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Everything posted by Thor110
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Coruscant Landing and Takeoff Videos (for Jedi Temple Mod)
Thor110 replied to Sith Holocron's topic in Mod Requests
You are such a buzzkill SH. It's applicable because I said I might make one, you need to stop being so passive aggressive and generally hostile. -
View File Telos Missing Shuttles This was made as a request for @KiraYamato It adds two shuttles to the empty bays on Telos. It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can. This is still a bit of a WIP but I might not get around to fixing the lightmap issues. Thor110 Submitter Thor110 Submitted 11/19/2024 Category Modder's Resources
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Coruscant Landing and Takeoff Videos (for Jedi Temple Mod)
Thor110 replied to Sith Holocron's topic in Mod Requests
Speaking of this landing pad... I spent today working on this little beauty, my plan is to delete the landing pads from 950COR, that way they don't feel too familiar and aren't seen in the background of the level. I've also deleted the council chambers from this version of the level, that way an elevator can be taken down and another elevator can be taken to the council chambers, just as in the existing mod. Quite proud of this, but I have yet to see how it actually fares in-game, the walkmeshes need some adjusting and I need to finish the cross join hallway in the middle of the building to add two elevators, or possibly a room, I am not sure yet. There's still a lot of work to do, but this took me the best part of a day to put together. This shows the landing pad without, for some reason it only had safety rails on 2 of the 5 gaps in perimeter, so I added them to all 5 on both sides of the level. Nar Shaddaa has these gaps too, but I think it's fine for a run-down old landing pad on Nar Shaddaa, not some fancy fresh landing pad on Coruscant. And a preview of the hallway from the inside. I might attempt to make a landing/take-off animation myself, though I have no idea how it will turn out or if I will even get that far yet, the surrounding area needs decorating somewhat still I think. -
Always good, I am preparing this project for all 8 versions of the game as well. Amazon Android Disc GoG LegacyPC Steam Switch Xbox And I will probably need to make a Mac specific version too, but I have it set up where I only edit one set of files and automatically create the changes.ini file for each version of the game. Amazon, GoG & Steam are practically identical, apart from the .exe edit's for the port. Disc & LegacyPC are also practically identical, again except for the .exe edit's for the port. Switch and Xbox have their own GUI's and specific textures. Unfortunately Android cannot have custom movies which kind of kills the entire thing, but here's to hoping someone figures it out eventually, I tried quite a few times and TSLRCM just didn't include their movie files with the Mobile version. Not sure about iOS, I think it requires a jailbroken iPhone which means I might not support it due to low demand, however users should be able to just install the Android version for iOS and everything should be fine, I also don't have a Mac or an iPhone to test with, so it's something I will look into much later on. Oh, is that the case? Good to know, I suppose the Mac version of HoloPatcher will be handy for that then, should be easy to support it as well then! "m/k"? are you referring to the remake? Yeah, will have to wait an see on that, it's bound to be different and some people just want to experience the original, many might want to even after the remake, if it happens. While I know the button prompt stuff isn't super necessary, I have written down what I need to do in order to support this as a feature one day, it will just require a custom launcher that edits the dialog.tlk file using all the string references from tutorials.2da, so it won't really be a problem, it will just have to wait until I get around to programming a custom launcher. There are also a variety of limitations when it comes to iOS, Android and the LegacyPC version on Steam and that is that I cannot alter the dialog text colour, mouse cursors or some of the hard coded GUI elements due to being unable to edit the executable, for some reason the LegacyPC version on Steam pops error code : 41 with an edited .exe file which means it must check the bytes I need to change. As for iOS and Android, I would have to release a modified .apk or .dmg? ( not sure what it would be for iOS ) which wouldn't work without rooted or jailbroken devices, I already tried making edits to the .apk for Android and it just redownloads it. Not a big deal though, I am trying to leave no stone unturned, to try and cover everything, but there will just have to be some limitations. I did manage to edit those things on the original xbox though, by editing the .xbe file! So only iOS, Android and maybe Mac will miss out on those GUI edits. Oh yeah and the Switch.
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Ah, now I see what you mean, it is actually there as I just tested with my controller, it's just almost the same shade of blue! thanks for pointing this out! I don't use controller so I would have probably never noticed this. It is barely noticeable! But it is there, I will see what I can do about that. Also, with regards to updating the tutorial prompts, it is not possible to display the icon images for each button, so each tutorial entry would have to be edited specifically for whatever controller type is being used, I am thinking whenever I get around to programming a custom launcher I could implement a tickbox for Xbox or PS controller, where you can only tick one at a time and it updates the strings in the dialog.tlk accordingly, otherwise it would require a whole separate install and differing dialog.tlk files all over the place. Doing it this way, there would of course be no way to change from controller to keyboard mid-playthrough, but I don't think that's really an issue, though saying that, the launcher might be able to run in the background and edit the dialog.tlk on the fly, but it's also possible that could cause a crash if done at the wrong time. Will cross that bridge when I come to it but I have left myself meticulous notes on the subject in the repository / future folder.
