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Posts posted by Thor110
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On 7/1/2022 at 10:03 PM, Sith Holocron said:Well your movie uses the Temple landing pad and not the landing pad you use in deathdisco's mod. But I remember this one fondly.
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.
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8 minutes ago, CQ said:i’ve purchased kotor 1 and kotor 2 on ios and android, bought them on xbox, bought the physical disks & bought them on steam for $0.99 each, and the mobile ones were the best versions for me because both ios and android have mod “support” (every mod like tslrcm/kse)
Always good, I am preparing this project for all 8 versions of the game as well.
Amazon
Android
Disc
GoG
LegacyPC
Steam
Switch
XboxAnd 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.
13 minutes ago, CQ said:i’ve purchased kotor 1 and kotor 2 on ios and android, bought them on xbox, bought the physical disks & bought them on steam for $0.99 each, and the mobile ones were the best versions for me because both ios and android have mod “support” (every mod like tslrcm/kse)
fun fact for anyone who stumbles across this,
you have to use itunes to move files into the directory for either game and virtually every mod that works on the pc version also works on IOS. And if it works for ios, it works for android
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!
14 minutes ago, CQ said:Also, even though the devs who made space marine 2 are working on “Star Wars: Knights of the Old Republic”, this is, for me, is recapturing my childhood magic. I always hated playing the kotor games on m/k, it never felt right to me.
"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.
15 minutes ago, CQ said:It’s all good, you’ve done the lords work and I am happy I get to play kotor with controllers like I did on the original xbox when I was 9 or 10. The buttom prompt stuff isn’t super necessary in my opinion, the only real issue I can see is the bugs you pointed out on future planets, and the UI issue for controllers. I have close to 0 skill with any of this but I can try and learn and help where I can.
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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1 minute ago, CQ said:The blaster icon to the left is what I was talking about, my bad
I am not sure what you mean, whatever item is highlighted flashes, in this image it is the combat suit at the top.
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50 minutes ago, CQ said:PSA, Controller support works well, but there's 3 issues. 1 of which can't be fixed, which is the tutorials telling you to left click. It's taking the PC files and KOTOR 1 innately doesn't have controller support.
As for the other 2,
on controller, in the item UI there is no "highlighted" on the section you're selecting, example, if I move my DPAD to "head" there is no visual indication on the screen other than text that says "head" (in KOTOR 2, there's a colored outline around the box you're selecting)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.
50 minutes ago, CQ said:for the last, and this is more of a question, could you add an optional mod to put 2x lightsabers on the endar spire for the jedi vs sith fight? Just for funsies since they both have lightsabers equipped. I remember playing this when it first came out and being disappointed I couldn't steal their lightsabers, even if I couldn't use them yet.
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.
50 minutes ago, CQ said:I'm still on the endar spire, right before trask leaves so I didn't go very far. I just wanted to check the UI elements and see if there's any interesting things happening in dialogue/combat
Only saw 2 minor bugs, one mentioned above with the tutorial which isn't a bug so exclude this im filling a word count for no oneYeah, 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.
50 minutes ago, CQ said:1. the Ui element in the gear screen not having a box to visually tell you what you're selecting
The selection screen does have a flickering highlight and new items have a green/yellow border.
50 minutes ago, CQ said:2. and one is when the sith throws a grenade during the.. 3rd? fight sequence after the "light" cutscene, he didn't do the animation for the grenade.
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.
50 minutes ago, CQ said:But all in all, this is exactly what I've been craving for years so far
Hopefully with a few more years I can make it perfect! But there's still a lot left to be desired.
EDIT :
50 minutes ago, CQ said:PSA, Controller support works well, but there's 3 issues. 1 of which can't be fixed, which is the tutorials telling you to left click. It's taking the PC files and KOTOR 1 innately doesn't have controller support.
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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Just now, Salk said:Nothing compared to how long another much anticipated modification has been brewing. 😁
True! But that is a totally different breed of mod! Looks so damn good too!!!!!!!
