DarthDrija

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DarthDrija last won the day on April 3 2023

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About DarthDrija

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    Jedi Apprentice
  • Birthday December 5

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    Male
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    : Millenium Falcon
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    I like learning about software, especially open-source, and that's why I use a Linux system as my everyday OS. And, of course, I love Star Wars and its videogames, and other non-Star Wars RPGs.

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  1. View File [WIP] Character Helmets This mod: This mod aims to add a few items for the player to use, helmets, masks and other things that go in the same slot. In the future I plan to place them in a lore-friendly way in the normal gameplay. This uses ripped models from full characters, they need to be adapted to player heads. Bao-dur can't use them because his horns don't leave physical space for them (obviously not clipping!). How to use: There is no way to have the 3 new helmets yet. To get them, you have to write in the console: giveitem a_helmet_7x Where x is a value between 0 and two. 0 is for the sith soldier helmet, 1 is for the republic officer cap, and 2 is for the republic soldier helmet. Installation: Use the .exe with the package. If not possible, then copy everything to the override Uninstall: Remove the 9 files from this mod (3 *.uti, 6*.tga) from the override. Permissions: You may use the files from this mod for any purpose, as long as you ask me first. Credits: @seedhartha for KotorBlender @cortisol for Holocron Toolset Stoffe for TSLPatcher GIMP development team for GIMP Blender Foundation for Blender BioWare and Obsidian for the original assets, and the game itself. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter DarthDrija Submitted 04/02/2023 Category Skins TSLRCM Compatible Yes  
  2. Version 0.1.0

    41 downloads

    This mod: This mod aims to add a few items for the player to use, helmets, masks and other things that go in the same slot. In the future I plan to place them in a lore-friendly way in the normal gameplay. This uses ripped models from full characters, they need to be adapted to player heads. Bao-dur can't use them because his horns don't leave physical space for them (obviously not clipping!). How to use: There is no way to have the 3 new helmets yet. To get them, you have to write in the console: giveitem a_helmet_7x Where x is a value between 0 and two. 0 is for the sith soldier helmet, 1 is for the republic officer cap, and 2 is for the republic soldier helmet. Installation: Use the .exe with the package. If not possible, then copy everything to the override Uninstall: Remove the 9 files from this mod (3 *.uti, 6*.tga) from the override. Permissions: You may use the files from this mod for any purpose, as long as you ask me first. Credits: @seedhartha for KotorBlender @cortisol for Holocron Toolset Stoffe for TSLPatcher GIMP development team for GIMP Blender Foundation for Blender BioWare and Obsidian for the original assets, and the game itself. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  3. "Newer games are buggy messes"

    Meanwhile KotOR just in the title screen...brokenmalak.png.041bf563012ad8fe2f61180c03aa5d0d.png

  4. DarthDrija

    Duros HD

    They look awesome! I like the subtle envmap that the textures have.
  5. Sorry, I haven't been to tatooine for a long time, what did you do to the texture? Yes, it is completely possible, just add the new meshes under the MDL root object. Play around with the mesh properties, such as diffuse map (the texture shown) and a few checkboxes. Custom assets usually look weird in game, don't forget to apply position and scale when you are done editing, so they look exactly in game as in blender. The last thing to make it useable is under the MDL root properties, click "assign node numbers". After that, it should work right away. Good luck in the work you are doing! 😀
  6. Did you create the new module from the "Clone module" option? I have seen a few issues with it. As for the spawn point, I think it's on the module.ifo Black voids in doors seem to be a problem with the VIS file. If so, it's because the VIS doesn't reference the new module's area models.
  7. It's inside a room model named after the module it's from. Search for it at the "Core" tab in the toolset you are using. Then search for tat_m18aa, you would see a few numbered models. I think it was the fourth model of the area.
  8. Kotorblender for blender 3.0.1 it's here
  9. I just looked the mesh on blender and it says it uses a single texture called V_dShanty01, which is quite big. It's 1024x1024, but for a mesh that huge it seems low-res. Good luck if you want to upgrade it!
  10. I've been looking into the modules to find a reference to the area map texture, however, I couldn't find it. I've also looked into the official documentation, but I couldn't find any useful information. Is it located anywhere else?
  11. From my short experience as a modder, I've found two comfortable ways of including text on a mod: 1.Using localised strings directly with the tools you are using, this way is the easier one, but the mod creators usually only put the english string, leaving the other ones blank, so that's why you see no text in some mods. You are lucky by only lacking the text, it sometimes crashes or does unexpected behaviour. This usually makes translating harder, since you have to look all the text in each file through whatever tool you are using. You can look at the official documentation for localised strings here. 2.You can append text to the tlk easily by using TSLPatcher (not sure if it works on Xbox 360), where you can reference all the names and descriptions as StrRef(x), where 'x' is the position on the append.tlk file you created with any .tlk editor. I think this way is the best for making translations, because you can have things more organised . You can download the TSLPatcher with its documentation here (sorry, it's only in English, however, I can help you if you want, as I speak Spanish too). The porting work you have done looks great, hope you keep doing that 😀. I don't know a lot of Kotor Xbox modding, so my information may be wrong.
  12. Thank you for the information. That is what I believed these bytes were for.
  13. Does the dialog.tlk file have any reference to the language it has been written into? And if that's the case, where is it located?
  14. From what I've seen in your blend file, the hierarchy is wrong, the empty object tagged as "MDL root" is parented to the trimesh. Another thing you need to do is set the animation root in the MDL root as that same object. Another problem I see is the poly count, it's too big to export as an .mdl file. A warning will pop up saying that "Int is too big to convert". This can be resolved if you reduce the model into simpler shapes, try using quads remesh, it's located into "Object Data Properties" when selecting a mesh, and set the face count as 5k or something not too big.
  15. This is what happens when you remove the Kotor 2 folder when playing it (no digital creatures or people were damaged during this process, well, maybe yes).Screenshot_20220712_171650.png.cef2b04b33d57115e713b04d269dd7e6.png