JCarter426

M478_Staff
  • Content count

    515
  • Joined

  • Last visited

  • Days Won

    18

JCarter426 last won the day on June 4

JCarter426 had the most liked content!

Community Reputation

220 Jedi Grand Master

4 Followers

About JCarter426

  • Rank
    Jedi Master

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. JCarter426

    JC's Handmaiden Sisters

    Just the others. TSLRCM already changes Brianna to have the braids she's meant to have, but leaves the others alone. This restores the appearance that was meant to be used for the sisters. Currently it requires TSLRCM (or an equivalent mod) to do that.
  2. JCarter426

    #3: Porting

    I looked at some indoor/urban areas and it didn't seem too bad. They're separated into different rooms like KOTOR but it seemed logical for the most part and not as many rooms per area. The really important thing is that the meshes (at least what I looked at) will import mapped with their textures mapped properly - once you have that, there's no reason they couldn't be put into KOTOR. I hadn't looked at outdoor areas, but what you say makes sense and that's unfortunate. Generating terrain isn't the most difficult thing so it may be simpler to make new ones and only rely on the texture assets. Not long after the game came out, I extracted and converted all of the sound effects to see what was available. And it was all like .001.ogg, .002.ogg, for thousands and thousands of files. This was before there was a hash list available, you see, and with one it is a little better. They're divided into folders based on where/how they appear in the game (Location_FP_Ilum_Space_Station, Abilities_Republic_Ranged, Location_Act_3_Ships, and so on) but there are still hundreds of files in each folder. There are a thousand weapon files, for example, still only named weapons_001.ogg to weapons_1027.ogg. Maybe those are catalogued in an XML file too if we're lucky? I haven't had a proper go at them, only made a marginal effort to extract things when I had the tools. There has already been a concentrated effort to organize the music. Funny thing is we now have access to a handful of KOTOR tracks via the MMO that wasn't available in the original games. Art is really hit or miss, depending on what the hash list has covered. Worst case, you get a file like 0A34C219_57DDEB1C5B7F5536 but a lot of them are pretty specific about what they are.
  3. JCarter426

    A New Chapter for the Kotor Community!

    Oh, I didn't know about that. I'd thought of a return to Dantooine mod before porting was ever allowed, and I'd be very interested in playing (not so much making) one and that should be easier with the K2 areas as a possibility.
  4. JCarter426

    K2 Community Patch

    This is an official on-the-record statement granting @A Future Pilot permission to use my Shader Fixes for K2. Or the Mandalorian ones in it for K1, since I'm not going to bother to make that its own mod. Also the other Minor Fixes we discussed - Atris, Mira, grass, and clothes.
  5. JCarter426

    JC's Shader Fixes for K2

    Version 1.1

    38 downloads

    When they made K2, Obsidian removed several shaders from characters that had them in K1. I suspect this was part of a systematic effort to improve performance on the Xbox. There's no such technical limitation on modern computers, however. But the perplexing thing about it is the shaders weren't just removed, but for some characters you can't even give them shaders in the conventional way that would always work in K1. There is another way, oen that other mods have used already, but I think it's a bit of a hack method. Even though I've used it myself for years, I never released my work as a mod because the installation process is less than ideal. Recent insights, however, have allowed me to finally understand why the heck this happens and come up with an alternative solution that doesn't require mucking around in appearance.2da. This mod alters the appearance of certain characters in the game, giving them shaders, making them nice and shiny. The affected characters are Mandalorians, T3-M4, and all the HK units (HK-47, the 50s, and the 51s). For the Mandalorians, I can safely say their shaders are just straight up missing. They're shiny in K1 and not in K2. In K1 they only ever appear in small numbers, but in K2 there's a whole camp of them on Dxun - I think that was the problem for the poor little Xbox. I've made them shiny again, though I didn't just copy the alpha channel from K1 as I didn't particularly care for it. It looked like there was too much contrast to me, with some parts having no shader and then parts right next to them were totally shiny. I tried to make mine subtler so all the metal pieces have a mild shine, with none on the body glove. I've also fixed some other issues present on the Mandalorian model. One of the finger bones was visible and there were some smoothing and weighting errors. The HK-51s aren't even in the original release of the game. But HK-47 is quite shiny in K1 and I think the later models ought to be as well. While the 51s don't appear and the 50s only appear in small numbers, there was supposed to be an entire factory of them late in the game, so - I think they had their shininess removed for the same reason as the Mandalorians. For the HK-51s, I've also fixed some texture issues around the photoreceptors. HK-47 himself is not shiny in K2 because he's worn down and rusted all over. I don't think a technical reason was responsible for the lack of shaders here; he probably looks as the designers intended. But I thought he could do with a little bit, a hint of his former glory. T3's situation was similar. For both of them, I tried to apply shiny to the parts that look like they're still working, with the amount on all the rust and banged up bits reduced to almost nothing. I've separated them into different folders in case you only want to use some of them.
  6. JCarter426