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Even TSL says left click with controller support, but I think that it can be added in, it would just have to be a completely different dialog.tlk file. I am trying to keep things as vanilla as possible while also expanding and enhancing the game, so that's a no from me, but you can always mod it in yourself, people are free to release mods for my mod too. Yeah, there are still a number of issues for me to fix, as I mentioned don't expect perfection just yet! But I would say it's 99% complete. Changing all of the UI was difficult enough and required hexediting the executable to get a number of specific things to change colour. It's also possible to swap between playing K1 & K2 under the same installation, which I felt was necessary. The selection screen does have a flickering highlight and new items have a green/yellow border. I had to overcome a lot of obstacles to get it this far, there are quite a few cutscenes that need fixing up, the first level needs reworking to include the special messages for each class and fixing the cutscenes, on Taris, the cutscene with the Hidden Beks is broken, the Rancor is broken, Malak walks off after being defeated during the ending. Oh, the current release has a broken version of the Naga Sadows tomb level, but it is fixed in the repository. Feel free to post any issues you encounter in the WIP thread for the project or on my Discord server. Hopefully with a few more years I can make it perfect! But there's still a lot left to be desired. EDIT : Unfortunately the tokens for the buttons don't work like they do on console, but it could be manually written in. ( "<abutton>" etc ) When I get around to programming a proper launcher, I could potentially add a tickbox that swaps between dialog lines specific to using or not using a controller, but that's a long way off. There's a lot of things that are more important left for me to work on unfortunately, but I would like to get around to doing everything eventually.
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It's pretty much complete, I have finished LS & DS playthroughs, but there's still quite a few little bugs, some broken quests, some balancing issues and still quite a bit of general tinkering left to do. You are more than welcome to help out, the repository has access to everything, I have also written tutorials on modding the game. Currently it is just me and one other working on it who joined recently, I have been working on the Expanded Galaxy Project for around 6 years now on and off.
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I have a better idea as I have been working on a port of K1 to K2 for quite some time now, I will release it here when it's actually ready. Play my port of KotOR1 to KotOR2 https://github.com/Thor110/Expanded-Galaxy-Port Though I will say, it isn't finished yet and is FAR from perfect, still quite buggy.
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Version 1.0.0
2 downloads
This was made as a request for @KiraYamato It adds two shuttles to the empty bays on Telos. It's far from perfect, I still need to tinker with the lightmaps a little but for now I have done as much as I can. This is still a bit of a WIP but I might not get around to fixing the lightmap issues. Thor110 -
Yeah, I didn't do anything with the lightmaps. Someone was going to take a look at them for me but they haven't got around to it, it might be possible for me to paste parts of the lightmaps from the K1 levels, but figuring out which tiny blotch of pixels to copy across would take a while.
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Ah, I guess that's probably been fixed now then! My bad. It could all use a little more work but I was unsure on how to handle some things, such as the Arch which I didn't repair as there was no rubble from it, so I figured that it is possible that it was damaged prior to the events of K1.
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I included an updated m35aa.vis file with my release of these levels and it seems N-Drew25 included the ExpandedVIS file I made, what exactly is wrong with it? Not sure why N-Drew25 has m35aa.git in the release, it isn't necessary as HoloPatcher is updating the references in the .git file directly, so if that is the .git file you are referring to, there is no issue. What resources are required from K2? Everything is included with my modders resource release and appears to be included with this release as well.
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The screenshots look good! But I have to say this block of text is an abomination. It might be worth adding some line breaks. Example : I am personally not fond of the changes you have made, I think their attire looks too much as if they are fully fledged Sith and not trainees who have only just joined the academy, that aside though, good work. If I recall there is another mod that gives all of the Sith Uniforms specific ranks, which was interesting.
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I don't know what you are referring to exactly. This thread is focused around 3D model repairs for both games, but it sounds to me like you are asking me to make a free roam mod for kotor 2 like I did for kotor 1 and I already have, I released them both at the same time.
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Yeah, it's surprising, some of it is so wrong. Realistically the game needs remaking from the ground up. Update : I just spent the best part of a day writing a plugin for Blender to help speed up the process of realigning the misaligned vertices throughout Manaan. The script also works for Objects in Blender, because why not. I kept looking at the "Snap -> Selection to Active" button in the menu, thinking it could help if only it did a single axes, but there wasn't an option for only using one, so I made it happen. Edit : More Manaan fixes.
