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Everything posted by LoneWanderer
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Please drop any Lightsaber hilt mods you have created here
LoneWanderer replied to Untold Prophecy's topic in Mod Requests
Sure. Done. -
I was already suggested this on Discord, but I completely forgot to check it out. Thanks for reminding me! I think if we manually edit the flag in Notepad, MDLEdit will compile the model without any issues. After all, both KotORMax and MDLEdit import and export models from Blender with 'bumpmappable' flag intact. On inner level they understand that 'bumpmappable' is a property of the mesh. It's just that for some reason in their GUI, the 'bumpmappable' flag is bound to the texture. As for .pwk: All I have to do is import the model (.mdl.ascii + .pwk.ascii) and then export it (I usually export through 'Odyssey Base Params' section on the right, but also tested exporting once via the 'MDL Exporting' section on the left). Then compile the model using MDLEdit. Even without edting anything in KMax, .pwk becomes non-solid. When creating new .pwk in Max my steps are: 1.Create a shape from lines. 2.Select "Turn to Mesh" Modifier. 3.Add "OdysseyWalkmesh" Modifier. 4.Make it a child of OdysseyBase. 5.Select "Placeable (pwk)" in Walkmesh Type field. Edit: I think I'm using the updated odyssey_fn_import.ms script from DarthParametric post above because I found my old Discord post where I wrote about the error 'Odyssey Importer ScriptError when reading pwk file' and was linked to his post. Since I no longer have this error, I most likely installed the script.
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There is a small bug or oversight with the 'bumpmappable' flag in KOTORmax: if multiple meshes share a texture, and we enable/disable the 'bumpmappable' flag for one mesh, it is automatically enabled/disabled for others with the same texture. This becomes a problem when working with models that have meshes with alpha < 1 and use the same texture for all meshes, since mesh transparency does not work with the normal map. In MDLEdit, the 'bumpmappable' flag is also tied to the texture, rather than to individual meshes (as can be seen in the Textures menu). The 'tangent space (bumpmappable)' mesh flag in Blender works correctly and can be set individually for each mesh, even if they share the same material/texture. If we use MDLEdit to convert a Blender .mdl model to .ascii and then load it into KOTORmax, the flags set for each mesh will persist until we interact with them. Unrelated issue: When exporting a model with .pwk from KOTORmax, .pwk becomes non-solid (player can walk through placeable object). Import the same model into Blender, don't change anything, export, and the .pwk will magically become solid (impassable) again. Tested on many models. Here is custom g_wing model (from 501ond in TSL) with a non-solid .pwk. g_wing_custom.zip
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View File Airtaxi speeders placeables Modder's Resource Description: This modder's resource contains 6 air taxi speeders (5 from Star Wars: The Old Republic and 1 created by Viktor Trisjin), each with diffuse and normal map textures. It also contains an AI-voiced protocol taxi droid with a simple custom texture (taxi logo added) and an example dialogue file for him. If you want to use Airtaxi_lp model in your mod, then you must mention that the model was created by Viktor Trisjin and is licensed under Creative Commons Attribution. Acknowledgments: Thanks to DarthParametric for his help and advices. Airtaxi_lp model was created by Viktor Trisjin (https://skfb.ly/ozoLM) and is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter LoneWanderer Submitted 09/30/2024 Category Modder's Resources
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Version 1.0.0
14 downloads
Description: This modder's resource contains 6 air taxi speeders (5 from Star Wars: The Old Republic and 1 created by Viktor Trisjin), each with diffuse and normal map textures. It also contains an AI-voiced protocol taxi droid with a simple custom texture (taxi logo added) and an example dialogue file for him. If you want to use Airtaxi_lp model in your mod, then you must mention that the model was created by Viktor Trisjin and is licensed under Creative Commons Attribution. Acknowledgments: Thanks to DarthParametric for his help and advices. Airtaxi_lp model was created by Viktor Trisjin (https://skfb.ly/ozoLM) and is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
Yes, but as far as I know they are only used in 952cor ("Enclave sublevel" clone) and 954cor (landing pad) modules. I think 953cor (which loads rooms from 950cor) uses vanilla textures. Anyway, I've edited my post, hopefully it will answer Kaidon Jorn's question.
