Quanon

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Everything posted by Quanon

  1. Version 1.0.0

    716 downloads

    This mod will add upscaled textures for the interior of the Ebon Hawk. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a look at the screenshots and; Enjoy! EDIT: Looks like I forgot to pack the tpc normalmap files, you can get these with the extra ZIP I provided. Just unpack/ copy to the override folder! Sky textures are made by the great Sithspecter get them here: => https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ Install these after my pack and just overwrite them when asked. Other great texture mods to improve the many monitors and screens in the Ebon Hawk by talented SithHolocron: => https://deadlystream.com/files/file/848-animated-ebon-hawk-monitors-not-including-galaxy-map/ => https://deadlystream.com/files/file/1237-more-subtle-animated-ebon-hawk-monitors-still-not-including-galaxy-map/ => https://deadlystream.com/files/file/1032-kotor1-canon-animated-galaxy-map/ => https://deadlystream.com/files/file/724-kotor1-animated-galaxy-map/ NormalMaps.7z
  2. Just south west of the... euh, something cluster, tucked away in the corner. You might have to squint your eyes a little.
  3. It seems I've not updated the normalmaps for this pack correctly; you might encounter an error message while playing the game. To fix the Invalid Normalmap: Remove the following ;tga files from your override folder: -LDA_Ehawk01b -LDA_flr01B -LDA_flr02B -LDA_flr10b -LDA_FreightL01b -LDA_trim01B -LDA_water02B -LDA_wall03bmp -LDA_rock04B Replace these with the .tpc versions. That should fix any issues. The quick fix can be found bellow, for those who already downloaded this. _LDA_Normalmap_Fix.7z
  4. Happy to oblige! Now what on earth are you babbling about 🤔
  5. View File Quanons Tatooine Upscaled Textures This mod will add upscaled textures for the Tatooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and; Enjoy! Also try and spot the babies while on Tatooine. EDIT: Added a tiny zip with a missing wall texture! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ Qs_Tatooine_miss.7z Submitter Quanon Submitted 05/07/2022 Category Mods K1R Compatible Yes  
  6. Version 1.0.0

    462 downloads

    This mod will add upscaled textures for the Tatooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and; Enjoy! Also try and spot the babies while on Tatooine. EDIT: Added a tiny zip with a missing wall texture! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ Qs_Tatooine_miss.7z
  7. Thanks! Happy to do a little modding again.
  8. View File Quanons Dantooine Upscaled Textures This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here: Submitter Quanon Submitted 05/04/2022 Category Mods K1R Compatible Yes  
  9. Version 1.1.0

    720 downloads

    This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here:
  10. As always, top notch work Marius! I should do a replay of K1 to check out all these lovely mods you've put out.
  11. Hey, all! I recently reinstalled 3Ds Max and KotorMax. But I ran into a little snag. Whenever I hit export I get this error message. I've looked through an old PM chain between me and Bead-V, cause I had the feeling I've encountered this before... Feel like a noob now 😅 I checked the KotorMax.ini file. UseMax is 1, so... Sanity looks weird though? [init] dock=1 basepointer=1 sanity=111110111111111 verbose=0 visible=1 usemax=1 exportwok=0 exportcolors=0 dotascii=1 lowercase=1 position=[0,100] lastexport=""
  12. Quanons modding tutorials A long time ago, on the LucasForums, I made some tutorials. Most where about 3d models and how to get them working in the game. Mind the long time ago, most of these tutorials will mention older modding tools. Still, they might contain some helpful knowledge and a few handy tips. The files aren't ordered, most names should give you a good clue though, what the tutorial is about. Most are old AVI videos, the quality isn't super. Other files often contain a word doc and some extra gubbins you can open in 3Ds Max. Not much is said on how to model in 3Ds Max, for that, far better videos and instructions can be found on youtube and on the internet at large. Even I use it frequently to learn new tricks or speed up my work or to troubleshoot a model. Also, keep trying and trying, you don't want to know how often I had to. Happy modding! And enjoy the nostalgia trip. Links to my Mediafire: http://www.mediafire.com/folder/4xndcfs4zrm3d/Kotor_Tuts http://www.mediafire.com/file/kw7btvf80epzcyp/Lights%26Render.pdf/file http://www.mediafire.com/file/uo4di9y8bjt4gac/Creating_Lightmaps.pdf/file
  13. Version 1.0.0

    99 downloads

    Part of the... From Sith Holocron: Only Part 3 of this tutorial was found at JumpStationZ. Hopefully, there's enough in here to be helpful to somebody.
  14. View File Quanon's Modeling Tutorial (Part 3) Part of the... From Sith Holocron: Only Part 3 of this tutorial was found at JumpStationZ. Hopefully, there's enough in here to be helpful to somebody. Submitter Quanon Submitted 02/26/2020 Category Modding Tools  
  15. Carth reskin mod has been updated.

