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Posts posted by Ashton Scorpius
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I've been helping @Salk restore a second crashed pod in the Undercity. This involved some heavy terrain modification, and the last step on my behalf is to render a couple of new lightmaps. I want to keep them as close to the originals as possible, and would appreciate help figuring out how.
I've been able to get the Mental Ray renderer working after following Quanon's tutorials. I replaced all AuroraLights with Omnis and have somewhat been able to match the baked lighting. I'm mainly having issues with shadows. From this, you'll probably see what I mean.
Spoiler(The final UV layout isn't as choppy as the new stuff on the right, I'm using the original layout for testing purposes)
And an in-game comparison:
I know that I still need to adjust some lighting and probably add yellow lights around the pillars for the shadows that're missing. How do I achieve softer/lighter shadows like the original lightmap has?
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K1 HD Legal Screen
This mod replaces the KOTOR legal screen with a high-resolution version that stays faithful to the original.
The two options for installation are the Classic (4x3 with black borders) and Widescreen (16x9) editions. These are both 1080p. If requested, additional resolutions may be added in the future.
Installation
To install this mod, simply drop legal.bik in 'Movies' into the Movies folder in your game's directory. Make a backup copy of the original if you might uninstall this mod later.
Widescreen Patching
In order for this mod to work properly, your game must be patched to run in widescreen. Here's a couple of useful links in doing so.
Credits
The GIMP Team, GIMP
Olive Team, Olive Video Edior
RAD Game Tools, RAD Video ToolsThanks to Sith Holocron for helping me font-match.
Disclaimer
This mod is not supported by LucasArts or BioWare. It is for personal usage only and intends no copyright infringement.
Questions, etc.?
Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
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Submitter
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Submitted03/31/2021
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Better Twi'lek Male Heads for K1EP (Modder's Resource)
This is a modder's resource containing Twi'lek textures from SpaceAlex's K1 Enhancement Pack that have been modified for compatibility with Better Twi'lek Male Heads.
Textures are included in both TGA/TXI and TPC formats (the latter is recommended). Models for both the slim neck and original neck variants are included in ASCII format, so you can edit the model name and/or texture then convert to binary for either game. If BTMH is updated in the future with changes to the model, so will this. (Current model version: 1.3.X)
Usage
If you want to use these files as part of an external work, contact me first to receive my permission. Permission to use the K1 or TSL versions of BTMH automatically extends to this resource. Both SpaceAlex and I should be credited accordingly.
This modder's resource should only be found on Deadly Stream, no user may upload it to another modding site. This restriction does not apply to any external works using these files.
It should be noted that some of SpaceAlex's Twi'lek textures are upscaled variants from the base game. See readme.txt for more details.
Credits
Fred Tetra, Kotor Tool
bead-v, KOTORmax & MDLedit
ndix UR, tga2tpc
Autodesk, 3ds Max
The GIMP Team, GIMP
Darth Parametric, Upper teeth no-clip fix (K1)
SpaceAlex, K1 Enhancement Pack's male Twi'lek textures
NDrew-25, prompting the creation of these textures for K1 Gameplay ImprovementDisclaimer
This modder's resource is not supported by LucasArts, BioWare, Obsidian Entertainment, or Electronic Arts. It is intended to be used by other members of the KOTOR modding community and intends no copyright infringement.
Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like.
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Submitter
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Submitted01/17/2021
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6 hours ago, Dodo00d said:But for some reason only the model loads but not the textures, so ingame I get the correct armor but in white without the textures.
Any idea what could have caused this, I followed all your instructions.
I'm getting the same thing. Taking a second look I realized that I gave you the wrong supermodel, try converting to binary with this one instead.
I doubt this will fix the texture, but I don't see anything else wrong with the model. I'll keep looking.
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9 minutes ago, Thor110 said:I was wondering, do you perhaps know the way to determine what supermodel a model should use? I myself just tried to follow your instructions, but no matter the supermodel I put into the folder it doesn't accept it.
