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Everything posted by Thor110
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Old message about the purpose and goal of the Expanded Galaxy Project.
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KotOR 1 & 2 : Expanded Galaxy Project
Thor110 posted a blog entry in Having fun with the KotOR maps.
I AM REACHING OUT TO THE COMMUNITY Concerns & Worries I have been notified no matter what happens, once I release the first version of my mod, it will be the same as releasing the modders resource which means I will just be releasing them as one and the same. V 0_2_5 is ready and I will upload them when ready. Though for the moment in both games the areas can only be warped to. I am not sure when I will be releasing it as I have thoughts about the future of both KotORs that may be compromised if anyone else goes crazy making content with the resources. My worries are that loads of different people will make loads of different universes for both games, which though a great thing is conflicting for the overall experience of the game unless they are used in total modifications, therefore I believe my best plan of action is to set up a website for The Expanded Galaxy project which will focus around getting the entire community to contribute to the project enhancing and adding to the overall KotOR experience as well as if possible adding an online feature for both. In order to prevent too many different universes popping up over the next few years that will rapidly change the KotOR 1 & 2 games for the better or for the worse. Thank you for reading and I really look forward to releasing after setting up a website, once I have a website I will reach out to the community with all of my ideas for both games as well as for people to help and get involved with every aspect of the mod. ModDB Page : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy Videos : https://www.youtube.com/watch?v=HhYlUImv8iE&list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa Star Wars Knights of the Old Republic II : The Sith Lords : Expanded Galaxy Project Over all both releases contain everything necessary for KotOR and KotOR 2 in order to add every planet / missing module to each game and vice versa as well as an overall questline during the game for each area as well as an expansion to both games, currently every module can only be warped to with the cheats enabled in the swkotor.ini files for both games. Revans Eternal Empire - K2 Map Source for K1 ( 900mb ) 2.13 uncompressed This mod will add both a light side and dark side expansion for Revan, addingmore planets throughout the main storyline with short questlines, once finishing the game the player will have the ability to conquer the universe to the extent that prequels SWTOR. Exiles Expanded Galaxy - K1 Map Source for K2 ( 700mb ) 2.02 uncompressed This mod will add a continuation of the second game, with all the ability to travel to all the new planets during the focus of the main game with some missions as well as an overall end game addition which will add a new story focused around the Taris Restoration Project and the Exiles influence in founding it or informing the sith as well as a new galaxy crawl where the player will need to go to every planet once more and follow a trail of information to help or devastate Taris. -
Old message about patch information. Any more input about the best versions to use is welcome as I am open to re-extracting the files to use the best versions.
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Old message about project plans removed, check first post for updates.
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How did you convert the map? I used MDLEdit for all of my conversions, but I have just broken the lightmaps again somehow, struggling to fix it again and in testing out every solution I have found out that the animations on the map work on the m50aa_01a.mdl that you converted however they do not work on mine. Worried that I may have to reconvert every map manually through a 3D modelling program which will be time-consuming, though I have a feeling I have just messed something up somewhere and not noted it as I had the lightmaps working, though I do not remember if the animations / lights flashed as they do with the first mdl you have provided here. The only file I do not have is the .vis file which breaks the map anyway, I have re-installed both games and started a port of just the Yavin Orbital Station Module again from scratch in hopes of solving and definitively noting what the problem is as for your map I just remember adding the .tpc lightmaps hidden in the texture packs ( but I did have all three texture packs installed at once in seperate folders ) but this doesn't seem to work either. Thor110 Note : this is a really strange problem, I would have thought the animations would be contained in the tpc but I suppose the surface / geometry could have a specific setting they require for textures to work.
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Old message about important detail I failed to notice!
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English is actually my first language :/ though my grammar is terrible clearly! Thanks for the information on the engine's development, every little helps!
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Thought I had broken every lightmap in the game, turned out K2 just isn't showing lightmaps at all for me so I have decided to continue as they should still view fine for everybody else.
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Old message.
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When you fix one thing and break something else > _ < I don't suppose anybody caught the files I uploaded of a working yavin? I cannot seem to get the lightmaps working again and have tried every combination I can think of / remember trying, hopefully I am just tired and will fix this again in the morning, just added the Endar Spire's red door back into the game as a new set of doors so that the Harbingers doors remain blue.
But for some reason the lightmaps on Yavin havent been working for a while and im not sure why / dont remember changing anything, have tried every combination of including and removing, vis, txi, tpc, tga etc. the map either shows really bright without shadows or really dark without any lighting what-so-ever, as people should be able to see from my early posts I had this working for quite a while.
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Old message about using the NWN Model Viewer to easily view models from the game.
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Previous message.
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Previous message.