  16. Happy B-day SithSpecter!!! May you have many more happy 3D modelling days!!!

  17. After updating Bastilas hair, I decided Carth couldn't be left behind. I've got mixed results... The UVmap on Carth badly stretches parts of his skin. And all the nice detail I had gets a bit lost. It all gets a very soft look; the details aren't as sharp. It just looks odd. Certainly when I did a test in the game. On my preview renders it's a bit less. But; perhaps the hair samples I used where to long. Though I alway thought Carth had a bit more flow to his hair; say compared to Canderous. But it seems I can't get that look across. Bioware certainly did a very poor job on the unwrapping of the UVmaps of the main characters. I don't understand all the cuts they've made across the model. It just makes the whole skinning process difficult. Anyhow, here's what I've got so far on this: EDIT1: Forgot to add, the other 'sexy' stuff: Edit2: Kept on tweaking; to get flow of the hair to match up better on each part of his UVmap and figured out how to get a nice color on it. That at least comes a bit closer to his vanilla look. I'll keep the blondy Carth as an extra option for the pack. I guess I might also include a black haired Carth. What eye colors would match up best for those? Onwards to a quick preview in the game.
  18. Bastila mod has been updated!

  19. Kept working on Bastila some more. Minor tweaks to the face. Main focus was getting the hair to look good this time. Spend more time to make sure the hair flows a bit a better. The test before the direction of the hair didn't work good on the model. Also spend time to get the hair color ok looking. I'll release a pack. So far I've got a good 'dark' brown. 'Light' ( stronger contrast) brown and a blonde Bastila. Which looks really weird; but that's just because I'm used to seeing her as a brunette Preview of 'light' brown and blondy (which just needs better fitting make up):
  20. Thanks for that! I'll try it out Bastila is now in full redux status. I redid most of the skin. It needs some fixes around the mouth. Things get more stretched then I thought. It looks a bit funny now I haven't changed the hue/ color of the skin it self. It's how the photo model looked like, rendered in Kotor engine. So it's a bit more tanned then I think Bastila would be. I only applied a soft layer of the old Bastila skin on top. I'll play around a bit more. Then get back to do the hair. It's moving along a lot quicker, since I've already did this once before. Less searching on how or what I should do. Tried your GLOverride, SuperSzym, but it didn't help. I keep having the same issue, bit of a shame. But; it doesn't bother me to much. Kept tweaking Bastila. Getting closer to what I want. If I can, I'll release a multi color hair pack. Should be fun, if anyone wanted to play with a blond or redhead Bastila
  21. Yes, that's because of the alpha channel. My PC doesn't handle the graphics correctly. I have the same issue with the grass on Dantooine. It clips through the models. It should just be transparent and work OK on other PCs. Plus I can easly provide a skin without the alpha channel.
  22. After seeing Dark Hope's excellent update on my Canderous skin; I felt that I just did a very sub-par job on the hair. Dark Hope also has a nice looking contrast on the skin of the characters; while my versions have a softer look to that part. I must admit that the higher contrast does 'pop' better in the game. I always get fooled by the looks of things in Photoshop. And I haven't really nailed down how to get a same effect in Photoshop. Ahum, but the skin thing is besides the point... I'm now experimenting on getting better looking hair on the characters. First test was done on Bastila and I like it so far. Coloring might be worked on; contrast thingies; but it looks better.
  23. Internet is back! Q is online.

  24. File Name: Quanons Mission Color Pack File Submitter: Quanon File Submitted: 26 Jun 2017 File Category: Skins K1R Compatible: Yes Quanons Mission Color Pack Hello, everyone, Here follows a small mod, well more a variation on a mod I did earlier. A reskin for Mission Vao. Though this time I altered her skin color. You can pick any of 5 I made. Red, Green, Yellow, Purple and White/ Cream. Have a look at the screenshots and the row of portrait shots. Those will show you just how colorful I made it. As before, nothing changed much to her vanilla look, besides the color. To install, copy all the TGA files, each color has it's own folder, to your Override. That's it! The mod is installed. Enjoy! Click here to download this file