If you click on "Header" under the model hierarchy, it lists the supermodel.
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Not exactly sure what you mean by this, can you post a screenshot?
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To expand on what Thor said, here's specifically how to convert to a KOTOR II model.
First, you'll need the s_female02 supermodel from K2. The files can be extracted with Kotor Tool, but they're tricky to find so I'll attach them to this comment.
Spoiler- Create a new folder. Place the supermodel files in there along with the model files from that mod.
- Load the model into MDLedit. A button under the menu will say KOTOR1, indicating the game version for the current model.
- Hit File → Save → ASCII. The model is now in a decompiled .ascii format.
- Click on the game version button so that it says KOTOR2. This may issue a warning, but you can ignore it.
- Load the new .ascii file back into MDLedit. s_female02 will automatically be loaded along with it.
- Hit File → Save → Binary. Go ahead and overwrite the original files.
At this point, you can place the model and its texture into the override folder, but they won't work in-game. I assume that by replacing sentinel clothing, you mean replacing what default clothing looks like when equipped. KOTOR II uses commoner models for the PC's default clothing so you'll need to do some manual editing of appearance.2da.
Spoiler- Open appearance.2da from your override folder using 2DA Editor. Make a backup copy of this in case anything goes wrong in your editing.
- Hit Edit → Filter (or CTRL + F on your keyboard) and type in P_FEM.
- For all of the visible rows, replace the contents in the modelb column with PFBBS.
- Replace all contents in the texb column with PFBBS01.
Kind of a lengthy explanation, but let me know if this works out for you.
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With regards to the Miles files, I've messed around with them before trying to solve legacypc fullscreen crashing (only ever been able to play cutscenes when disabling sound drivers). The files aren't exactly interchangeable between the two versions of the game. The Aspyr version uses two Miles DLL files while legacypc uses one, the contents of the Miles folders aren't the same, and we can't change how either exe initializes Miles. You've probably gotten the DLL entry point errors on startup.
The Aspyr version's bug with lightsaber hilt textures is hard-coded. If nothing else works, then your dialogue issue likely is too.
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TSL Mira Unpoofed
In KOTOR 2, Mira is a companion with hair that falls nothing short of a blocky mop. Whether the style's a relic from the early 2000s or due to graphical limitations at the time, this mod aims to tone down her excessive volume. Now, you can make Mira look just the right amount of edgy.
Installation
To install this mod, drag the files in 'Override' to the override folder located in your game's directory.
To uninstall this mod, delete the files listed at the end of readme.rtf from your game's override folder.
Compatibility & Known Issues
This mod should be installed after any party portrait replacement mods.
Credits
Fred Tetra, Kotor Tool
bead-v, MDLedit & KOTORmax
NickHugi, HoloPatcher
Autodesk, 3ds Max
The GIMP Team, GIMPThanks to DarthParametric for help troubleshooting.
Disclaimer
This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement.
Questions, etc.?
Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
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Submitter
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Submitted06/15/2020
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Category
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TSLRCM CompatibleYes
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Here's some information about the mod from the Wayback Machine. Maybe you could track down the people credited to see if they still possess the files.
Otherwise, here's a couple of similar mods I found:
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Have a question about the 1.8 update. I saw these changes mentioned in the changelog:
⦁ Tweaked the script that adds Jolee to the party in the Upper Shadowlands to hide the switch between NPC and Party versions
⦁ Made Jolee and Juhani wear their unique clothing when they first join the party
Do they consequently have the same effect as this mod?
Also, obligatorily, congrats on the release 👍
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In Blender, smoothing groups work by marking edges as 'sharp', and due to this I don't believe KotorBlender's capable of properly importing and exporting smoothing group data. In my experience it just negates them entirely.
If you have edges marked cyan (indicates sharp) in that area, I'd try unmarking them. If that doesn't solve the issue, I can take a look at your ascii model in 3ds Max.