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What textures? Most textures that 950cor uses have the prefixes dro_ , mal_, per_, nar_ and are located in swpc_tex_tpa. Seemingly the only specific 950cor ones are lightmaps such as 950cord_lm0, which are stored in BIFs/Lightmaps/PC textures/. Edit: If you can't find a specific file, use the search bar in Holocron Toolset.
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Editing an existing lightsaber mod
LoneWanderer replied to Noxxarian's topic in General Kotor/TSL Modding
@NoxxarianFirst check if the lightsaber you want to edit has a blade with dynamic ambient light (like in this mod) or standard non-glowing blade. if you want to edit the blade of a standard non-glowing purple lightsaber, you will need to edit w_lsabrepurp01.tga texture. If some mode has already edited it, you'll see the file (with .tga or .tpc extension) in your Override folder. Otherwise you will have to extract the file yourself from game resources (ERFs/Texture Packs/swpc_tex_tpa) using Kotor Tool or HolocronToolset. Perhaps, this tool (https://deadlystream.com/files/file/1997-sabermaker-for-kotor-and-tsl/) will make color adjustment process easier for you. If you've been following KOTOR Mod Build, then most likely you have lightsabers with glowing blades installed. In this case, the process is more complicated. For purple blade you will need to manually edit the texture of core (w lsabcrpurp01.tga), Glow texture (w lsabglpurp01.tga) and the texture of Blade (w lsabblpurp01.tga). Additionally, you can adjust Ambient Light RGB Value, but this will require you to edit the lightsaber hilt file using notepad++ or similar text editor (pdf file with the instruction is in the archive with this mod). For your purposes, it may be sufficient to change just one or two of these textures without editing the lightsaber hilt. -
Calm down, you don't need to worry about lightmaps unless you're creating entirely new area models. I don't remember, but I think .lyt and .wok files should be present in the same folder as the room models when you decompile/recompile them in MDLEdit (or maybe you only need them when importing models into KMax/KBlender?). But you don't need to edit .lyt or .wok files to retexture a module. The .are files were needed so that you could find out the names of the room models. You don't need them or the .git files for anything else here. Yes. If you adamant about not using Blender/3ds max/GMax, I suggest you start by downloading Simple Model Viewer (link: https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch). Choose one room model, paint all its textures in different colors and load the model into Viewer. Even the base game modules share elements and textures, so you likely don't need to replace ALL the model's textures (depends on what you have in mind).
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953COR is a special case: deathdisco basically copied 950COR module files (The Jedi Council Chambers) and packed them into 953COR.mod. If you open 953COR.mod (with any GFF editor), you'll see file 950cor.are. 'Rooms' structure in it contains the names of the module’s rooms. It links to 950cora, 950corb .mdl and etc. So, you need to decompile 950cor, 952cor and 954cor .mdl room models for Jedi Temple Mod. If you don't use Blender, but still have GMax (or have access to 3ds max), you can work with KMax instead. Edit: If you decide to download Blender, stick to version 3.6.x as Kblender does not work with version 4.0 and later. There may be easier and faster ways to find correlated textures with modern tools, maybe using HolocronToolset or Kotor Level Editor, but I haven't worked with them.
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Coruscant from the deathdisco mod uses a combination of Dantooine, Malachor, Nar-Shaddaa and specially created Coruscant textures. I think deathdisco put all of his newly created Coruscant textures in the Override folder. To find out the names of the textures used in the module, you need 1.Extract the .lyt, .vis and all room models (.mdl + .mdx + .wok) files of the module and place them all in one folder. To load models into KMax, you need to decompile them to ascii. I think KBlender can load models without decompiling them. 2.Extract all textures from ERFs/Texture Packs/swpc_tex_tpa and place them and Coruscant textures (from Override) in the folder with room models. With Kblender it is possible to specify the path to textures in the Settings, so it is not necessary to keep them in the same folder as the models. 3. Import the layout file (.lyt) into KMax/KBlender. Before importing, be sure to check the “With VIS file” and “With models” checkboxes. After this, you can view the module in KMax/KBlender and see what textures are used where. Alternatively, you can load the .mdl of the room into MDLEdit and open the Textures menu. You will see a list of textures used in that particular model. When I wanted to use the Dantooine sublevel model with fixed walls in Coruscant, I loaded the model and renamed the 610Dan_something texture to 952cor_something inside MDLEdit without the need for KMax. But it was possible because I more or less knew which textures I needed to rename. You can probably load the room model into the Simple Model Viewer (found on the Neverwinter Nights 2 modding site) after changing the textures in MDLEdit to check where in the room model it was used.