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3 minutes ago, CQ said:I'm going to check it out now, but I think I can help in some way to make the process a bit easier. I'm not gonna step on your toes, I'm the new kid on the block I guess. Let me check your mod at first before I shoot myself in the foot, since i have no idea how likely my idea is to actually happen
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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3 minutes ago, CQ said:So, i'll be frank, KOTOR 1 getting actual controller support has been a big thing for years. Aspyr won't do it outside of mobile.
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.
4 minutes ago, CQ said:Import all the files we need from KOTOR 1 into KOTOR 2 which has innate controller support, and just recreate KOTOR 1 into KOTOR 2. All of the textures, voice files, movies, etc. are already there on steam with the game downloaded.
I don't think anyone has actually tried creating a mod in KOTOR 2, that's just KOTOR 1. But trying out a the KOTOR 3 mod which came out in 2012, but on steam workshop, and seeing that it has controller support convinces me of 2 thingsPlay 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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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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2 hours ago, Salk said:N-DReW25 didn't include the.vis file in the initial version.
I'm not accustomed to Holopatcher so I have no idea how it works but the .ini file modified the m35aa.git file referring to K2 resources and many of them weren't included in version 1.0. They were added later, too.
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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On 11/17/2024 at 4:53 PM, Salk said:There are several other critical issues with this modification in the current state, including a pletheora of missing references in the modified .git file. Resources need importing from K2. On top of that, the original m35aa.vis file needs to be edited to account for the added rooms.
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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8 hours ago, EAF97 said:This will hopefully be the first of a few mods which I will be developing to enhance the atmosphere, visuals, and overall experience of Korriban. There are already some great mods out there which improve or upscale the appearance of commoners and others throughout the game but one section of the game and its characters always stood out to me as rather "unpolished": the Sith on Korriban. Out of all the planets, I always felt that Korriban was one of the most neglected in both K1 and K2 when it came to visuals in particular. There were even multiple mods which improved the appearance of Czerka employees, including those on Korriban, so it only felt appearance to do the same for the Sith students, teachers, and masters. This mod will port the robes from the Trayus Sith Academy on Malachor V on K2 and many of the Sith will be wearing them according to rank: students will wear "low" robes, teachers (including Yuthura) will wear "mid," and Master Uthar will wear the "high" or "Dark Jedi Master" robe as shown. All of the "Lite" Sith NPCs will also be upscaled and given the same heads as they are given in K1CP which I would highly encourage players to install before installing this mod but it won't be a requirement; similarly all of the Lite NPCs who are switched to "female" based on their file names in K1CP will be given the same treatment here but with the clothing overhaul as mentioned above. There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with. Sith who will be out studying or excavating in the Valley will be wearing the "Dark Jedi Padawan" robes which use the player robe model from K2. Most of the textures used will be from a combination of mods by @Effix, @Dark Hope, and @90SKand I would like to thank them for their willingness to allow me to utilize their mods for this project. I should hopefully be able to finally get the project released within a weak or so.
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 :
8 hours ago, EAF97 said:This will hopefully be the first of a few mods which I will be developing to enhance the atmosphere, visuals, and overall experience of Korriban.
There are already some great mods out there which improve or upscale the appearance of commoners and others throughout the game but one section of the game and its characters always stood out to me as rather "unpolished": the Sith on Korriban. Out of all the planets, I always felt that Korriban was one of the most neglected in both K1 and K2 when it came to visuals in particular.
There were even multiple mods which improved the appearance of Czerka employees, including those on Korriban, so it only felt appearance to do the same for the Sith students, teachers, and masters. This mod will port the robes from the Trayus Sith Academy on Malachor V on K2 and many of the Sith will be wearing them according to rank: students will wear "low" robes, teachers (including Yuthura) will wear "mid," and Master Uthar will wear the "high" or "Dark Jedi Master" robe as shown.
