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Everything posted by Sithspecter
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Kexikus' ongoing model making issues
Sithspecter replied to Kexikus's topic in General Kotor/TSL Modding
For scaling, always always go into vertices, selected all the vertices and then scale. Don't do a uniform scale outside of the vertex level, or it the game doesn't like it. -
Yes, my meaning was that people could get confused if they've already voted for a particular mod. In any case, I think the proposed primary/secondary categories takes care of this and makes it all fair.
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Now that we've thought it through, my proposal is this: Mods nominated can have a primary category and a secondary category, but only two categories total. If a mod wins its primary category, it is not eligible to win its secondary category. But if it loses in its primary category, it can win in its secondary category. It will also eliminate any decision if a mod is highest voted in two categories (wins primary category by default). Pros: No single mod wins multiple categories! No nitpicking about which category a mod should fall under Mods are more or less still on a level playing field Mods have multiple chances to get an award Cons: Mods that don't span multiple categories still have a slight advantage Voting could still be slightly un-intuitive with mods in multiple categories Voting could still be split for one mod between categories Votes in a secondary category for a mod that wins its primary are essentially wasted
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Another good reason is so that one mod can't win in multiple categories. TSLRCM, for example, could probably take two or more of the categories, which negates the purpose of having multiple categories. The multiple categories are to allow more than one mod to win, not to allow one mod to sweep several categories. I understand that having a mod in multiple categories might allow it to have a better chance at winning an award, but at the same time, there will be other mods that qualify for those same multiple categories. So in the end, I don't think it really grants a better chance. But if everyone wants mods in multiple categories, we can go that way.
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There is a category for Mod Updates, which allow mods that were released before the specified dates to be entered, as long as the update occurred during the past year. Likely we will want to keep mods in only one category so the votes for them aren't split up. If a mod can go under two different categories, we will defer the decision to the mod author. You can nominate as many mods as you like. Mods are allowed to be nominated more than once. You can nominate your own mods, but do have some courtesy.
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No, any mod uploaded between December 1st 2015 and November 31st 2016 is eligible.
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Greetings everyone! Something major is coming to Deadly Stream this holiday season. It has been a tradition at Lucas Forums for years, but now since that forum will be unable to host it, Deadly Stream is proud to be hosting Mod of the Year! That's right folks, the contest is being revived! With such a great year of mods, the staff has decided it is prudent to host this contest. It will be similar to the old system, but with a number of key changes. There will be multiple awards categories for both games, so if your mod is not TSLRCM, don't lose heart! You can still win in another category. Current categories are: Added Content Characters Items Mod Update Restored Content Visual Enhancement (If you have ideas for revised or additional categories, please contact the staff) Nominations for Mod of the Year will begin on December 1st, and will run through December 15th. Any mod that was released between December 1st, 2015 and November 31st, 2016 is eligible for entry. You will be able to nominate mods in threads for both KotOR and TSL. Voting will begin on December 16th, and run through the 31st, when the winners will be announced.
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You can open both types of files in notepad. They are essentially text files with special extensions. If you're adding a model to the layout file, make sure to add it to the vis file in the appropriate places so that it's visible.
