CapitaineSpoque

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  1. Hi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
    Fantastic job, spared me a lot of working time!
  2. Ty for the extra insights. I think Thor told me about this already, but as it was not working for me in game i tried black magic to try fixing this. I don't know what goes wrong, I tried other versions of mdledit as Thor suggested, and extracting files with other software than holocron (in this case, Kotor Tool) but it didnt work either. One thing i can do is extend m13aa_01a's walkmesh to go into that new room, but as you said each room can have a specific ambient sound. Here it would take the exterior ambient sound, which is not ideal. I am going to try all the process using only KotorMax i guess.
  3. Hi there! I am trying to create new rooms in K1 jedi enclave. I reached Thor110 about this, as he has done it before, and he had really good insights about this. However there is something going wrong in the finalizing steps for this. So here is how i am trying to do it, with detailed screenshots: - First I create my new room model with unique names for every parts/objects... (here, I mirrored a room, in this case i mirrored m13aa_06a). - Then i extract every model files, layout, .vis and walkmeshes into a single folder. - Then i check in blender the correct coordinates for my new room in the layout, i edit my new room walkmesh to be perfectly aligned with the adjacent room (in this case, m13aa_01a). To do this i select the vertices from my new room m13aa_07a, then i select the vertices i want it to be aligned with from m13aa_01a, and i make the vertices from m13aa_07a jump into the exact position from the adjacent m13aa_01a ones. - Then i add the new room to the .lyt and the .vis using Notepad++. - Then i open Gmax/Kotormax to check the edges from the walkmeshes where my 2 rooms meet each other. - Then i convert my 2 model files (m13aa_01a, and my new room m13aa_07a) into ascii using mdledit, with the walkmeshes/lyt/vis files in the same folder to edit the roomlinks with notepad++. - Then i convert the 2 model files back into binary. - Finally i drop all the needed files into override (.lyt, .vis, the new model and .wok files). And after all of this is done, it should work, but it does not. I also edited the .are rooms to add my new one, but it does not work either. To make sure my room links were accurately taken into account, i converted back my edited models into ascii, and i noticed the edited model from the preexisting room in the game did not take into account my new roomlinks that i added using notepad++, everytime i convert it back to binary my new roomlink disappear, so there is something wrong here i guess. Ty for any help, it'd be appreciated.
  4. View File Droid models animation fix Description: As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword. - In K1, T3-M4 does not have any animation for melee, but in K2 he does. - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell. - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation. I did my best to fix all of this, re-using and tweaking some animations where it was needed. Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit. Detailed content: K1 ONLY * T3 has a melee animation. BOTH GAMES * The War Droid is animated everytime you successfully hit it in melee. * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging. * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left. * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging. * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges. Disclaimer : It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this. The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team. Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho. Installation : Drop the desired .mdl and .mdx files to override and you're ready to go. Credit: K1CP team for the base war droid model fixes. Permissions: Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team. Submitter CapitaineSpoque Submitted 05/30/2025 Category Mods TSLRCM Compatible Yes  
  5. Version 1.0.0

    52 downloads

    Description: As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword. - In K1, T3-M4 does not have any animation for melee, but in K2 he does. - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell. - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation. I did my best to fix all of this, re-using and tweaking some animations where it was needed. Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit. Detailed content: K1 ONLY * T3 has a melee animation. BOTH GAMES * The War Droid is animated everytime you successfully hit it in melee. * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging. * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left. * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging. * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges. Disclaimer : It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this. The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team. Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho. Installation : Drop the desired .mdl and .mdx files to override and you're ready to go. Credit: K1CP team for the base war droid model fixes. Permissions: Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team.
  6. Gonk? Gonk.
  7. The Nikto creatures do not use the textures from the swoop riders, they are separate Same for the swoop bike textures, they are separate from the ones from the placeables. "LTS" tag refers to Taris textures, which are part of the model geometry. The riders are from the level geometry and have nothing to do with creatures or appearance.2da. Same for the bikes, they have nothing to do with placeable.2da. It'd be great to have the K2 swoop displayed, but i don't know how to create lightmaps for models that do not have them by default. That's why I used the swoop bike from the Ebon Hawk there. I didnt play K2 so much, if you happend to know if there is a place in TSL where the swoop bike is displayed, i can reuse the model and the lightmap. Otherwise, I can't introduce it atm, my skills are still kinda limited ^^
  8. So the bikers are not creatures, but models within the level geometry. They do not use at all a row in appearance.2da. That's why they use a different model from niktos and different texture names I edited this using Blender. No problem! It's a part of the huge Kotor Expansion Pack i'm working on right now, i'm trying to release some of this stuff as standalone. Ty for your feedback aswell, especially regarding the music!
  9. Hello there Salk! 1) So the 2 doors on each opposite side hide the blackness or some akward background from the level. I felt it was more natural like this. The middle door is not that necessary, but once again i felt it was more natural and it also hides a bit of the akward geometry. Maybe the doors should be optional. 2) Nice catch about the MusicNight row. I am working on a module that use the swoop platform geometry, so I surely edited this without noticing! I am going to upload a file with the fixed music, because it absolutely changes the mood for this part of the game. Ty for bringing attention to this. 3) Indeed. For swoop bikers, i noticed they use the same uv/low texture from the Niktos in game, i simply used upscaled textures for Niktos as a replacement. Their model is still very low poly, but there are some welcome extra details from the textures (especially the faces). The upscaled textures are exclusive to the nikto bikers and won't affect the other Nikto creatures. Nice feedback here, so i'm fixing the music and providing an optional patch for the doors!
  10. Ho j'ai juste mis directement les textures de kotor 2, j'ai pas pensé à convertir les fichiers. Si jamais tu peux utiliser TPCView, tu prends le fichier et tu le déposes dans TPCView en maintenant alt et ça les convertira en TGA
  11. I don't have the time to playtest it atm but i'll do it and tell you if it works. I'm pretty sure the IncreaseDamage function does not work in K1 but i'll double check this
  12. View File Gran reskin from K1 Gran reskin from K1 =============== By ZobiZob ------------------ Description A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes. Installation and use You can have different uses for this file: - Drop it to K2 TSL override to replace the Gran appearance - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine - Use it as a modder ressource to make a new gran appearance somewhere You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview. Known Bugs and Incompatibilities Everything should be fine. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/29/2025 Category Skins TSLRCM Compatible Yes  
  13. Version 1.0.0

    20 downloads

    Gran reskin from K1 =============== By ZobiZob ------------------ Description A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes. Installation and use You can have different uses for this file: - Drop it to K2 TSL override to replace the Gran appearance - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine - Use it as a modder ressource to make a new gran appearance somewhere You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview. Known Bugs and Incompatibilities Everything should be fine. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.