All of the "Lite" Sith NPCs will also be upscaled and given the same heads as they are given in K1CP which I would highly encourage players to install before installing this mod but it won't be a requirement; similarly all of the Lite NPCs who are switched to "female" based on their file names in K1CP will be given the same treatment here but with the clothing overhaul as mentioned above. There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with.
Sith who will be out studying or excavating in the Valley will be wearing the "Dark Jedi Padawan" robes which use the player robe model from K2. Most of the textures used will be from a combination of mods by @Effix, @Dark Hope, and @90SKand I would like to thank them for their willingness to allow me to utilize their mods for this project. I should hopefully be able to finally get the project released within a weak or so.
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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2 hours ago, farazrock13 said:Hey Thor I had a request if you would be able to do it I would be forever grateful. I wanted to know if you could do the same mod for Kotor 2. I finished the game and the only way I can currently is by not doing the missions close to the end to prevent the restart.
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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23 hours ago, Salk said:Yes, DP has reported how the lightmaps in the original game are often a complete disaster.
Honestly, I sometimes wonder - considering all the input from modders that delved into the game's resources - how the game could be kept together, let alone making it functional enough. 😅
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.
SpoilerI keep seeing these holes everywhere!
Sometimes distorted UV's too.
Is the cantina supposed to have no roof!!!!!!
Must get wet in there if it rains...
And this one which I know K1CP already fixes but I fixed it anyway.
So many problems...
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35 minutes ago, Salk said:Great investigative job there.
Out of curiosity, have you by any chances checked for similar issues also on other planets?
I'm just wondering if the geometric mess you unearthed on Manaan is extraordinary rather than standard quality check on Bioware part.
I haven't had a close look at other areas of the game, Manaan definitely has some spectacular messes though.
22 minutes ago, DarthParametric said:It's pretty much the norm across all modules. Just depends on how deep you want to go looking. The more problems you fix, the more new problems you discover.
It's infuriating, so many vertices slightly out of line!
18 minutes ago, Salk said:That's depressing.
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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3 hours ago, Salk said:Coordinating efforts would go a long way, I think.
Agreed!
I was hoping between us all we could do exactly that.
3 hours ago, Salk said:I want to point out that other than the K1 CP, there's been a number of geometry repairs made to both K1 and K2 by @PapaZinos.
Thank you, I am aware and have their model fixes included with my project.
3 hours ago, Salk said:I'll certainly be using these model fixes for the original game once they're out.
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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3 hours ago, N-DReW25 said:I know I've reported a few noticeable issues on Manaan to the K1CP bug tracker a while back and they've since fixed them in the 1.10 update. When you download K1CP, it comes with a list of the things the mod has fixed (alternatively, this same list might also be on one of their public GitHubs). You could use this list to see what they've fixed so that you can fix them in your own mod, I wouldn't want to use your mod and find out it undoes the model fixes of K1CP.
I agree, I guess I will have to take a look at them.
3 hours ago, N-DReW25 said:The Endar Spire. Even with the K1CP mod installed, which already does fix pre-existing holes, if you look for them you can still find holes. Off by memory, the first module end_m01aa is still ripe with holes in the walls.
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!
3 hours ago, N-DReW25 said:But I think this model problem is something you'd be interested in. In the hallways of the starboard section (end_m01ab), if you look up at the ceiling you'll see overhead pipes yet in the hallways of the Command Module (end_m01aa), the parts of the ceiling where the overhead pipes should be are empty.
And yet there are Beta screenshots of the Command Module halls having overhead pipes as seen here.
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.
SpoilerMissing Roof
Added
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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1 hour ago, Salk said:I would not mess with merging modules at all, but I'd welcome any model fixes done to the Manaan geometry for the original game. I think the K1 CP would be the natural home for those, though.
