EAF97

Members
  • Content Count

    221
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by EAF97


  1. 9 hours ago, seedhartha said:

    Out of curiosity, are you going to train voice models on sound files extracted from the game?

    I am toying with an idea of a tool that would automate that training, and generate speech / LIP files.

    What software are you using? How does it compare to something like flowtron?

    For now I've paid for a subscription to PlayHT but I may change to a different program that's similar since this one requires a subscription and doesn't seem to have an option to just buy it with a one-time payment. The VOs on there that I've tested are the best quality too

    https://play.ht/

     


  2. I have recently purchased some software to generate AI voices and lines (including the tone, pitch, and inflections) and I've started work on a side project to potentially add lines and voiceovers for certain characters. More specifically:

    1) I've considered programming lines for some of the aliens to speak basic and replace the generic gibberish they usually speak. This wouldn't be for ALL of them but only for some of the ones who feature more prominently or have lines that talk about crucial plot points. I've considered doing this for some of the Twi'leks like Komad on Tatooine as well as some of the Selkath.

    2) I will have a series of upcoming mods which will feature "cameos" of characters from K2 appearing in K1 and was considering making voice-overs to give them additional lines if I am able to make voice-overs that sound close enough to the original.

    I would like to hear thoughts on this from the community. I understand it wouldn't be for everyone and that people have their own preferences but I would be interested in pursuing this.


  3. 18 minutes ago, DarthParametric said:

    You're asking about basic character skinning/rigging. That's the sort of thing you'll need to watch some tutorial videos on Youtube about. Especially for Blender. I only use it for level model stuff. I know nothing about how the character side of stuff works.

    What software or method would be good then for converting the files from gr2 format to mdl format? That's been the primary issue at this point since the gr2 file is treated as a separate "layer" from the mdl file, the skeleton of which I'm trying to combine it with


  4. On 10/14/2023 at 6:41 AM, DarthParametric said:

    The same thing that usually happens. I got bored and did something else.

    I downloaded and installed the Slicers' GUI program that you recommended for extracting SWTOR files. I'm currently testing one of them and was able to successfully find the model and texture for rakghouls (the standard creature/version). I also installed a plugin which enabled me to import the models, which are in .gr2 format, into Kotor Blender as shown below. However I've been unable to get it to transfer into or show up in the .mdl file when I try exporting it into that file. In the upper right-hand corner it treats the imported TOR model as a separate "layer" and doesn't incorporate it into the .mdl file. I've tried testing it by importing the standard rakghoul model into the same file and super-imposing the TOR model over the skeleton and deleting the rest of the vanilla version, however in-game the Rakghouls just show up as invisible. How would I go about fitting the ported TOR model to a Kotor skeleton for this?

    Screenshot (360).png


  5. Movie Mandalorians: From K2 to K1


     

    UPDATE: Shoulder-plate clipping issue with the model has been fixed!

    Description:

    I've always been a fan of Deadman's "Movie Mandalorians" mod that was released for K2/TSL and I loved the aesthetic of it, but was disappointed that no equivalent was released for K1. I have ported his models for the three main ranks of regular Mandalorian NPCs that appear in-game for K1 (Mandalorian "warriors" in blue, "captains" in yellow, and "elites" in red), and have used the alt textures for them created by Mcfly because I felt they were closer to the original textures. However I've included the actual textures from Deadman's original mod as well, for anyone who would prefer to use them. To be clear, the models and textures for specific NPCs such as Canderous and his rival Jagi, as well as additional weapons added in Deadman's original mod, are not included in this mod. For now I would recommend using other mods for those things.

    Installation:

    Just run the TSLPatcher the direct it to your game file. To install the original textures used by Deadman, install the main mod with TSLPatcher first and then just copy the files from the "Deadman's Original Textures" folder and paste them in the "Override" folder.

    To Uninstall:

    Remove the files from your Override folder and add the backup .2da file to it

    Compatibilities:

    This mod will be incompatible with any other mods that edit the textures and/or models of the armored Mandalorians but otherwise there shouldn't be any issues.

    Permission & Distribution:

    Anyone is welcome to use my models and textures, just please ask first and be sure to give me credit.

    Thanks to:

    Deadman for the models and Mcfly for the textures, which I've always preferred since I felt they were closer the the ones used in-game, and Effix, Thor110, and DarthParametric for giving me advice from time to time concerning the porting of models and assigning of textures, as well as additional modding advice from N-DReW25.

    Legal:
    THIS MODIFICATION 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
    • Submitted
      10/09/2023
    • Category
    • K1R Compatible
      Yes

     


  6. 1 hour ago, N-DReW25 said:

    Though after investigating the files of the Sharina Fizark mod... it should be a LOT easier to use the source files and remake it from scratch (my point about directly using their files outright in my mod still stands, recreating the content from scratch is the way to go).

    From what I could see, it would just involve checking which files were extracted from Kotor Tool by the mod author, extracting those same ones manually from the game's files using the tool, and then recreating the one script file that seems to have been made from scratch (in this case it's the "helped_sharina.ncs" file in that mod, the rest of the files were just extracted manually from either the danm13 or tat17_aa modules). 

    helped_sharina.ncs

    helped_sharina.nss k_pdan_13_area.nss

    • Thanks 1

  7. 18 minutes ago, N-DReW25 said:

    I could... though if I were to just take the files from the Gamefront mods I'd need permission from their original mod authors to add them to the RC-K1CP.

