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JackInTheBox last won the day on April 17 2020
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30 Jedi KnightAbout JackInTheBox
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I have a good deal of K1/2 Concepts scrounged up(Original game art for environments, characters, ships, etc) Id like to make it into Loading screens. For K2, its not an issue. K1 needs its Loading elements redesigned. Not sure if that has to do with scripting or modeling. I think i saw some redesigned loading screens in Member Gallery a while back. Basically the windows above the loading bar need to be way larger (aka K2) and text box needs moving.
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Porting between games- Blender. MDLOps mandatory?
JackInTheBox replied to JackInTheBox's topic in General Kotor/TSL Modding
I see. Are you positive or is that a guess. There are not that many bones, but doing it per every model. Edit:Huh,according to this thread, you are correct. You need to re-rig the model. Fugde. Was hoping to streamline this. Well back to MDLOps, i guess. -
So i'm getting blender modeling(again), baby steps. So far so good. When i try to port armor models from K2 to K1, sometimes animations break(like half break). Ok, so i searched the forums, used MDLOps and fixed the model. Ok but why. Why cant Kotor Blender figure things out on its own, why cant it export it right. Is MDLOps mandatory for ports? Where is the problem. Some node(s) misnamed. Doesnt even seem to break every model, just ones that need separate supermodel.
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View File K2 Portrait Restored I am ashamed to say, this took longer, than it ever should have. Such a simple thing, when you think about it. Oh well. Description - Better? charakter portraits for your favorite crew, who all hate eachother. And finally, some use for that awesome Obsidian art. Disclaimer: OBVIOUSLY THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Mods are made entirely as a labor of passion and for none profit purposes. All rights to intellectual property reserved by Obsidian/ Disney? Submitter JackInTheBox Submitted 09/14/2020 Category Mods TSLRCM Compatible Yes
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JackInTheBox started following HD Kreia Upscale, K2 Portrait Restored, New Saber Blades and and 1 other
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Version 1.0.0
1,052 downloads
I am ashamed to say, this took longer, than it ever should have. Such a simple thing, when you think about it. Oh well. Description - Better? charakter portraits for your favorite crew, who all hate eachother. And finally, some use for that awesome Obsidian art. Disclaimer: OBVIOUSLY THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Mods are made entirely as a labor of passion and for none profit purposes. All rights to intellectual property reserved by Obsidian/ Disney? -
View File KOTOR1 HD ICON PACK ver1.0 Pretty much, what is says, the mod contains higher resolution versions for most of the item icons in KOTOR 1. Namely - Armor, Weapons, Headgear, Shields and other Usables, Droid Gear, Belts, Implants and other miscellaneous items. Feel free to modify and reuse. Giving Credit is appreciated. Would have liked to include crystals too, but oh well. Maybe next update. Needless to say this works best with stuff like: KotOR High Resolution Menus 1.4 by "ndix" - Cheers and Happy Playing!!! Submitter JackInTheBox Submitted 04/13/2020 Category Mods K1R Compatible Yes
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Version 1.0.0
6,598 downloads
Pretty much, what is says, the mod contains higher resolution versions for most of the item icons in KOTOR 1. Namely - Armor, Weapons, Headgear, Shields and other Usables, Droid Gear, Belts, Implants and other miscellaneous items. Feel free to modify and reuse. Giving Credit is appreciated. Would have liked to include crystals too, but oh well. Maybe next update. Needless to say this works best with stuff like: KotOR High Resolution Menus 1.4 by "ndix" - Cheers and Happy Playing!!! -
Currently having trouble with N-DReW's K1 Gameplay Improvement DEMO. The mod causes a hard crash for me at a quest on Korriban. SInce, there doesnt seem to be any report of it here, i'm guessing its a me issue. Or a steam issues, why is that versions so crap!!! Anyway, this brings up a good question, where do you begin to look for conflicts, or script issues>? Any threads, discussing methods of troubleshooting?
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overhaul MOD:N-DReW's K1 Gameplay Improvement BETA
JackInTheBox replied to N-DReW25's topic in Mod Releases
I'm getting a crash at the tomb of TULAK HORD. Jorak Uln's model is missing and The game crashes to desktop soon after. Dont really have any other mods, certainly nothing that would cause this. How do i troubleshoot? Probably should have posted this here.?- 38 replies
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Normal Map for K1/2 help? Last Resort...
JackInTheBox replied to JackInTheBox's topic in General Kotor/TSL Modding
Just trying to add some depth, to some of the main charakters, npc's and armors. Now that upscaling textures is a possibility. Mostly, i just got excited at the thought of such an old game, even supporting normal maps. The end result, is not too bad actually, as it adds some nice definition and shading. But, when viewing the model from far away, the aliasing is way too distracting. Almost, as if there are no mips. Too bad, there is no other way to convert tga's to tpc's. Oh well, there's always bump maps, at least. Unless, that has some nasty surprises. -
Normal Map for K1/2 help? Last Resort...
JackInTheBox replied to JackInTheBox's topic in General Kotor/TSL Modding
Thanks, for the responce. I've been tinkering with NORMAL maps, for the past few day, but i think i hit a road block. Everything works as it should, however the end result is not particularly impressive. The normal map .TPC introduces a substantial amount of aliasing to the model. Aliasing that is not a problem, when using Bump map TGA's, for instance. I would assume, the problem lies with mipmaps, created by the program tga2tpc converter. The Aliasing is probably introduced, when the texture is downsampled for the mipmaps. Since, no such aliasing exist for the .tga files, i guess the game's engine just has a better algorithm for creating its own mip maps. Any advice? Short of adding more blur to the original texture or forcing some kind of GPU antialiasing, im stumped on what to do. -
Can someone please explain to me what I'm doing wrong? I read up on threads, dealing with implementing normal maps to diffuse textures. Seemed straight-forward enough, but apparently I'm the stupidest person alive. I can get the Normal to work fine, but only where the model already supports it. Like Hutts, for KOTOR1, for instance. Near as I can tell, I am screwing up model conversion. As for altering files with MDLOps, or MDLEdit, i kept trying to enable the tangentspace 1 line, any way, I read about. No luck. Please?