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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3 hours ago, DarthParametric said:It's entirely possible. The level geometry side of things is the least of it though. The main thing would be ensuring there are no problems arising from changing module IDs, since Manaan has multiple instances of cross-module teleporting as part of the main plot. There might also be problems with ResRef clashes, since both Bioware and Obdisian did love their generic name reuse.
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.
Spoilermanm26ab.rim
manm26ac.rim
manm26ac_s.rim
manm26ae.rim
manm28aa_s.rimAnd manm26ac is referenced by the following files.
Spoilermanm26aa.rim
manm26ac.rim
manm26ad.rim
manm26ae.rimAs 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.
10 hours ago, Thor110 said:I decided to delete some of the excess walkmesh pieces as it felt like they were unnecessary, however the moment I was done with that, I realised that it's probably used by EAX audio to reverberate sounds off of the walkmesh, I will find out if that is definitely the case and if it is, I can just swap them back out for the originals fairly quickly.
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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
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Submitted10/25/2024
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While porting over the missing rooms from the Sith Academy on Korriban and adding the missing room to the Hotel on Manaan, I got carried away looking around Manaan's levels and was overwhelmed by the amount of holes in the level geometry, so I decided to take a crack at fixing some of it up.
I'm amazed how many clearly visible holes there are, these level repairs will be included with my port but I will also release them for the original game.
If anyone knows of any problems like this, feel free to let me know and I will look into fixing them, it would be nice to see every level in the game get this treatment even if it takes a little while.
Manaan - m26ae & m26ac
SpoilerThis is the area with the hotel and the missing room, so this is where I have started for now.
These images show some of the more prominent holes that I have repaired.
Spoilermanm26ae
manm26ac
Here's an overview of the level as a whole.
SpoilerThis is the original level model.
Walkmesh
This is the level with my current edits, I have even been able to delete the large black box that was made just to cover up all of the holes in the level geometry.
Walkmesh
I decided to delete some of the excess walkmesh pieces as it felt like they were unnecessary, however the moment I was done with that, I realised that it's probably used by EAX audio to reverberate sounds off of the walkmesh, I will find out if that is definitely the case and if it is, I can just swap them back out for the originals fairly quickly.
Nearly every vertice I have checked so far has been out of line with the one next to it!
There's a lot of tinkering and thinking left to do and as this isn't really my area of expertise I don't know how far I will get, but I would like to look over every level and fix every hole if I can find the time and patience to deal with all of the problems.
Merging Levels
Not sure how feasible this is, but in theory both these parts of Manaan could be made into a single level, as they both match up alongside one another when imported, however the other parts of Manaan do not.
SpoilerThe Endar Spire levels also fit together.
Taris Sewers
Thor110
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2 hours ago, Salk said:Hello!
Glad to see this. There are several K1 minimaps that are in need of work. If memory serves, the worst offender is the minimap section of the krayt dragon cave. I cannot unfortunately verify this at the moment.
At some point in the future I will have to have a look around.
Given that I don't really play KotOR1, it might take me a while to get around to it.
I only noticed and fixed this as I was working on the missing rooms modders resource and actually testing it in KotOR1 to make sure it worked for the first game rather than assuming that it did after changing it over from my port in KotOR2.
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Daviks Trophies
NOTE : This is included with the Expanded Galaxy Port already.
During the course of my texture analysis of both games I came across these Trophy textures and realised that they were smaller versions of the standard creature textures with some slight alterations, so I decided to recreate them as best as I could using the standard creature textures.
Images show comparisons of the models using the new and old textures as well as the original creature and trophy textures side by side.
More information on all of this can be found in my texture analysis tutorial thread.
https://deadlystream.com/topic/11302-kotor-1-2-texture-analysis/
Installation :
Drop the files into the override folder etc
Thor110
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Submitter
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Submitted10/24/2024
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Category
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K1R CompatibleYes
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1
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RESOURCE:Telos Missing Shuttles
in Mod Releases
Posted
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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