Kexikus

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Everything posted by Kexikus

  1. The scripts are fine so we'll need a description of your actual issue to help you out.
  2. It also makes mod compability issues harder to detect. When simply placing them in the Override, you immediately see if there's a conflict but if some mods put them in modules and others don't, it'll be harder to find any issues. On the plus side, having textures in a module allows you to use different retextures of the same texture across different modules without having to hex edit models, simply because those from a .mod file are only loaded in that one module.
  3. Yeah, you can just do that on the K1 alignment screen. The only upside of using the TSL one would be that it's in higher resolution. The K1 one won't allow you to make your new texture any bigger than the vanilla/BOSSR one. Also, if you end up replacing that texture for Shadow, you might want to consider replacing it for the vanilla party members as well.
  4. @Quanon: May I suggest posting this in the tutorial section? There people who need it would have a chance to see it, unlike here where it will be lost quite easy.
  5. The po_channa2d shows her as dark sided, so I think at least that one should be different from the rest. About the other portraits: Akirakon is never your party member but there are sequences when you play him yourself, so he has a portrait in those. Shadow you already know. Verbal is a partymember at some point I think, but also is the main character for at least one sequence. Kobayashi is definetly a partymember. Malak I don't remember to be honest. Mech is also a partymember I think. I'm not sure on that one though.
  6. You see them on The eyes of HK units when they talk. No idea how they Work though.
  7. To find the vanilla texture size, you need KotOR Tool. Once you installed that and opened that, you'll find a tree view with one tree for KotOR 1 and one for KotOR 2. You'll obviously need the one for K1, so expand it. Then go to ERFs -> TexturePacks in the tree view. In there you'll see four texture packs: swpc_tex_gui.erf has all the GUI textures, sorted by name. Each of the other packs contains all non-gui textures but in different quality. The one ending on "a" has the textures for high quality graphic settings, "b" for medium and "c" for low. Choose whichever you want your mod to be based on. You can click on the .erf file and on the right you'll get a button called "Extract entire ERF file". That's probably what you want to do, instead of extracting them one by one. The result will be tons of .tga files that you can use to find the vanilla texture sizes (not all are the same of course).
  8. Always a fresh installation as stated in the read-me (I think). Installing on top of 1.2 might work or it might screw up your game in a way that you only notice 20 hours in or something like that. So it's really not a good idea.
  9. That's probably because you had the half-finished installation already done. It shouldn't be a problem, but it might be safer to do a full reinstallation of the game.
  10. Make sure that the K1R_1.2 folder and its subfolder are not set to "read only". Also try and run the K1R installer / TSLPatcher as administrator.
  11. They used music ported from K1 for their credits movie, which is forbidden by the site rules. There is a thread about it in the TSLRCM section where Sith Holocron explains it in more detail.
  12. I really like that first mix L0ki! But really all mixes posted here are very good
  13. There's a request section here in the forum. Or you could just learn how to do it yourself. That's what I did when I first started modding: I decided something needs fixing, so I fixed it. That's way faster than asking others to do so as most of us have their own projects.
  14. Ah okay, now I know what you're talking about. Still, the answer is most likely: Nothing. This is a fix more suited to TSLRCM or a general widescreen fix pack as it's not really related to the skybox. If I were to fix it (which is, as I said, unlikely) I'd just extend the pillars downwards and that's it.
  15. That's the script part that sets the Ebon Hawk cockpit skybox zbyl was talking about. I agree that this would probably be a good solution but you'll have to edit some other scripts depending on the location you want if those are not visited with the Ebon Hawk (i.e. Polar Plateau, Ravager, Telos Endgame?, Malachor). Slightly off topic from your current discussion: With these new model editing capabilities, would it now be possible for this mod to also change the Sion main menu model?
  16. I fully agree. This will be a permanent addition to my Override folder.
  17. Are you talking about the foreground plateau that you walk on? If so, then not at all. This mod is about skyboxes and not a module reskin.
  18. I'd say that's definetly an improvement even though it's far from finished I used elements from a Coruscant scene I found on scifi3d.com and used them to create the "building blocks" that form this scene. The sky and clouds are of course still missing and I'll also improve the terrain/cityscape. I also had to replace the actual skybox model with another one since the vanilla skybox has angled sides that ruin the skybox look for these textures. I'll probably just keep this new model for the final release, but I don't know yet. Apart from that I've finalized the Telos Plateau terrain (for now) and I've been working on updating the Dantooine terrain. That includes better placed background mountains and more importantly those "cliffs" you see in the game. I'll post a screenshot of that later. That's it for now. Till the next time
  19. I would guess that's due to the fact that you use TSLRCM from the workshop. If you do so, you need to direct other mod's installers to the TSLRCM workshop directory and NOT to the TSL folder. See this guide. Also uninstall Duplisaber from the TSL folder and ideally use the "Verify Local Files" Steam feature to make sure the base game is in the correct state.
  20. It is a way to test for an existing object. But it really only checks that specific object and returns TRUE if it exists and FALSE if it doesn't. So checking if the object is NOT valid asks: "Is this item NOT in the player's inventory."
  21. The problem in your script is that GetIsObjectValid(oItem) will return FALSE if the player doesn't have the item, thus the CreateItemOnObject is never called. If the player does have the item, then nStackSize < 1 returns FALSE and once again, the CreateItemOnObject is not called. Basically, all you need is a condition if(!(GetIsObjectValid(oItem))). That will return TRUE only if the player doesn't have the item, so it basically does what your second condition does, only that it works^^
  22. Sky domes = half spheres? If so, then I'd say it would probably be an improvement but I'm not sure if it's actually worth the effort. The upside is of course that every point on the sky is then equally distant to the player (at least in the center of the dome) whereas skyboxes don't have that and thus have distortion. However that distortion is compensated for when rendering the skybox textures so it's not even visible unless you're actually close to the skybox (which you never are in the KotOR games). Not having that is the only real advantage of sky domes I see. The disadvantage would be that you have to put a flat texture on a spherical shape which is of course not possible without distortion so that might even negate the advantages skydomes have. But to be honest, I've never really thought about it. Skyboxes seemed fine for an old game like KotOR. Why do you ask?
  23. Yeah, that's probably the worst scene when it comes to low quality foregrounds sticking out against high quality backgrounds... And yes, I still use Terragen. But I upgraded from the free version of TG 3 to the full version of TG 4. The main advantages are in the fact that I now have the full version. The upgrade to version 4 might or might not be relevant to my renders. The full version allows me to actually render 2048x2048 textures instead of stitching together four upscaled 900x900 renders. Also I can increase the quality settings and use Global Illumination Caching which should get rid of unwanted lighting changes between renders (i.e. visible seams). And I can use more than three populations (randomly placed objects) which might be useful in some cases (like Taris). All in all, it's really fun to be back in the skybox business
  24. Check the license files here. I think you don't need to ask permission but I didn't read them very thorougly.