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I haven't had a close look at other areas of the game, Manaan definitely has some spectacular messes though. It's infuriating, so many vertices slightly out of line! It really is! I have also been looking into cleaning up excess geometry, deleting faces that cannot be seen and merging faces that can be one, like this. It seems somewhat pointless but I feel like making the changes while I am there. I haven't actually applied these changes to my fixes yet because I need to figure out how to properly adjust the lightmap in order for this to actually work, though there are countless problems with the lightmaps, I would rather not add more.
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Agreed! I was hoping between us all we could do exactly that. Thank you, I am aware and have their model fixes included with my project. I still have a few little issues to fix and some UV issues to sort out, there's an absolute mess around every vertice on Manaan it seems, they all seem ever so slightly out of line with on another! I have also taken the liberty of deleting faces that exist in places where they are not visible. Such as on all of these types of pillars. I am also working on adding ceilings to each of the hallway sections like this. Because previously there was a noticeable gap up the sides of all the hallways where the sky was visible. As seen in the following images. These exist in every hallway throughout Manaan. I also cleaned up these little kinks in the corners of the sections with these pillars. Removing 7 faces from each section and simply adjusting the existing faces to cover the gap. Note : the holes in the hallways are visible here too. There really is a lot to fix it seems!
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I agree, I guess I will have to take a look at them. This is how many holes there are in the walls, they added planes behind nearly every section of the level to try and hide them! I don't think I have seen those screenshots before so it's interesting to see some of the differences. All of this really started as me adding the missing room in the hotel and I got carried away! There are already a lot of model fixes available for both games, but Manaan doesn't have a stand alone set of fixes that I know of. Update : I have checked all of the model fixes present in the KotOR1 Community Patch for Manaan. There is only one model file currently that has fixes from the group of model files I have applied fixes to as noted here. https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/476 I also made those changes while editing the levels in this area as well as fixing a wide range of holes in the level geometry and even adding some geometry as seen here. I still have a little bit of work to do to on these levels, but so far as I can see there are no fixes that I haven't also made.
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Merging Levels So I got distracted while fixing some holes in the level geometry for Manaan and realised some of the games levels could be easily combined into one. Currently I am not sure what I plan to do with this but these are the three levels I have put together. Endar Spire This actually needed a little editing to get it to fit properly, but it was very close to being perfect when imported to begin with. Taris Sewers This level also needed a little editing but it was easy enough to line up both halves of the level. Manaan - East & West Central These two levels are in exactly the right position when imported, however the joining room needed editing quite a bit to make everything work and look right. I have Manaan and the Endar Spire working in-game, I am just having a little bit of trouble getting one of the roomlinks to work on the Endar Spire and I have only just put together the Taris Sewers level. While I am no sure how many levels could be fit together like this, there are quite a lot for which it just wouldn't work. To think, all I set out to do in the first place was add in the missing room to Manaan's Hotel... Thor110
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Wow, that looks too good for this game! Super detailed, I feel like the model needs to be improved to match the texture quality.
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Too late, I already done it though I haven't merged the level contents yet, but I have a version of the level where I can walk between all of the rooms from both levels. But I will release the model fixes as a stand alone when I am done with them. I am also looking to fix any other models with holes in them throughout both games, so if you know of any, feel free to point them out.
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The ResRef Clashes could take a little while to deal with, but the cross-module teleporting would be a simple matter of updating the teleporting scripts and doors. Just did a search of the Manaan levels and these are the files that reference manm26ae. And manm26ac is referenced by the following files. As for it's feasibility I meant more along the lines of if it would be problematic to load in on Mobile or Xbox, though for PC I am sure it would be no issue at all. I did look at the other parts of Manaan but they are at totally different locations and rotations, so connecting the whole area would be a pain, it's a tempting prospect though. Do you know if the walkmeshes are used for EAX audio? I suspect they are but am not certain.
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View File K1 Switch Override Files This is the contents of the Override folder on the Switch version of the game. 99% of this is absolute garbage, but I wanted to get a closer look to see if there was anything special that would need to be reworked for any of my mod projects, such as button prompts or .gui files and thought I would release it for anyone else seeking to do the same. Taken from v1.0.0 of the game. Included is a folder that has any changes made in v1.0.4 of the game. I chose not to include anything else from the release, there isn't anything special of interest besides Japanese support for the game. Thor110 Submitter Thor110 Submitted 10/25/2024 Category Modder's Resources