOR menu -> Lightmaps -> Bake(Auto). You should click an empty space, first, to make sure no meshes are selected. If meshes are selected it will only bake for what is selected. At this point you may notice the lighting looks bad. The UVs need to be unwrapped and some lightmaps will need to be resized to a higher resolution. This is optional but it helps me keep it organized. Look through the list of meshes and see which ones have lightmaps. I then rename the meshes to start with the lightmap name (lm0_Object19,lm1_Box01, lm9_mesh456,...). When unwrapping the UVs this makes it easy to select all meshes that share a lightmap, which you may be doing multiple times. There's 3 ways to unwrap the lightmap UVs. Each has different advantages and disadvantages. The best to use will depend on each group of meshes, sharing a lightmap. 1) Lightmap Pack (Most efficient) - This one will work for most but sometimes the triangles of a face get separated, creating an ugly seam. 2) Unwrap (Medium efficient) - Keeps the basic shape of faces the same bust doesn't pack as efficiently. This one requires you to select all(a key) UVs first or nothing happens. 3) Smart UV Project (Least efficient) - This one maintains the shape of faces perfectly but each UV takes up a lot of space. May require you to increase the lightmap resolution really high to look good (1024x1024 or more). While in the layout workspace, select all meshes that share a lightmap. Then switch to the UV Editing workspace. All meshes need to be selected in the 3D view, for the UVs to show in the UV editor. Then select one of the unwrap types in UV -> Unwrap. Remember, if doing regular unwrap, selecting all UVs is first required. Now, go back to the Layout workspace and bake the lightmaps. Some lightmaps may have weird artifacts or look low res. You can compensate for that by resizing the lightmap texture. Go to the UV Editing workspace and select the lightmap to edit. Then Image -> Resize. I try not to resize higher than 512x512 and I keep less detailed meshes between 16 and 128. The larger the texture size, the more memory it takes in game and the longer it takes to bake. Then go back to Layout workspace and bake again. To save the lightmap texture, go to UV Editing layout then Image -> Save As. You will need to do this for each lightmap once and make sure you choose TGA when saving. After, you can use Save All Images. I haven't even touched on lighting but here's a few tips: - Under World Properties, the surface color will affect your lighting a lot. I prefer to just remove the surface(or make it darker) and it gives me more control over the lighting. - Point lights fill the room with a lot of ambient light. If you want more control over the shadows use spot lights. - The game engine will add even more lighting on top of the scene. You can control this in the light's Object Properties -> KotOR Model Node -> Light
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1 pointI still need to fiddle with the lip sync for the Dantooine Ruins scene, but since that's horribly laborious, I decided to look at some of the other scenes. Here's a first crack at recreating the Star Map visions - albeit without the black spiderwebs/fog effect. It's not exactly 1:1, but close enough. With the animated camera setup done, it should be pretty simple to transfer it to the other three maps to capture their movies, and get the footage for the cross-fade during the revelation scene. Edit: Tweaked the setup a bit after working on the Kashyyyk map. Edit 2: Added the Manaan and Tatooine map sequences. One thing I don't understand is why they are so inconsistent. Some barely show the map opening before they end, others show the later section of the anim where you can actually see the galaxy map. I think it would probably be worth offering alternate versions that follow the Tatooine map's timing. Edit 3: Maybe the timing differences are because they used those same clips to create the Revelations sequence. I personally took a different approach in order to properly sync their animations and get a seamless transition between each shot.
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1 pointOK so here's another comparison, this time with the star map timing adjusted and with the (re)addition of the vanilla lighting, as requested by @Sith Holocron. Although I did tweak the light in the first room to switch it from the original yellow colour to the blue of the light in the star map room. I've since made a minor FoV tweak to the last shot (from 11° to 12°) which hopefully should bring every shot to parity - or as close as I can make it - with the original. I think the only remaining changes are to open the door leading to the room where you encounter the droid (and Nemo's corpse), and delete the flag placeable in the computer room just visible off in the background of the close-up on Malak's face. Strangely the lights fixed the issue with the shading around Malak's eye sockets, which was a nice bonus. The only thing remaining that really bugs me now is the desync between the star map opening and the sound effect for it. This is present in the original video, so it's a problem with the audio track. I'm guessing they must have made a late adjustment to the animation after they had already finalised the audio. Or maybe it was just a mistake. Not sure what can be done to fix it. We could overlay a duplicate of the map opening SFX, but then you'd get a weird duplicate/echo thing going on. Maybe that back end of the audio track could be adjusted/stretched? That might screw up the music though. I guess I can try playing around with it.
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1 pointThe Dantooine dream stunt anims exist, although Revan and Malak's positions don't line up with the Ruins layout so they'd need adjustment. The animated camera does line up with the layout though (starts outside the star map chamber). The models are M15aa_c01_cam, M15aa_c01_char02 (Malak), M15aa_c01_char04 (Revan), M15aa_c01_char03 (door). For other stuff like the Bastila/Revan fight and the revelation sequence, most of it should be able to be recreated with mostly generic anims. It would probably need to be done in TSL, just because you can script all anims there, unlike K1. There might need to be the odd custom anim cobbled together. The star map fly-arounds would be simple enough. It's really only the Hawk's take-off/landing sequences, Taris fly-overs/bombardment, and endgame Star Forge battle sequences that would be difficult. They can't really be done in-engine. I did play around with the idea of redoing the take-off/landing videos, but it would be a ton of effort. I had a brief fiddle with the first half of the Manaan take-off before moving off to focus on other things. That would really require a team of people, not just because of the workload but because you'd need people to handle different facets. Like all the missing VFX in this shot for example. Manaan_Take-off_WIP_Render_Test_2b.mp4