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Version 1.0
48,671 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Cockpit Skyboxes By Sithspecter Description: Through the course of Knights of the Old Republic, the Ebon Hawk become's the player's home. Complete with a workbench, engine room, crew quarters, and racy swoop bike, the Ebon Hawk doesn't lack much. Except for a view, that is. Looking out the cockpit windows is less than inspiring, given the blurry and inaccurate view presented. After tjsase released his High Quality Cockpit Skyboxes for TSL, I knew the first game needed the same treatment. This mod completely replaces the existing cockpit skybox with a newly modeled and textured skybox with HD textures. The skybox has been rendered to reasonably accurate perspective, and shows you a real, crisp view of the landing area. Use: Use of High Quality Cockpit Skyboxes is extremely easy: Put all the files in your Override folder and then play! That's it! The new models and textures will automatically appear when you load up your last save. If the Ebon Hawk is taking too long to load, see "Texture Quality" below. Installation: 1. Open the .zip file for the mod 2. Open the folder labeled override 3. Extract all the files to your KotOR override folder Incompatibility: This mod should be compatible with any mod. I do not know of any other mods that alter the Ebon Hawk skybox, so it should be fine with any combination of mods. Texture Quality: Due to the way the skybox is set up and the massive file sizes used in this mod, the Ebon Hawk will take about 5-10 seconds longer to load each time. There are four different size versions available on Nexus and Deadly Stream to suit different player needs. If the Ebon Hawk it taking too long to load, you can download smaller version to reduce load time somewhat: Extra Large: 2048 by 2048 textures, best quality, longest load time Large: 1536 by 1536 textures, great quality, long load time Medium: 1024 by 1024 textures, good quality, reduced load time Small: 512 by 512 textures, reduced quality, fastest load time Credit: Credit goes to tjsase for inspiration from your TSL High Quality Cockpit Skyboxes and for giving me permission to do this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: 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. -
File Name: High Quality Cockpit Skyboxes File Submitter: Sithspecter File Submitted: 05 Nov 2016 File Category: Mods K1R Compatible: Yes A KNIGHTS OF THE OLD REPUBLIC MODIFICATION High Quality Cockpit Skyboxes By Sithspecter Description: Through the course of Knights of the Old Republic, the Ebon Hawk become's the player's home. Complete with a workbench, engine room, crew quarters, and racy swoop bike, the Ebon Hawk doesn't lack much. Except for a view, that is. Looking out the cockpit windows is less than inspiring, given the blurry and inaccurate view presented. After tjsase released his High Quality Cockpit Skyboxes for TSL, I knew the first game needed the same treatment. This mod completely replaces the existing cockpit skybox with a newly modeled and textured skybox with HD textures. The skybox has been rendered to reasonably accurate perspective, and shows you a real, crisp view of the landing area. Use: Use of High Quality Cockpit Skyboxes is extremely easy: Put all the files in your Override folder and then play! That's it! The new models and textures will automatically appear when you load up your last save. If the Ebon Hawk is taking too long to load, see "Texture Quality" below. Installation: 1. Open the .zip file for the mod 2. Open the folder labeled override 3. Extract all the files to your KotOR override folder Incompatibility: This mod should be compatible with any mod. I do not know of any other mods that alter the Ebon Hawk skybox, so it should be fine with any combination of mods. Texture Quality: Due to the way the skybox is set up and the massive file sizes used in this mod, the Ebon Hawk will take about 5-10 seconds longer to load each time. There are four different size versions available on Nexus and Deadly Stream to suit different player needs. If the Ebon Hawk it taking too long to load, you can download smaller version to reduce load time somewhat: Extra Large: 2048 by 2048 textures, best quality, longest load time Large: 1536 by 1536 textures, great quality, long load time Medium: 1024 by 1024 textures, good quality, reduced load time Small: 512 by 512 textures, reduced quality, fastest load time Credit: Credit goes to tjsase for inspiration from your TSL High Quality Cockpit Skyboxes and for giving me permission to do this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: 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. Click here to download this file
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I want to learn!
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Quoted and put in my signature. And that's a very nasty name! Wash your mouth out with soap, sir! But I can verify that statement...
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I ran into a similar issue with the nebula that I was not able to resolve. I have no idea why the nebula texture won't appear, but for some reason it doesn't. The only thing that I can think of at the moment is to try it with a renamed nebular texture applied to the model and put in the override. Area models can have animations. Area models do not have to be exported through KAurora, which does not support animations. You need KAurora for lightmaps, walkmeshes, and emitters, but any model (exported through MDLOps or KAurora) can be added to the layout and considered part of the area model. So, you can have an animated part that's been exported through MDLOps. You'll have to set up a script to activate the animation I believe, and Fair Strides can give you more information on that.
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I uploaded it only after you posted, so that's why you didn't see it. Sorry to hear that you're still having issues.
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Oh yes, for some reason the old script is incompatible with newer versions of 3DS. I have uploaded a script that I modified to work with the newer versions. It under the download as "Updated Export Script".
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There are several good logos in the texture lsl_logos.tpc
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Thanks for posting these Quanon! I know they helped me a lot. I have a few more insights on the process that I need to write up as well.
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One thing that was particularly helpful for me when I reskinned modules is the ever handy Rename Master, a utility that can rapidly rename hundreds of files.
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This is really fantastic stuff, very impressive.
- 7 comments
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- Brianna
- Handmaiden
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You could probably add the model in the layout and vis file, if you can produce a model with the correct look.