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On 8/9/2019 at 6:11 AM, DarthParametric said:- Added a new blue Twi'lek male head, ported from TSL
Is the head's name being kept twilek_m05?
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5 hours ago, uwadmin12 said:Nah its just checking newer version of kTool from a server that's been taken down. It's a bit annoying.
If you haven't already, you can disable checking for updates under Tools -> Options.
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I'm trying to run KOTOR II (Steam, legacypc) on a new system and went through the process of widescreen patching and converting cutscenes. Everything's working fine, except for movies won't play. Instead, the screen goes black and I have to click for it to continue to the next scene. The three movies at launch do play properly. This is before I've installed any other mods.
I've gone back and made sure that I properly patched with UniWS, changed values in swkotor2.ini, and hex edited the executable. Here's what I've tried doing that hasn't helped.
- Running in Windows XP SP2 & SP3 compatibility modes
- Disabling soft shadows, v-sync, frame buffer effects, & VBOs
- Disabling fullscreen optimizations
- Disabling my Radeon graphics profile settings for K2
- Verified integrity of game files (then re-patched)
- Checked for relevant driver updates (there were none)
The only thing that does work is running in windowed mode, but I refuse to play the game like that (especially since it doesn't even take up the full space). Anyone know of anything else I can do other than switch to the Aspyr update?
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Just got a new PC too and had to add K2 to the registry. This is what worked for me.
Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node] [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts] [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Knights of the Old Republic II"
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K1 Shaleena/Lashowe Mouth Adjustment
This mod issues a minor improvement for Lashowe's and Shaleena's heads in KOTOR so that the upper teeth are no longer hidden while talking.
Shaleena's head will not be affected by this mod unless you are using KOTOR 1 Restoration, K1 NPC Overhaul, or any other mod that restores her unique appearance.
Installation & Uninstallation
To install this mod, drag the files in 'Override' to the override folder located in your game's directory.
To uninstall this mod, delete the files listed at the end of readme.rtf from your game's override folder.
Compatibility & Known Issues
This mod should be compatible with any retextures for these heads but not mods that affect the same model files.
Credits
Fred Tetra, Kotor Tool
bead-v, KOTORmax & MDLedit
Autodesk, 3ds MaxDisclaimer
This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement.
Questions, etc.?
Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
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Submitter
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Submitted06/21/2019
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Category
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K1R CompatibleYes
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For KOTOR I, each head model can only use one texture variant, so you'd need to create a duplicate of Mission's head model.
If you extract and load her head model in MDLedit, right click the header to change the model name (i.e. to Mission_PC) and edit the textures to something else as well (i.e. missionbb01_PC and missionh01_PC). If you then save the model files under the new name, rename the textures you want to use for the player head, and edit the heads.2da entry, it should function properly. You'll also probably want to edit the texa column for the new Mission entry in appearance.2da to whatever you renamed p_missionbb01.tga so that the default clothing has the different skin color as well.
Hope this helps.
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@JCarter426 Thanks for attaching that ascii. The torso skins aren't moving with the animations.
Edit: After removing and adding bones again, the skin now shows up and animates, so that's progress. Detached from the arms, though.
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5 minutes ago, JCarter426 said:What about loading animations onto the model in Gmax? It's possible the meshes are there, but the skin data is messed up and sending them off into an unseen part of the area.
How does one load animations?
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3 minutes ago, JCarter426 said:Hmm, if you import the ASCII you exported back into Gmax, are the torso meshes there at all?
They're still there.
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4 minutes ago, JCarter426 said:Did you use the Fast Linker in KOTORMax/KOTORBlender, or just your modeling program's link tool?
I used gmax's link tool. Does that cause issues like mine?
Rendering New Lightmaps to Match Originals?
in General Kotor/TSL Modding
Posted
@DarthParametric Thanks, that helps a lot. And takes some pressure off ¯\_(ツ)_/¯