VarsityPuppet

Members
  • Content Count

    2,290
  • Joined

  • Last visited

  • Days Won

    161

Everything posted by VarsityPuppet

  1. No. This saber mod can not be compatible with any other saber mods. I know I'm alienating people this way, but it's the only way to get this many sabers in this many colors and all have them work properly in-game. I wish it weren't the case, but that's how it is.
  2. No, it shouldn't be compatible with any saber miss.
  3. Did you start a new game? This might be related to how I chose to deal with the old lightsabers...
  4. Thanks, will take a look at that. Still revamping the installer
  5. Well, I think it'd mainly consist of throwing the models in the override, updating the .vis and the .lyt for the relevant areas. How close is it actually? That'd be a real bummer if it was too close to add the 3d models comfortably. I guess I could crack open 3dsMax
  6. Forewarning: I wrote most of this on the fly a few days ago. So pardon my poor grammar. Subfolders might be a good place for source code. It's always a bit troublesome to try to find that exact rar or zip file that has the original files you were working with, especially if you're constantly tweaking and changing things like myself. Yes, this is exactly the sort of thing I want hashed out, although the main issue we'll run into is that Kotor 1 does not support subfolders (I think). Doesn't mean we can't still do this for KOTOR 2. Could you clarify this a bit? Are you suggesting making subfolders specifically for compatibility? That sounds like a good idea. I'd like to hear more on it. I believe it is and yes, it has been really helpful with the massive environmental retextures. You raise a good point about the one-off skins and characters, though I would be inclined to convert them for consistency. The tool is so easy to use though that we might as well just convert everything possible. The only downside is that we'd have to be stricter about tga formats: They do have to be Po2 and non-compressed. This sounds like a generally good idea. I would just hope that there's not too much script injecting going on. Perhaps it would be worth going over the specific process. Then we can coordinate with TSLRCM to increase the compatibility for future modders. Though scripting has proven itself to be extremely buggy in the past. Good point. It's not like we have to be real strict on these anyways. I can't imagine there will be too many people with 2000+ poly models that will kill the game Fair point. I would say 512-1024 is acceptable depending on your skill level and what you're trying to accomplish. I can't imagine there are any instances where we should be recommending 256x256 for head textures though. 2048 across the board would be heavenly. Some of that depends on what people can export at. Maybe set 1024 as acceptable, but 2048 preferred? These of course would benefit from the DDS tool. Good point on this here, but I don't know what we can do about the tools for that now (other than editing UV Mapping for area models...?). We'll have to come back to this at a later time probably.
  7. Looks bangin' as usual, Quanon. Export those mofo's and we can add them to the scenery! EDIT: By which I mean, make some area models. Would certainly add some depth to the area in addition to making the skybox look beautiful
  8. Seems pretty conclusive. This would be the perfect time to ramp up in anticipation for the release of KOTOR II android.
  9. If you'd gotten the GOG version around May 4th weekend, it would have been only $3
  10. It's gotta be coming. Suppose I should work on getting KOTOR mods to work on android.
  11. If this does indeed work, I'm going to get that android port ASAP, load it up with mods and play KOTOR 2 as it was intended: With a controller!
  12. This looks great! I expect similar quality for TSL
  13. I can't remember which texture pack it is. Should probably revise that before I make this official.
  14. Yep, that was one of the ideas. Sure had beenv awhile since I focused on this though. Working on the refined install process.
  15. Yep, I bet if you open up that file with a hex editor (HXD for Windows is good, HexFiend for mac), you'll see w_shrtsbr_001 on the first few lines.
  16. Yep, so as I thought, the orange lightsaber model has the same reference name as the blue model. Does this only work for shortsabers?
  17. I've seen this before (or something similar, I think). This relates to the actual model files themselves. What caused the issue for me was that both the blue saber and the orange saber models use the same reference name, which when loaded into the game at the same time, the most recently loaded model would overwrite all in game. So do this test for me. See if there are any other color crystals this happens with. Then, make a lightsaber with a blue crystal, and one with an orange crystal. Give them both to someone in your party. Then save/reload and tell me what colors they are.
  18. What does it say specifically on screen? (or a screenshot would be nice)
  19. Good recommendation, but are there any recommendations on placeables? Obviously they're quite variable in size. I would also like to point out that when you modify any original image file, make sure you're grabbing it from the C pack. You always want to be editing the highest resolution version of the image. Also a rule of thumb when it comes to texture sizes and what sizes to use: Heads: 512x512 Weapons: 128x128 or 256x256 depending on the definition Armors: 512x512 Placeables and Area Textures are the exception. These typically are really low resolution in-game and are in dire need of upscaling. Obviously, never go smaller than the original size. I would also recommend we start an index of the available retextures. We're coming to a point where higher definition is the standard and yet there are so many different retextures you need to download to optimize the most amount of textures. My own override includes combinations of Vurt Xarwarz, Malkior, Jorak Uln and many others (I apologize if I didn't mention anyone specifically!) Yes, they should be kept to a minimum.