Thor110

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204 Jedi Grand Master

About Thor110

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  • Birthday 04/30/1992

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    1. Thor110

      Thor110

      This is a little preview of something I have been working on along-side the Expanded Galaxy Project, in time I will be reaching out to the TJM & RoR authors in regards to a release of each mod that will allow KotOR2 to function as shown in this video for others.

    2. Sith Holocron

      Sith Holocron

      I'm sure @Trex and @Logan23 would be relatively easy to reach out to.  In a sense: with this post, I've just done that.  ;)

    3. Thor110

      Thor110

      I have sent them both a message but thanks, I also changed the way I had it all setup, it now works as intended/shown in the video but with the original releases of TJM & RoR meaning I no longer need to enquire about re--uploading their projects, but I have asked permission to upload some of the assets that are contained in the templates.

  2. Upon examination of the files I see no real reason why it wouldn't work with TSLRCM, I think it might have been added to the site before there was a TSLRCM Compatibility option for Mods in the Download Section, though if anyone knows otherwise feel free to correct me.
  3. I have most of both games scripts decompiled but there is still a select set that cannot be decompiled properly due to various technical issues. Where I have been working on a total port of K1 to K2 I have the majority of both games scripts decompiled ( at least those that will decompile ) Strangely enough I have encountered similar times when some scripts in a bundle of scripts won't decompile at the same time, but when I split them out or into chunks they would ( though I didn't meticulously test this, so it could be a matter of forgetfulness from repetition ) Ultimately though there are still quite a few scripts that cannot be decompiled and that probably won't change anytime soon. From a quick look at the M12AB folder / level from my Port, the only script I could not decompile is "k_heartbeat.ncs" the rest of the scripts from that level should decompile just fine. Is it just that script that doesn't decompile? If so, that's just a problem you will have to deal with / work around.
  4. Thank You, it is quite ambitious and may take years to complete. The new storyline / quests will all be optional. Entirely new main and side quests for the K1 planets set in the K2 era. Though I have been slacking a little bit recently ( taking a break ) I will be back to working on both Expanded Galaxy Projects soon, the Port is very nearly done and will require an Expanded Galaxy all of it's own to introduce the K2 planets into K1 in K2s engine. I am almost always on the Discord if anyone wants to get involved, ask me questions, offer suggestions, test or anything else etc https://discord.gg/g9cnEvr Thor110
  5. Thor110

    KotOR Port

    Images of the KotOR Port in action.
  6. You could do that piece by piece but I think a better idea is to figure out the correct scaling for each map, you could use the minimap itself as a guide for that and then render the level as an image to either create the minimap from in Photoshop or I know through rendering techniques borders can be applied etc but again I am unfamiliar with that I still haven't done that much looking into it yet because I am not very good with 3D modelling. KotorMax and NWNMax have a Mini-Map maker button that according to forum posts only works in 3DSMax, I wonder has anybody tried it out?
  7. Luckily for the K1 minimaps they don't use the lightmaps so I don't need to worry about them, but for this idea modifying KotORMax to load the lightmaps as well when loading a level via the layout file is probably the best approach. I am not even sure how to manually apply them, perhaps that could be assigned to a macro as well.
  8. Interesting idea and correct me if I am wrong, but couldn't the entire map be rendered at once? Just import to Blender with KotorMax and use the .lyt file to arrange the level, then use top-down rendering techniques to make a map from it, I am almost certain I have seen a technique / tutorial somewhere for rendering a whole level to a minimap at once, I shall have to track it down. At some point I need to re-render the K1 maps for K2 anyway so I might look into this as well ( won't be any time soon though ) as for setting up the lightmaps, I do not even know how to apply the lightmaps myself, using GMax and KOTORMax it's relatively simple to get the whole level loaded in.
  9. View File Coruscant Patch This makes the Coruscant Mod compatible with TSLRCM & M478EP. After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game. If you encounter any issues feel free to let me know. Thor110 Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all. Submitter Thor110 Submitted 07/08/2020 Category Mods TSLRCM Compatible Yes  
  10. Thor110

    Coruscant Patch

    Version 1.0.0

    145 downloads

    This makes the Coruscant Mod compatible with TSLRCM & M478EP. After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game. If you encounter any issues feel free to let me know. Thor110 Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all.
  11. Thor110

    Expanded Galaxy Demo

    I haven't tested with the community patch so it's unlikely, I am hoping to include compatibility for as many fixes as possible or if the authors will permit it include the fixes with the project as a whole. Will reach out to the authors at some point as well as examine the mod and check if it will be compatible or what I can do to make it compatible. So far it requires TSLRCM 1.8.5, M478EP 1.5.1 and Coruscant, anything beyond that I haven't tested.
  12. Damn I feel stupid now, I have analysed / compared the files so many times against vanilla levels and there are effectively 0 differences in the modules. Turns out it was the lack of a .vis file which will remain in my project until the models are fixed. Still it seems strange to me that it shows in vanilla resolutions without a vis file. Edit : I only had one level I could even compare against to check that which is Yavin Station thanks to @Effix who also toyed around with porting Yavin Station but fixed the models and their vis file as opposed to just converting them with MDLEdit as I did and allowed me to use those files. I basically dis-regarded the vis files because the dialogs worked in vanilla resolutions and as far as I could tell only affected the force speed blur, how foolish of me.
  13. Yeah, I didn't expect it to work I just decided to play around with the files. M478 has working one-line dialogues in the Aspyr version, so I feel like I am missing something, but again copying a dlg file from M478 to test in levels I am working with gives the same problem.
  14. One Line Dialogues in the Aspyr Version of the game do not seem to work in my project's levels in any of the newer resolutions, but appear in all the original resolutions. I have searched high and low for an answer to this question, I have also tirelessly tried to figure it out myself but it doesn't make any sense to me. The way I have tested this is by taking a dialog from a level already in the game, that works in the new and old resolutions ( specifically 000twid.dlg from 207tel ) which I re-used in one of the levels I am working on, however it still doesn't work, I have compared the utc and dlg files as well as the levels in general and can't find a definite causal link. For a little while I was playing around with the Miles folder and thought that might be the issue, because replacing the Miles folder with the original Miles folder actually breaks all dialogs in the game removing all voiceovers, so theres a possible link to the dialog files. I tried various combinations of the files within the Miles folder to no such luck though I hardly expected it to work I just thought it was worth analying the files that are different between the 4CD and Aspyr versions of the game, most swaps cause error messages or the game to lag quite heavily on startup and in the dialogue menu itself. Thanks for any help provided. Thor110
  15. 1 : Have you created a custom ISO of the game and checked the ini flags so that it can load content from the console itself? Or included that custom content in the ISO itself? Also sorry to resurrect a possibly dead topic but March 5 2019 isn't that long ago to me. 2 : I was also wondering did you create _a and _adx rim files for the new levels? these module files contain the various models associated with the levels, at least for KotOR2 this is the case and as I plan to try and get the main KotOR2 mods working along with my own project if possible. I am pretty sure no matter what you will either need to edit and build around the K1 DLC or create a custom ISO of the game, I was thinking about using the K1 DLC as a template to build a K2 DLC / Xbox installer file for K2 mods.