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Showing content with the highest reputation since 02/17/2021 in all areas

  1. 6 points
    Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  2. 5 points
  3. 4 points
  4. 4 points
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  5. 4 points
    [Update: 02/18/2021/AM] Progress made with the bar/drinking lounge. I have added a signage to the counter, as well a touch of comfortness by adding a nice-gritty[?] carpet. The table trims also have been reshaped, and few other stuffs mainly to make this place more compelling, lol -- I'm looking to work on this project pixel-by-pixel on a daily basis. Trying to get my memory back with some stuffs I used to know at the very least, 'cause not modding for months makes me forgot more than what I've learned, lol. Catch you later!
  6. 3 points
    I'm going to give using the Kotor Level Editor (KLE) by Lachjames a try for a Korriban Academy mod.
  7. 2 points
    I keep a tab on performance and try to use modern OpenGL functions and optimization techniques whenever it makes sense. As it stands now, reone pushes hundreds of FPS in a typical module on my machine, noticeably more than I have using the vanilla engine. And yet, there are still ample optimization opportunities I can think of. You can expect reone to outperform vanilla, if only due to advancements in OpenGL. Grass is currently not implemented at all, but I see no reason, why you wouldn't be able to increase the grass distance or crank any other graphical setting up.
  8. 2 points
    Since reone already uses multi-pass rendering, there's nothing stopping you from writing a post-processing shader. That's how self-illumination currently works, for example.
  9. 2 points
    So final update for today. The port to Kotor is finished including the three new saber colors from TSL. So when ever I get the permission from @Sithspecter I am ready to push boh versions out there. And something you might be interested in: Kotor features now black core sabers.
  10. 2 points
    Yeah, good point. And thanks! Also more stuff:
  11. 2 points
    Here's a new shot of the geometry, textured up. I've got the Rakatan symbol on the base. Too on the nose?
  12. 2 points
    Wow, @ebmar this looks like a very neat project! I am excited to see how it develops. My feedback is that the area in general is a bit too dark, especially in the corners and within the center circle between the tables and the outer walls.
  13. 2 points
    Heh. One of the most satisfying things I've ever seen in this game. Oooohh, that glow!
  14. 2 points
    Hi All - With all the rumors of a new KoTOR coming out, Deadlystream is in great need of a new theme for Deadlystream and a new Logo/Banner. What I am looking for is someone to do what is outlined below, this would be a paid project and anyone who can show some previous work is free to apply. I am particularly hoping someone from the community would like to do this work, as I believe someone with a passion for KoTOR and Star Wars would be better suited for this. This could all be done by one person or if you would prefer to do just the theme or just the logo that works too. Theme - Build a wireframe and/or a psd of a new theme for Deadlystream Design new icons for Deadlystream forums New design for the Forum section of Deadlystream New design for a News Section of Deadlystream New design for the download section of Deadlystream New design for the Gallery Section of Deadlystream Logo and Banner - New Logo that includes Deadlystream in the name New Banner that is Star Wars / KoTOR theme'd Logo can be layered over banner, and will be used at the header of Deadlystream Please reach out to me via PM if you are interested. Thank You, Tyvokka
  15. 1 point
    Get TSLRCM 1.8.6 on Deadlystream: Or through the Steam workshop. Changes; * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk December 18 KOTOR2 will release on mobile devices. For TSLRCM 1.8.6 on mobile click here: Additionally M4-78EP 1.3 has been updated on Steam. There is no standalone version of this at this time, sorry. If you run into any issues you can post them here:
  16. 1 point
    So here I have one more update for you. The kitbash crossguard saber from @Kaidon Jorn is now ported to Kotor. Black core crossguard looks pretty good in my opinion. What do you think? Stay healthy!
  17. 1 point
    Appears to be fully functioning for me. Perhaps you went to kotor1 by mistake?
  18. 1 point

    Version 1.0.0

    67 downloads

    Re-texture of PMHC03, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHC03 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  19. 1 point
    The mod has evolved a lot since i tested it the last time, especially the environmental lighting is much refined. Here some impressions: Off: ON: off: ON: Off: ON:
  20. 1 point
    Opacity is the other side of transparent (100% opaque = 0% transparent and 100% transparent = 0% opaque) so yeah, that's the same thing. This may have been renamed in some version of GIMP. Not sure what you want to do, if you want to retexture an NPC then you don't need to mess with .uti and .2da files, you simply overwrite the existing texture the game uses. Let's say you want to give an NPC another 3D model, then you do need to change its .2da row. You can make a backup of the appearance.2da that you currently have and then just experiment.
  21. 1 point