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@NecabantWithout details and screenshots, it's not clear at what stage your problem is. Unlike modern games, Odyssey engine only supports Blinn-Phong textures and not PBR. 1 mesh can only have 1 diffuse texture (and I think you need to put your material in slot 1 in Shader Editor in blender). The transparency/shiness of the model is controlled by the alpha channel of the diffuse texture. The texture name is specified in Object/Kotor Model Node/Main Texture menu. Odyssey also understands normal map textures, but its implementation is wonky and barely noticeable, so it's best to not bother with them. If you import KOTOR model with textures into Blender (they must be in the same folder as the model, or you can specify the default texture folder in KOTORBlender settings) you'll see this bulky construction in Shader Editor: but you can just attach diffuse texture node to BSDF and then to Material Output and it will work. The texture must be in .tga or .tpc format for the game to load it.
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Please drop any Lightsaber hilt mods you have created here
LoneWanderer replied to Untold Prophecy's topic in Mod Requests
Sure. Sent the mod to you. -
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A functional and easy-to-use tool that would be great for adding/editing elements in modules, if not for 2 major bugs: Rarely adding a copy of an object, undoing a delete, or sometimes even just double-clicking on it can mess up X,Y-orientation of half the objects in the module and break/remove/move half the triggers. It's easy to miss when this happens to objects on the other side of the map. Usually you can return everything by clicking the 'Undo' button, but if you saved and closed the module, it is faster to repeat the work from scratch. One time after saving an edited module in KotOR Toolset, it became corrupted: the module would not load in the game and would not open in the tool. Therefore, always have a backup copy of the module you are editing. Because of these issues, I had to use KotOR Toolset to only view the objects, their coordinates and positions, and do all the actual editing in K-GFF. Still, KotOR Toolset greatly simplifies and speeds up the mod development process. It's a pity that this great tool can't be used to its full potential.
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I don't know what was in the full original description of your mod, so I'm assuming the permission consisted only of what was written in the post. You're right in saying that 'using the work in a mod' does not mean that 'uploading the work unchanged by itself' is okay, and that the person in question misinterpreted your permissions. But speaking generally about permissions, I think there may be a flaw in your logic, SH. Since there are no universal written rules and explanations about what proper modding etiquette is, different people may understand it differently. For example, my experience with permissions comes mostly from using models from Sketchfab and similar sites. Many models are licensed under a Creative Commons Attribution (CCA). In the Comments section under models, in addition to discussions, advices and screenshots of a model ported into the game, sometimes polite people also ask about permission to use the model in video, games, etc. And I noticed that some authors responded with something like “Yes, that’s why I specifically published the model with a free license. Why are you still asking? Just use it already however you like". And it’s easy to understand why: the authors release dozens of models, hundreds of people download them, even if every 100th asks for obvious things (about permissions when they are written on the page), it will become annoying. At the same time, I've seen some modders (retired and active) respond that they don't care/are not interested in what people do with their old mods as they move on. Some authors ask to inform them about the use of their work in other mods because they are interested, but others do not specify anything at all and I wonder if they will be bothered if I write to them about some years-old model? Since then, I've taken a stance: if the modder has allowed everyone to use the mod/model, then be grateful, respect the author and their time, and don't bother them unless you have something to say/to show. In my opinion, it would be better to thank the modder and show them how their work helped create a great new mod, than to ask for permissions (which are already given in the Readme), waste the person's time, create expectations and then fail to produce anything. Modders in the KOTOR community usually don't publish mods under licenses, but the terms 'You can use/modify the mod, just credit the author' written on the mod page or in the Readme file can be considered the equivalent of CCA license. It does not impose any obligations other than “attribution.” If the mod author does not specify additional requirements/wishes, then the user (especially if he is not an active member of the community) may not be able to know their preferences and will have to rely on his own inner judgment. Whether he contact the mod author before or after the release, or not at all, depends on the user. To avoid misunderstandings about 'permissions', modders should write their requirements as clearly as possible, so that there is no potential ambiguity, and expect users to do only what is written in the permissions.
