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ajdrenter last won the day on May 5 2019
ajdrenter had the most liked content!
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40 Jedi KnightAbout ajdrenter
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Jedi Apprentice
- Birthday 01/08/1993
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Illinois
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I think my issue with the camera is that there isn't another place in the game that has this sort of moving camera cutscene. It's not that there's anything wrong with it, but it doesn't fit the rest of the game. I think just fixed angles that hold for a few seconds each and then cut to some of the more key angles would feel like part of the vanilla game. I would also prefer it without fade in/out. Just direct cuts would be better I think.
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Sorry for the late reply, but yeah. There are a myriad of small and annoying alignment issues plaguing this sort of mod. Scaling is handled entirely by the .txi files associated with each font. If you export the font textures as .tpc from kotor tool and then use ndix ur's tpcview you can get these txi files easily. Notable issues are the one shown above, as well as a similar issue with saveload_p.gui. More minor things are just general font alignment issues where letters are just not quite in the right place. It's all pretty easy to set up in a short amount of time, but I never felt I had anything complete enough to release. What could be done, is just to specify a separate font in problematic gui files, and just live with small text for those few elements. Honestly though I've just resigned to playing in 720p with a lot of anti-aliasing. The problems that seem unsolvable are due to the apparently hardcoded size of list entries, such as savegames, items, feats, and of course status summary items.
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ajdrenter started following Font Scaling
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So I've been working on a TSL font scaling mod for 4K. Most of it works really well but I have some font alignment issues specifically with the statussummary_p.gui file. I had similar trouble with saveload_p.gui but I was able to get an acceptable result by modifying the font alignment value from 18 to 34. In this case the font alignment value is 17 and I can't get the proper text to display. The string it shows when aligned just says Experience Gained or something similar and not the typical (XP) and numerical value message. I've tried modifying all sorts of values, offsets and dimensions but I feel I'm just stumbling in the dark here.
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View File Prequel Robe Replacement and Kreia Visible Body Models Compatibility Patch Prequel Robe Replacement and Kreia Visible Body Models Compatibility Patch by ajdrenter Just drop the two files in your override and you are good to go! Credit to Kainzorus Prime and DarthParametric for original mods. Submitter ajdrenter Submitted 01/30/2021 Category Mods TSLRCM Compatible Yes
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View File Movie-style Jedi Master Robes and Kreia Visible Body Models Compatibility Patch Movie-style Jedi Master Robes and Kreia Visible Body Models Compatibility Patch by ajdrenter Just drop the two files in your override and you are good to go! Credit to DeadMan and DarthParametric for original mods. Submitter ajdrenter Submitted 01/19/2021 Category Mods TSLRCM Compatible Yes
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Ok so I had a look at it in game and the model actually references both the custom lightsaber texture and the stock blue texture. I've replaced the stock references with references to the custom texture. Here's the fixed model and textures. fixedforgreen.7z
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After you install InSidious's mod from here you can try this. Delete w_lsabregdin42.txi and w_lsabregdin42.tga from your override. Then put this file I am attaching into your override.
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Here's the model from the community patch tweaked for better alignment with HQB. I tweaked it last night but I wasn't sure anybody would want it. Per the thread and what I was doing it's the TSL version. HQB_WarDroidFix.7z
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I figured it out. This is a vanilla bug and it happens in the base game. I noticed it inside the Exchange module on Telos, when Slusk send out his guard droids to kill you. Basically what's happening is that there are five different War Droid appearances in appearance.2da. Slusks war droids use the second one, I think. I noticed that if I set something to the first War Droid appearance it looks fine. The first entry has a blank in the racetex column, and of course the texture references are baked into the model. Somehow the racetex column is replacing the image for every map on the model. So I have sort of fixed it by setting all the racetex columns as blank, but then I don't get texture variations. I think the correct fix here is to just recompile the model five times with each texture variation and change the race column maybe? Not entirely sure. And I thought I was being clever.
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I think I've found a bug with this mod. The repeating blaster rifles on the War Droid model are textured with C_DrdWar01 instead of the weapon texture. I actually found this accidentally while trying to replace the repeater mesh with the higher poly one using kotorblender. I thought I was doing something wrong at first, but I've tested this now using your unmodified files and an unmodified game and I get the same result. The version for KotOR 1 is textured correctly, and I've tried just converting that model with MDLedit but I get the same issue. I have also had success replacing the gun mesh in blender and it works in game, but I get the same texture bug there as well. Just to reiterate, the bug happens with unmodified files from your mod, and an unmodified game. Also I'd like to say High Quality Blasters is my all time favorite KotOR mod. It's not even close.
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StellarExile started following ajdrenter