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comm_a_m Missing Letter(s) from Model's Node
Thor110 replied to ebmar's topic in General Kotor/TSL Modding
If you have an Xbox controller or a program to create macros you can use that to quickly extract the entire directory in that format to gain all the textures, split them into m01/m02 folders and then search for "*.*" let it finish searching and then cut and paste it into either the same directory ( end_m01 or dan_m13 ) for the corresponding module. I have been using Xpadder, it made extracting models for easy viewing with this program much less painful for me. Thor110 -
Previous message with my reply and notes about using Xpadder & a 360 controller to do most of the basic editing for me.
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TSL Expanded Galaxy & Revan's Eternal Empire
Thor110 posted a blog entry in Having fun with the KotOR maps.
"As there's a hard limit for new placeables in KotOR1 with very few spaces left, has that affected your porting of TSL modules to KotOR1?" - @Sith Holocron Great question! Got me thinking ^^ My thought was to just bypass the problem by completely porting the first game to the second game as a total conversion. Would also make sense as it would require users to port some files from the first game themselves ( exe, dlls, inis, music, sounds and movies ) and allow me to make an ultimate KotOR 2 install and Launcher that can start both games. My first thoughts were to include the dialog.tlk file in the second games and increase all references / entries to it for the first game but trying to include it separately and having it handled by the launcher might be a better option, it should drastically decrease the install size, remove the need for porting of the second games maps altogether and allow for easy module creation for both game using just one installation made of an original install of both games and a mod, should also allow for easy patching to update for other mods as the dialog.tlks will be kept separate. This shouldn't go against any issues raised as it would require both games from the user and manually copied files as well as the second game to begin with and would avoid conflict as well as save me the trouble of having to fix the Telos, Dxun and Dantooine Maps from the second game and instead creating copies of the modules as any guide would show you how to do. Thor110 -
I understand, just not sure if I would include them myself, like I mentioned I plan to hand pick all the texture mods I would like to include or link to and not sure I would want that, but perhaps when I see it in game I will change my mind ^^ I will check it out when I have the chance but it won't be until after my playthrough of K1 and K2 because I want to see them in their original position to get a feel for everything again, the story, how it originally looked and think about integrating the story of my mod so it fits with the rest of the game. Thor110
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I am definitely interested in this, I will unpack my modded version of BF2 at some point and a fresh copy of it ( I was working on a little mod a while back that I set aside for a while ) and was also hoping to include a lot of other good mods for an end / ultimate build of the game just like I am for my current Expanded Galaxy TSL mod. What exactly does the mod do, my guess is it improves the AI / Bots, which would be good to see! Thor110
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Onderon looks amazing, but I feel like the Czerka office does not look right, the sign looks good, but the walls don't look how I remember them, maybe I am wrong but other than that the Telos hallways look amazing! I cannot wait for my chance to use every texture update out there for my playthrough of both games. Thor110
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This was definitely my initial thought and just a thought for the moment and can easily use the textures they have for the moment there are also a lot of other people working on texture overhauls of the game and I plan to ask everybody that does if they would like to be included with my mods in the relevant areas as well as I will be hand picking the best textures and maybe asking people to vote for the textures that fit the game and look the best / stick to the original feel, but I did already think about making some areas from all of the Czerka Assets from both games and a Sith Base from all the bases in the game as well, I was planning to cut it up into the pieces and also make some new pieces / label them as they need to be as a sort of set of pieces to build maps with and both use them as a base for my plans and a release for modders to use. Thor110
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Wow that is absolutely amazing! I could actually see it working in-game! Though perhaps take a look at CZ-198? I had thoughts of using all Czerka map assets / parts and placeables from both games to make a CZ-196 or something. Thor110 Some amazing work going on in this thread, definitely amongst a lot of things I am looking at including in an overall either list or compilation / mod or install for K2 and or K1 or both. @JorakUln That is an awesome design for the Peragus Monitor, but is it just me or does it not fit the original feel? Perhaps it could be re-used somewhere along the lines or included with my mod with your permission, if not I will make a list of links for the best mods to go alongside my planned mod.
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Previous messages about porting SWTOR Textures, Models, Voices & information regarding the Odyssey & Aurora engines.
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All of my previous post moved below.
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The previous message from this post.
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Of course, I am in no rush at all, I also have a lot of work to do on my own projects ^^ I would not use it in personal testing, I would sooner just re-create the mod myself as my guess is it's just overwriting vo_alien.wav with the second games files. But either way I would give you credit for it being your idea and having spotted that it could be done. Thor110 Note : I thought about replacing all the game's music and sound files in K1 with any of the same name from K2 but then thought best to avoid incase any sound files have been changed.
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