Thor110

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Everything posted by Thor110

  1. View File Topaz GigaPixel AI Upscales - K1 WARNING : THIS IS A MODDERS RESOURCE NOT INTENDED FOR USE WITH THE GAME! Modder's Resource - Topaz GigaPixel AI Upscales - Source These are all of the first games textures upscaled by Topaz GigaPixel AI. While they are intended for use eventually with my overall project, for the time being I have handed them off to a texture artist to clean up beforehand, after which they will also be released for the standalone game as well. It was also suggested to me that I should upload them here as a Modder's Resource and backup for people to use when repainting any textures for the game. So here they are. The images shown aren't from the game, but they are the only reference imagery I have to show the upscaling in action. ( added some screenshots of the actual textures ) All TXI files as well as the few textures that had issues being upscaled in their own packages. Submitter Thor110 Submitted 09/09/2022 Category Modder's Resources  
  2. Version 1.0.0

    119 downloads

    WARNING : THIS IS A MODDERS RESOURCE NOT INTENDED FOR USE WITH THE GAME! Modder's Resource - Topaz GigaPixel AI Upscales - Source These are all of the second games textures upscaled by Topaz GigaPixel AI. While they are intended for use eventually with my overall project, for the time being I have handed them off to a texture artist to clean up beforehand, after which they will also be released for the standalone game as well. It was also suggested to me that I should upload them here as a Modder's Resource and backup for people to use when repainting any textures for the game. So here they are. The images shown aren't from the game, but they are the only reference imagery I have to show the upscaling in action. All TXI files as well as the few textures that had issues being upscaled in their own packages.
  3. Version 1.0.0