    Version 0.9.0

    32 downloads

    INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. I've worked just on some of the Placeables I'm using in my new Module. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are the Computer Panel (on floor) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time), the Computer Panel (wall), one Desk, the Workbench (the orange one, not yet the blue), the Foot locker and the locker (the Locker and Foot Locker are not animated). The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. As I'm working on the Endar Spire I've included as well my animated sign of the Broken Doors. ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!!
  22. 1 point
    Yeah, that's correct. It's mentioned in the text. Maybe I change of idea ...again
  23. 1 point
    View File Animated Placeables Pack (KotOR 1) INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. I've worked just on some of the Placeables I'm using in my new Module. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are the Computer Panel (on floor) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time), the Computer Panel (wall), one Desk, the Workbench (the orange one, not yet the blue), the Foot locker and the locker (the Locker and Foot Locker are not animated). The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. As I'm working on the Endar Spire I've included as well my animated sign of the Broken Doors. ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!! Submitter Obi Wan Pere Submitted 02/22/2021 Category Mods K1R Compatible Yes  
  24. 1 point
    I like them! Would these work in KOTOR 2?
  25. 1 point
  26. 1 point

    Version 1.0.0

    26 downloads

    Re-texture of PMHA01, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHA01 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  27. 1 point
    Very cool. I like this a lot. So much better. Thank you for doing this.
  28. 1 point
    Thanks for the info! I've used K-GFF a few times to edit .utp and .uti files. Looks like I'll be downloading those other tools as well. I appreciate the link. There's a lot to dive into over there. Some of the stuff covers exactly what I'm wanting to try, like adding a Merchant and placeables to a module. I'll probably be back on the site begging for help, though. Fingers crossed until then. Thanks again!
  29. 1 point
    Hey guys! I'm brand new to modding. As in "first day of pre-school" new. I downloaded some modding tools from here and started playing around with them, primarily KotOR Tool. I've even made some tiny mods for TSL that actually work in the game. Where I'm seeking help is with quests that end with rewards or loot. For example - on Dantooine, when you alter the will of the dead salvager and turn it in to Zherron, you're rewarded some random items. How would I go about modifying what items a quest like that rewards the player? Is it a scripting issue? Is there a specific file I need to track down? I'd appreciate any advice or even a link if this has been covered somewhere else on the forum. Thanks!
  30. 1 point
    Yep! I also would really like to use two of his textures for two character saber models. Sion's and Infernal Warrior's.. What do you say @Sithspecter?
  31. 1 point
  32. 1 point