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@Kaimur https://deadlystream.com/topic/4656-kotor-tsl-where-am-i-armband/?do=findComment&comment=48573
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@Darth Darth BinksThere was a time when TSLRP could be found on every second file hosting site, but now it looks like either the mod has been removed or Google is deliberately hiding such sites. Anyway, here's TSLRP 1.08b. Some rumors mentioned the existence of version 1.11b, but it was never made public. For history's sake, it should be noted that TSLRP attempted to restore some content that was not even included in TSLRCM 1.8.6, such as the Genoharadan subplot. If you're interested in cut content and TSL restoration projects, also check out TSL Un-Restored Content and K2RP by team-exile (several versions and patches are still hosted on Gamefront). They tried to restore even more cut content, such as Atris-as Darth Traya ending, Sion on Nar-Shaddaa and other things. Mod edit: Please do not upload mods wihout their authors' expressed permission. - InSidious
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While there is no news about potential Coruscant Expansion, I decided to make an addon for the original The Jedi Temple mod. My thoughts on updating the mod are mostly the same as what Mephiles550 wrote a few posts above, though not everything will be implemented, because the main goal of this project is to add and fix things without changing gameplay or deathdisco’s original vision. What is included in The Jedi Temple Addon: AI-generated and alien VO for NPCs. Map for the Council Chambers module. Fixed broken walls in the Jedi Temple module (cleaned up models were originally created by Hunter’s Run for the "Enclave Sublevel as a Functioning Jedi Academy" mod) and replaced glitchy blocks hiding them with new crates (not final). Training Jedi-hologram no longer drops items after combat. Party members will not disappear during training battles with holograms. Instead, they will stand on the side of the room and rejoin active party after the fight. Some ideas are currently not implemented because they may or may not affect the original vision of the mod: Since VO are AI-generated, NPC dialogue can be expanded to add lore and explain why the area is closed and why the Temple and surrounding area are in poor condition. More lore-expanding texts and holograms. Few more NPCs (like researchers or scientists) and maybe a side-quest. Additional types of training holograms. And 3 additions that I want to add (probably as optional content): A keycard that will allow players with low ‘Computer’ skill to open the door to the Council Chambers (the skill required to slice through the lock will be increased). Currently, players without Bao-Dur or T3 and with low ‘Computer’ skill can spend dozen of minutes running around before realizing that there is no alternative way to open the door. Alien bounty hunters on the landing pad (hope to find a place for Kel Dor alien that’s available in Modder’s Resources). It’s also surprising how much my idea about adding a corrupt republic soldier matches Mephiles550’s. Coruscant music from TOR in some places. Screenshots: AI voice samples: The mod doesn’t contain files from The Jedi Temple mod and should be installed after it.
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Hello! Can someone please create lip sync files for me in CSLU Toolkit? Tried every version, but it just refuses to run. I had already done most of the lip files in LIP Composer, but in some cases this gave unsatisfactory results (because I don't know how to indicate a pause between words in the text) and one time didn't work. voice clips for cslu.7z
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@seedhartha How to indicate a pause between words? For example, in the text "Hold on a second, you are a Jedi!" there is a short pause (0.5 s) after the word "second". As a result, in the second half of the sentence, the voice and lip movements become out of sync.
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Is there any benefit in using cupscale specifically? Until the recent AI boom, Replicate.com provided the best upscaling among services based on the Real-ESRGAN model (and it didn't require registration back then). For icon upscaling I used https://www.upscale.media (although sometimes the result is better without "Enhance Quality" option), but any AI-upscaling service should work, because the icons in the game will be small and the difference in quality will be not very noticeable. Do you remove alpha-channel from the texture before upscaling? AI upscaling tends to mess it up, so it's better to scale it separately: extract the alpha-channel into a new image, use the 'Turn Alpha to Gray' option in an image editor like Gimp or Paint.Net (with plugins), then scale it up and turn back to alpha.