    125 downloads

    WARNING : THIS IS A MODDERS RESOURCE NOT INTENDED FOR USE WITH THE GAME! Modder's Resource - Topaz GigaPixel AI Upscales - Source These are all of the first games textures upscaled by Topaz GigaPixel AI. While they are intended for use eventually with my overall project, for the time being I have handed them off to a texture artist to clean up beforehand, after which they will also be released for the standalone game as well. It was also suggested to me that I should upload them here as a Modder's Resource and backup for people to use when repainting any textures for the game. So here they are. The images shown aren't from the game, but they are the only reference imagery I have to show the upscaling in action. ( added some screenshots of the actual textures ) All TXI files as well as the few textures that had issues being upscaled in their own packages.
  4. For mods that don't have text you will be lacking edits to the dialog.tlk file For those that do have the text the text will be contained in the .dlg files As for models I believe they need to be formatted slightly differently, there's some information about it around here somewhere.
  5. Here is the video for these edits, looks a lot better now.
  6. I am kind of saying it has already been tested as it is a part of my KotOR2 project and I have heard no complaints about it not working. As for actually testing it, I don't think my current phone would run it, unfortunately I broke my other phone a little while back.
  7. Maybe something is missing, admittedly I could be wrong about it working as I don't really play on Android but I do own it on mobile for testing my own project, which actually contains this mod. And I don't recall having it brought up as an issue by anyone testing my project on mobile.
  8. Install it on PC then put the files on Android. All mods or most already work for Android. You just have to put the effort in.
  9. This is v3 in action and I will grab a recording of the Foreman droid in just a moment. And the Foreman Droid.
  10. KotOR Tool as described by many in the community is a great can opener, but not a great tool as it's incomplete and has bugs here and there. Ultimately that is all I use KotOR Tool for, to unpack the original files, other than that K-GFF Editor and a few other tools are really useful to have. KotOR GUI Editor is also another new tool, very much worth having in my opinion. My point is realistically you can't rely on one tool to do it all, though I think we all have high hopes for the Holocron Toolset to do it all in the near future.
  11. Anyone could adjust the camera hook with no problem, it's adequately named and there's no tricky business involved linking, relinking or properly setting anything up.
  12. Sorry for the late response : Overall it's much more noticeable, but I think the shapes should recess into the eye as opposed to extrude from.
  13. The legacy version is still available on Steam, you just have to set it in the options.
  14. I would suggest not relying on Holocron Toolset to do everything for you, could be something is missing or an issue exists in the program somewhere, it's still relatively new as amazing as it is. Perhaps compare the git/are/ifo files to that of the original to see if something is missing, perhaps it didn't populate the room list. There are lots of tutorials available that are worth checking out, pretty much everything is covered in-depth if you dig deep enough. What I did when I started around here was grabbed every tool available and then got started learning my way around the game. Thor110
  15. Above is DarthParametric's Edit. Below is how it looked originally ( no edits ) so it seems they already had flickering eyes, though it's not very prominent. ( update : no it's just my eyes playing tricks on me I believe, the reflection as the head moves made me think there already was a slight flicker )
  16. Something I just mentioned to another user, I have created a set of testing rooms that contain every NPC in the game. Quick and easy access to seeing them all in action without having to load any saves : I also created a set of rooms for Placeables and Doors, I find them very helpful for testing and quickly picking an appearance for an NPC to place in a module. This is the result of the files provided by DP And this is the result of the files uploaded by Malkior Though I don't have a .dlg file attached to test actual dialog / flickering, I can easily attach one, or they might exist already in the testing rooms I was starting to setup for every type of dialog / alien language, but I don't think I got too far in setting that room up. Thor110
  17. Ah of course, I was just thinking of a lazy approach such as flickering lights. Not long woke up so mistook your request.
  18. Didn't you write a tutorial on adding animated textures? Wouldn't you just be able to animate it and add the parameters to the .txi? Thor110
  19. the truth is, it's only been 24 days since your initial post, could be worth being a tad more patient perhaps? :) though I can't say a lot as I can be quite impatient myself. Hopefully somebody helps or offers you the information to get you to your end goal, I have this strange feeling there is a mod out there for Atton's Ribbed Jacket, or that I have come across one, or perhaps it was a mod for his jacket and not one you could wear. What I can say or do know is there are a limited number of slots for armour variations and while it should be a fairly simple process, modelling for the game is relatively tricky so I have read / heard / been told and have tinkered with some myself, without knowing all the intricate details it's not an easy thing to do for certain. If I wanted to achieve this I would download one mod that gives you a new piece of armour and then open that model and then Attons jacket model in Blender and figure out how to essentially merge them, but I would also likely give up due to bones / rigging. :D good luck.
  20. Best place to start is to check which mods alter or modify 301NAR which is where the encounter happens, at first glance that appears to be Ragged Refugees, though I don't think that is what is causing the crash.
  21. Define "official" Given that no mod's are official that is just not possible. If you just mean if anyone was planning to release it as a mod, I don't think anyone has plans to do so.
  22. Having long abandoned this project I am locking this thread. But I am also going to leave a note and a recommendation. My recommendation is that you check out the Republic Commando Remaster project : https://www.moddb.com/mods/rc-reskin-remaster And my note is that I am still dabbling in the Unreal Engine, both UE2 & UE4 for a couple of different projects and that I recently decided to write a tutorial on porting Star Wars Republic Commando's levels to Unreal Engine 4, this tutorial should also work with any other UE2 era game or level. Though more specifically UT2003/2004/Republic Commando and it also worked for Stargate SG-1 : The Alliance's leaked game files. Tutorial Link : https://www.moddb.com/games/star-wars-republic-commando/tutorials/converting-swrc-to-ue4 UE5 Project Template : https://github.com/Thor110/ABC-UE5 Automated Script for Extracting, Converting & Preparing Files : https://github.com/Thor110/UE2-UE4 This video shows a variant of the script in action, for Stargate SG-1 : The Alliance. I initially only started this project as a way to check out AI upscaling techniques anyway. Have also been getting the textures upscaled by Topaz GigaPixel AI for my UE4 port project. ( I also donated these upscales to the RC Remaster project I recommended ) Original : Upscaled : UE4 Previews :
  23. Thor110

    Ixgil the Bith

    Just make a TSLPatcher installer to add it to tar_m02aa, there is no way to fix it asides from this or renaming the one on the korriban module, but both solutions require a hard edit to the .mod file or a TSLPatcher installer. For reference I found this out using KotOR FindRefs Utility to search for "n_bith001" it's a handy tool.