    Were some of those files custom-made by the mod authors who posted them or would they just have been extracted from the game's hidden files using Kotor Tool?


  8. 1 hour ago, Salk said:

    Is it possible to download oldflash's robe for Yuthura somewhere? 

    I made a search but it came out empty.

    I'd have to check, I made that post over a year ago and it was on some obscure site if I remember correctly.

    • Like 1

  9. image.png.0853478fc88302ac014d8e381be5b6a7.png

    Been a while but I have resumed work on my NPC enhancement mod for Kotor 1. I recently figured out how to port the models for DeadMan's Movie-Style Mandalorians into K1 so I will be releasing a mod for this at some point in addition to other things

    • Like 1

  10. On 10/1/2023 at 10:48 PM, DarthParametric said:

    Presumably it means it can't find it, which is odd if it can find everything else.

    You can try checking the hash of chitin.key in the game's base directory to make sure it isn't corrupted.

    I did this and discovered that the chitin.key file had indeed become corrupted somehow. I went ahead and did a clean install which seemed to fix the issue

    image.png


  11. On 7/14/2023 at 3:00 PM, JasonRyder said:

    -Sharina Fizark on Dantooine

    https://www.gamefront.com/games/knights-of-the-old-republic/file/sharina-fizark-restoration-1

    @N-DReW25 if I'm not mistaken the script/file to make the Sharina Fizark restoration work is actually on GameFront and if I recall can also be extracted in the danm13 module using Kotor Tool. For this one it only needs her Dantooine .utc file and 3-4 script files which are all provided there and can just go straight into Override in order to work. Wouldn't it simply be possible to mine some of these cut details using Kotor Tool in order to "restore" them? Websites like GameFront also have a number of really old uploads of these files, which would make it easier

    • Like 1

  12. Davik's Noble Vestments


    Description:

    As I've explored all the mods which adjust and improve the textures and models for various objects and people in the game, I've noticed that surprisingly little attention has been given to modifying the appearance or look of one NPC in particular: Davik Kang, the crime lord and leader of the Exchange crime syndicate on Taris. While he doesn't have much actual screen time, he is quite important to much of the Taris section of the game. Although the tastes and opinions of people will vary wildly on this, I always felt like his appearance was rather "clunky" as he always seemed to be wearing his armor. Despite the fact that this is understandable, it would seem more fitting for an important crime-lord and de-facto important "noble" of Taris to be dressed rather formal or fancy given how others of his profession and rank are typically dressed. It would not be far-fetched to assume one in his position could wear a robe or formal jacket with body armor underneath for protection while maintaining a more "polished" look on the outside. I've included a custom skin and ported model from Kotor II for Davik's outer vestments, as well as a sharper-textured tpc file for his head that is included in the K2 game files.

    Installation:

    Just run the TSLPatcher the direct it to your game file

    To Uninstall:

    Remove the files from your Override folder and add the backup .2da file to it

    Copyright:

    Anyone is welcome to use my models and textures, just please ask first and be sure to give me credit

    UPDATE:

    New version includes texture of his robe without the military medals, as requested

    Thanks to:

    Effix, N-DReW25, Thor110, and others for giving me the basics of porting models and assigning textures in the game

    Legal:
    THIS MODIFICATION 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
    • Submitted
      10/02/2023
    • Category
    • K1R Compatible
      Yes

     


  13. I just got a new PC and have had to re-install all the editing tools for Kotor and for some reason on Kotor Tool, the "models" BIF dropdown menu isn't appearing or opening when I try to go to extract supermodels from there which I need for porting in models from Kotor II. What could be done to fix this?

    image.png.df4580d83d2a8ae8f17fe95142911839.png


  14. On 9/18/2023 at 4:36 PM, Sith Holocron said:

    Have you checked out the upscales available here and elsewhere?

    There don't appear to be any upscales for the Kath hounds but I'm not sure if it is in any larger texture pack. It's not an absolute or urgent concern but it would definitely be cool to see more HD textured/modeled versions of those creatures in-game.


  15. 1 hour ago, Thor110 said:

    Convert it to a .bik and replace the intro movie biologo.bik or leclogo.bik, you won't be able to add an entirely new video without more hassle than it's worth so if the loss of leclogo.bik is a problem you would have to combine them into one.

    Combining them probably wouldn't be an issue since I have something I can do that with. Do you know of a good tool to convert .bik files to .mp4 format so I can combine them before reconverting the whole thing to .bik?


  16. A year ago, the Unreal Cinema studio that was making an animated and now-cancelled Kotor I series released a five-minute short-film on Malak where it shows a flashback of him dueling Revan and losing his jaw. Would it be possible to insert this clip as a skippable opening cutscene that comes on before the game menu loads when the game first boots up? If so, how would I go about this? I know how to download the clip and make an mp4 file of it but how would I insert it in the loading order before the menu boots up?

     

    • Like 1