    Version 1.0.0

    30 downloads

    Re-texture of PMHB03, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PMHB03 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  33. 1 point
    Hey all, I’m new to the forums. Heard about this community from reddit. I’m an aspiring technical sound designer currently working on reels of various design applications. Seeing as the Kotor series is my favorite video game series of all time and is super mod-able, I thought it might be fun to do a more modern sounding redesign. I’m actually already working on redesigns for various cutscenes from Kotor 1. Is this feasible? Where should I look to start learning about this process? I’ve seen about the Lucas tutorials but not sure if they’ll be good for what I’m looking to do. Also, if anyone knows If Kotor is using middle-ware like FMOD or Wwise, I’d appreciate such knowledge. Mods, lmk if this isn’t the appropriate thread for this question and I’ll be happy to repost elsewhere. Thanks!
  34. 1 point
    Now if this hub is supposed to down n' dirty, perhaps a damaged version of the dancer sign is in order. I'd be happy to provide the individual frames to anyone that would like to try their own effects to this. There's a lot of folks that have Photoshop here (I don't) that can do wonderful things with that program.
  35. 1 point
    Yeah, was trying to pour myself into it also and -- there it goes. 😛 OK, I admit to made mistake particularly by altering the animation. Dang, I shouldn't have changed it, hahah. I'll fiddle with it again later. Thanks for the feedback! Now there you see it folks... Cool, and thanks! I'm as excited as you too. 🍻 Feedback taken! Thank you. I do also think the place need to be brighten, though not sure how much. I'll play with it at some point.
  36. 1 point
    I was just wondering what happened to the coloring and the shape of that texture? Just so folks can see the original in action . . .
  37. 1 point
    [Update: 02/19/2021/AM] Here's a quick tour inside the Hub -- My rig's not the pretty one so you might notice a performance drop, but that's from recording the game. Still, there'll be an in-game performance-hit at some parts of the module because it had to load most room simultaneously to make them visible, particularly at the central area. But if you have pretty decent rig I don't think that'd be a problem. Most [static] textures are around x512 at most, and the animated one can be ~x2048 -- they're all in TPC format. I've tried populating the module and... yeah, the performance drops a little bit more, lol. But still at decent playable-frame-rate I'm certain. I'm creating this with efficiency in mind, so I try to remove any extraneous bits that [I think] could overload the machine -- my machine, lol. Started from removing isolated faces on the model to using reasonable texture resolution. Progress-wise, I have worked on the bar/drinking lounge -- by adding a mark out walkways as suggested by @DarthParametric on DS' Discord, and few other addition as well. Also in the dancer-lounge you'll notice a fancy-looking dancing Twi'leks' signage, courtesy of @Sith Holocron -- with a little collaboration I did. That's all for now, and catch you later!
  38. 1 point
  39. 1 point
    Good afternoon. Fixed it.
  40. 1 point
    This is basically a reskin of Javyar's Cantina, where we'll find bullet marks, stain, and broken panels on wall and the floor -- as oppose to the Upper City one that looks more preserved. Though many of its geometry, lighting etc. has been changed. More details below! Much thanks! ____________________________________________ Long-story-short, Iater last year I was in a discussion with @DarthParametric on DS' Discord about creating new module -- an entertainment promenade in K1 to be exact, which players could spend their time doing mini-games, battling characters, monster hunting, enjoying cool tunes and many more [that you'll decide! Why? Will find out about it soon!]. Out of agreement [LOL] I chose Javyar's Cantina as template and go ahead on working on the basis -- some basic modeling, reskin, and to follow -- populating the area with NPCs as well their fancy things. To make it shorter -- we had agreed and envisioned this to be a modders' resource in the long run, but my plan is to lay the foundations first -- a fully functional module that later can be easily integrate with modders' customized version of it [this where you decide what you want to do!]. So the end product will be a playable module and an empty module with resources. As it stands now the area has been finished about ~80% [that I'm quite happy of]. The only room that haven't fully worked on is the bar/drinking lounge. Here's some screenshots and details of each rooms -- Entrance Pazaak Lounge Central Hub Swoop Lounge Bar/Drinking Lounge Dancer Lounge I guess that's all for now. And if anyone have questions and/or feedbacks feel free to drop one. Cheers! P.S. this one by far is the most complex mod I've ever attempted [and without DarthParametric's help it wouldn't be at this point, really], and to add to that -- I haven't mod in about 4 months or so, so -- this one might take a while, hahah. 🤪
  41. 1 point
    Padawan, there is a very large difference between "this doesn't work" and "I don't know how to make this work". Simply saying "it doesn't work" is not helpful in trying to diagnose a problem. Lay out exactly what you did and how you did it.
  42. 1 point
    After seeing what this looks like in game, I had to write this review. The head is just a massive improvement on the original in every conceivable way. This is one of the heads I've never used before in a playthrough due to it looking quite bad, but I always was taken with the battle wounds on it. To keep this brief, Dark Hope's reskin breathes life into one of the shittiest male heads in the original KOTOR. The only reason I am giving it 4 stars and not 5 is due to the final dark side transition looking a bit too clean for my liking (and I am a biased dark side player). Specifically, the whites of the eyes are way too clean (the one thing the original got right was making the blood vessels in the eyes very prominent), it could also use a few more veins on the face. The irises are quite well done, so it's encouraging that the creator listens to feedback and works on improving. Personal bias aside, an excellent reskin.
  43. 1 point
    So in case anyone was wondering, I AM working on a new SLM. SLM 2020 Been working with and learning from Crazy34 on these new blade models with ambient lighting or glow. Which means new blade cores and planes that look spectacular, that sit gloriously atop my SLM and Default Replacement hilt models. Already replaced some hilt models in SLM and would like to get GMax again to be able to model brand new hilts that don't have all those damn vertical vader grips. In fact I plan to remove a lot of those. In addition I've already expanded the workbench dialog to be able to break down or "disassemble" every single type of lightsaber in the game so you can get the crystals back out of the lightsaber and build whatever hilt you want from SLM. Oh, it'll be awhile...I only just was able to get the single saber portion of the default hilts done with the new blades.... More to come. -KJ
  44. 1 point
  45. 1 point
    Ive taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
  46. 1 point
    No. BUT... I am making a patch for Brotherhood of Shadow as we type. Previews of said patch will be released somewhere on this site at a later date. As it has a TSLPatcher I am willing to say yes.
  47. 1 point
    The CSLU Toolkit link has been updated with Windows 8/10 support. Installation instructions and use remain the same.
  48. 1 point
    Yes, absolutely. It gives a bit of an exclusive touch to the uppercity. As you see in earlier posted pics, i try to give every area a unique look, which may differ greatly even on the same planet. In Vanilla, everything is too conform to the point you dont really feel much of a difference.
  49. 1 point
    Here some updated screenshots - its amazes me how much graphical improvement can be made with texturing alone, although adding custom lightmaps is something thats hopefully is doable later, too. Recently created highly detailed heightmaps for a realistic look on (uneven) surfaces: Vanilla texture: recreated tex: Ingame: primarily used on Korriban: misc planets: Please give me a short feedback whether you like/dislike the new look and why.
  50. 1 point
    I kept the collar itself, I just repositioned the verts a bit, mating them to the torso hole and making the top curve a bit more consistent. It was the neck plug that I replaced, which was a separate piece in your original. I just added in some new geometry to bridge the inner walls of the collar itself and snapped the inner ring to the neck of an imported head. As to changing the texture assignment, like I said above that doesn't really matter, since the entire model gets forcibly assigned a texture via the 2DA anyway. The more concerning elements are how you managed to change the scale, and how you managed to change the hierarchy (including adding an emitter). Exporting with animations wouldn't do that. It doesn't do anything unless the base has animations on it. Since the model has no inherent anims, it functions exactly the same as exporting geo only. If you were saving it as a GMax file, maybe there was some unit conversion screwiness going on there that would explain the scale problem. Maybe there was also some problem with it incorrectly storing object types. A question for @bead-v no doubt. Edit: Haven't tried the TSL version, but here it is in K1: Here are the files. Adjust to taste. ASCII_Models.7z K1_Binary_Models.7z TSL_Binary_Model.7z