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Everything posted by Kexikus
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It seems like KOTORMax's area import function does not properly import (all?) animations. I noticed that when working on the Telos skybox models that contain animations for the birds flying around. When I imported the entire area using the "Layout File Import", those animations just wouldn't be there. "With Anims" was checked of course. But when I use "MDL Loading" instead with the exact same model, the animation will load just fine. I've attached all the corresponding files. The issue was with 233TELSB. The other models don't have animations (I think). 233tel.zip
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k1 [Question] Bump-map Breaks Level Geometry Animation?
Kexikus replied to ebmar's topic in Modding Tools
Well, reading your explanation / description, I now know why I had forgotten all about those issues. They were way over my head ^^' -
k1 [Question] Bump-map Breaks Level Geometry Animation?
Kexikus replied to ebmar's topic in Modding Tools
I'm not 100% sure but it does sound familiar. I can't remember what the steps for fixing it were though 😕 -
So today I wanted to finally do some modding again and guess what, my TSL gog installation won't launch anymore. Tried repairing, compability modes, reinstallation, but nothing helped.
That was certainly not helping with motivation...
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The game won't launch. I can see it active in the task manager but it never really starts.
Dang. I thought it was the installer which I believe I could assist by sending you a copy of the .exe which works on my end.
I wonder what is the problem here. 🤔
Edit: Have you tried using the executable from this release?
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No, I haven't. And I don't think that's the issue either. The very same game installation has been working fine on this exact system. The only reason I can think of is that some Windows update or graphics driver update broke something.
It's not a big deal though, I just switched to the Steam installation that's still working.
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What tool are you using to edit the UTC? And what do you mean by "going back to the inventory"? Reopening the file? Or accessing the inventory ingame?
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[WIP] KotOR JS - A Game Engine For K1 & K2 Written In JavaScript
Kexikus replied to Blue's topic in Work In Progress
That really is incredible! Amazing work -
I have no idea what "Export All" is but apparently that's a button I've never seen. But judging from the error message, try the following: Navigate to the OdysseyBase of your model and there you will see an option to export that model. I think it's in the "Modifier" tab, but I might confuse the name here. It's where you have all the settings for the model.
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I'm just guessing here but I'd think that this can only work for 2das where all columns are basically the same, i.e. each column stands for one variation of the same thing. Then the game wouldn't have to know what each colum stands for specifically.
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That's not related to the column not being connected to a UTI. The main game executable simply doesn't know what to do with that row. That's the problem. So unless we get the sourcecode for the game, there's no chance of us ever adding columns to 2da files.
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It's working fine for me on Win10.
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There is this very useful tool here: It allows you to search through all of K1s/TSLs files to find files with certain properties and will tell you where they're located. That's what I always use to check for duplicate files.
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Glad to hear it already worked out, but yeah. It would have worked. Time for a mod update @VarsityPuppet ?
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How Do You Remove (Added) Items From the Game (K1)?
Kexikus replied to JustABitAgroed's topic in General Kotor/TSL Modding
You'd have to tell us what you're actually editing as that could be any number of things making your game crash. However, one thing to note is that editing the .uti will not change items you already have in your inventory. It might work if you remove them with the Save Game Editor, change the .uti and then add them back with the Save Editor, but I'm not sure. -
There might be some confusion here: You need the binary supermodel (S_Female02.mdl and .mdx) as well as your ASCII model (whatever that's called) in the same folder. And you'll have to try S_Female02 from both K1 and TSL as only one of them might work. Maybe you already did that, in that case, ignore my post.
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That is correct. You can also have a look at my tutorial for more detailed information on folder priorities:
- 11 replies
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- photoshop
- kotor tool
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Isn't there a report function on nexusmods for this kind of thing? That should get their stuff to remove it.
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[REQUEST] K1 Light Side save for award ceremony
Kexikus replied to DarthParametric's topic in Game Saves
I don't have a savegame for you but you can also use DS saves in this case. Her regular appearance (non-hologram uniform, right?) can also be seen in certain cutscenes during the Starforge sequence where she and master Vandar are on board of the republic flagship. I think that includes the DS ending where the republic fleet is destroyed. -
I had that issue as well with transparent textures. I think it's caused by semi-transparent pixels at the edges of your alpha channel mask. Those lines are not actually white, but show the background geometry/skybox because KotOR cannot handle semitransparency with other objects behind them properly. It might be fixable similar to the hologram edits DarthParametric did before, i.e. by changing the node order in the model, but I have not tested that.
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I would guess you have the wrong textures. Or you're using a retexture mod from the Steam workshop that overrides your edits.
- 11 replies
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- photoshop
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One or two weeks ago, I decided to quickly finish Onderon, thinking that there were only some tweaks to the TG scene and the fixed skybox models left to do. Turns out that I had forgotten about the turret scene and the swoopracing. For the turret minigame I had to add the palace model and alter the visible terrain as the vanilla one didn't fit my skybox design at all. So that's done now except for some lightmap tweaks to make the palace blend better with the vanilla geometry. The swooprace is another thing entirely. I didn't even know there was swoopracing on Onderon and my Onderon landscape doesn't really work well with the swooptrack as that one seems to start outside of the city and then gradually enter it, so neither my normal Onderon skybox nor my skyramp skybox work well for that module. I tried creating a third one from a different point of view but that didn't look great either. I'm not quite out of ideas yet but we'll see how it goes. Anyway, I wanted to share what I have. So here are two renders and two screenshots:
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I might be wrong here but I think altering dialog.tlk is really difficult. It's something about having to recalculate the offset of all lines if the length of one line changes and I think that's why TSLPatcher cannot actually edit dialog.tlk. All it can do is to add lines at the end of dialog.tlk. Then you'd have to also edit the dlg files using the changed lines to point to your new lines. But if you do that, you could also just skip editing dialog.tlk by setting the StringRef in the dialog files to -1 and adding the text in there.
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It's called Star Jedi.
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- work in progress
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Couldn't you just switch the appearance for the cutscene at the end of each swoop race? Then it'd only be two scripts, one fired in the beginning and one in the end of the "dialog".