    MOD:JC's Shader Fixes for K2

    View File JC's Shader Fixes for K2 When they made K2, Obsidian removed several shaders from characters that had them in K1. I suspect this was part of a systematic effort to improve performance on the Xbox. There's no such technical limitation on modern computers, however. But the perplexing thing about it is the shaders weren't just removed, but for some characters you can't even give them shaders in the conventional way that would always work in K1. There is another way, oen that other mods have used already, but I think it's a bit of a hack method. Even though I've used it myself for years, I never released my work as a mod because the installation process is less than ideal. Recent insights, however, have allowed me to finally understand why the heck this happens and come up with an alternative solution that doesn't require mucking around in appearance.2da. This mod alters the appearance of certain characters in the game, giving them shaders, making them nice and shiny. The affected characters are Mandalorians, T3-M4, and all the HK units (HK-47, the 50s, and the 51s). For the Mandalorians, I can safely say their shaders are just straight up missing. They're shiny in K1 and not in K2. In K1 they only ever appear in small numbers, but in K2 there's a whole camp of them on Dxun - I think that was the problem for the poor little Xbox. I've made them shiny again, though I didn't just copy the alpha channel from K1 as I didn't particularly care for it. It looked like there was too much contrast to me, with some parts having no shader and then parts right next to them were totally shiny. I tried to make mine subtler so all the metal pieces have a mild shine, with none on the body glove. I've also fixed some other issues present on the Mandalorian model. One of the finger bones was visible and there were some smoothing and weighting errors. The HK-51s aren't even in the original release of the game. But HK-47 is quite shiny in K1 and I think the later models ought to be as well. While the 51s don't appear and the 50s only appear in small numbers, there was supposed to be an entire factory of them late in the game, so - I think they had their shininess removed for the same reason as the Mandalorians. For the HK-51s, I've also fixed some texture issues around the photoreceptors. HK-47 himself is not shiny in K2 because he's worn down and rusted all over. I don't think a technical reason was responsible for the lack of shaders here; he probably looks as the designers intended. But I thought he could do with a little bit, a hint of his former glory. T3's situation was similar. For both of them, I tried to apply shiny to the parts that look like they're still working, with the amount on all the rust and banged up bits reduced to almost nothing. I've separated them into different folders in case you only want to use some of them. Submitter JCarter426 Submitted 06/18/2018 Category Mods TSLRCM Compatible Yes  
  7. JCarter426

    #3: Porting

    It's been 15 years, she's legal now.
  8. JCarter426

    #3: Porting

    Oh yeah, you're totally right. That was part of the impetus for including the MMO under the "same series" clause in the first place. In addition to the actors you mentioned, there's also the possibility of alien VO. I've thought about replacing the garbage Huttese the Rakatans speak, for example.
  9. View File JC's Canderous Ported from K2 to K1 This mod alters Canderous' appearance, porting the unused texture from K2 to be used in K1. Submitter JCarter426 Submitted 06/18/2018 Category Skins K1R Compatible Yes  
  10. JCarter426

    JC's Canderous Ported from K2 to K1

    Version 1.0

    20 downloads

    This mod alters Canderous' appearance, porting the unused texture from K2 to be used in K1.
  11. JCarter426

    A New Chapter for the Kotor Community!

    Yes, but the credits have already been updated. The updates included more than just the music, though, and I did versions with both the new music and the original music, so now either can be used.
  12. JCarter426

    #3: Porting

    Notepad. Yeah. What DP said is the right process, but because 3ds Max is unreliable with KOTOR models that can cause some serious annoyances - one of the big problems is when you get a difference between what the game thinks is the pivot point and what your modeling program thinks is the pivot point, which skins are especially susceptible to. One particular failure of mine resulted in an eternally sad Malak. Rather than mess about with that, I find it easier to edit the ASCII file directly so you get a model that imports with most things working properly. That minimizes all the fussing around in the hierarchy too. Here is my procedure: Open your head from Game A ASCII in Notepad. Copy all the visible geometry from it (head and tongue skins, eye and teeth meshes, plus any extras like hair dangly meshes). Get a similar head from Game B. Remove all the visible geometry (same stuff as above). Export an ASCII file. Copy the geometry from step 2 to the ASCII from step 3 in Notepad. Use find and replace to make sure everything is parented to the right stuff (replacing the first model's name with the second's). Import into 3ds Max. Using the original head as a reference, make sure all the geometry is in the correct position. It seems that anything without a skin modifier won't necessarily go in place; for example, Malaks's eyes and teeth had to be moved. I usually look at the XYZ values and enter them, but if you want to mess around with the hierarchy you could delete them, import them from the original game ASCII, and put them back in place. Rename your model how you want it for the final time. Export. Convert to binary.
  13. JCarter426

    A New Chapter for the Kotor Community!

    I think you're both misreading the situation. 🙁 @DarthParametric quoted an old rule post by @Darth_Sapiens but @Qui-Gon Glenn seems to be under the impression that it wasn't an old quote but a recent threat. I don't think he was accusing you of anything personally and even assuming he were, not only is it not something you did, it's something that didn't actually happen. I figured somebody with keen eyes must have noticed what we were doing. We were actually planning to try to get ahead of the controversy and say yeah we do it but we're only doing it for the films and not releasing anything. Funny how things turned out.
  14. JCarter426

    A New Chapter for the Kotor Community!

    That wasn't a response to @DarthParametric - he was quoting an old post.
  15. JCarter426

    #3: Porting

    Yeah. While it's been seriously looked into, and other games in the Aurora family can do it, and KOTOR does keep track of the time of day, it would take some startling, groundbreaking new information for anything to come of this. Or a ridiculous amount of scripting that no sane person is going to do. It is, however, possible to make new weather systems via particle emitters. I don't know if they can be integrated in modules as they are in K2 - I'm guessing no - but we can easily mimic the effects by copying the emitter settings. And this isn't even really a porting issue, as both games are capable of the same feats in this regard. I think the only thing K1 is actually missing is textures for the rain and snow, which are a paltry few pixels anyway. What concerns me is stuff like the facial bones, eyes, mouth setup, and shape of the neck. Not concerned that anything will be fundamentally incompatible but concerned that things will be subtly different enough from KOTOR to make the re-jiggery a huge pain. Ah, I figured there was nothing truly arcane about it. I just remembered the different channels being used for different things and made a mental note that one would have to figure out which is which and the proper conversion process. But one seems to have figured that out already. That sounds simple enough. Could probably be done with a Photoshop macro if there isn't a plug-in for it already.