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Status Updates posted by Malkior
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Weird question, but what is the syntax Kotor 1 uses for its clothing meshes? I've scoured Kotortool up and down, yet I can't seem to find them.
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Turns out I didn't realize there are other BIF file folders with their own models in Kotortool. For some reason I assumed "Models.bif" was the only one containing MDL files..
(For anyone following, the folder I was looking for was "Player.bif")
Additionally, there are other filetypes than just MDL files such as scripts and GUI in the other BIFs, so I believe they are actually just a generic storage format that I just happened to know contain the models. There's probably a tutorial somewhere that I missed which explains BIF file format in detail, but I guess I missed it..
Thanks for the tip! I appreciate the info and I will continue to post as I learn new things to hopefully demystify these files for laymen such as myself.
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Yeah, I've only ever used Kotortool to extract textures and in rare occasions, generic models like vehicles for example, so I only know very specific places to find the assets. It's funny that just focusing on one specific thing every time creates these misconceptions such as mine where there was only one place to find a filetype.
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Just put the final touches on a big update for one of my mods. Massive thanks to everyone including ConansHair for the help in continuing to improve the level of quality and Dark Hope for the window textures.
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Out of curiosity, is there texture generating program (Preferably free) that you guys swear by?
I've been doing this thing manually forever and I'd like to find some tools to speed it up a bit.
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What you're working on dictates what you need to a large degree. Stuff like sabers that make heavy use of envmaps don't really need anything fancy because the texture is going to be mostly drowned out by the envmap anyway.
Here's an example of one of my sabers using procedural materials. Mostly just simple metal materials with a bit of edge wear and dirt. Here is the source, rendered in PBR:
And then here's that same model and texture set in Odyssey:
One of the primary things you'll want is a good ambient occlusion (AO) bake. PBR textures don't have any lighting baked in, since they rely on the engine to provide correct lighting. So the albedo you'll get will be completely flat:
That's where the AO comes in:
You take the AO and overlay it as a multiply layer, giving you a resultant diffuse with a bit more depth:
The lack of a spec map is where Odyssey really falls down here, since envmaps are a poor substitute.
Some programs may also have the provision to create baked lighting for Blinn-Phong textures. Substance Painter can do this, for example.
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There's nothing so strangely ironic about having to download your own mods after having lost the originals over time and computer changes..
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Feels strange, especially if you had notes for improvements, other ideas, or version update and those were not (for good reason) uploaded. On the other hand, it is a reminder of just how neat of a site deadlystream is to remember all our mods we've made throughout the years. Cheers to the Staff and Tyvokka for keeping us alive!
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I've honestly never had a site force me to leave so quickly.
Nexus TOS: https://users.nexusmods.com/tos#RightsYouAre
Yeah, originally I thought this was going to blow over, but I can't keep using a site that forces me to sign those kind of terms.
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They can prevent you deleting the page, but they can't stop you swapping out the mod files for a dummy archive with nothing in it. Supposedly it's about preventing people from screwing up their mod manager/installer API when using compilation mod lists, but doing that would be "sticking it to the man" I guess. Although I suspect that functionality is really only relevant for Elder Scrolls and Fallout mods.
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@jc2 Here's what you should do...
* Find the mod you want to do a dummy archive with, and count how many files is in said mod and be sure to remember the exact names.
* Then go to another folder, create a bunch of TXT files and rename them to the exact names of your mod files. If my theory is correct, these "mod files" would just break the game as their just renamed TXT files.
*Delete the tslpatcher.exe with a "tslpatcher.mp3".
What is "tslpatcher.mp3" you might ask?Well...
SpoilerThis way we can "stick it to the man" and "do a little trolling" at the same time. Of course, this is a monster dick move... but since it's Nexus should we really care though?
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I'm currently learning C++ to finally learn how to use TSLPatcher to pack mods. (Without just using the buttons
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Any advice that helped you get to know TSLPatcher like how to use, tokens, GFF data?
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https://www.reddit.com/r/jediknight/comments/mjgdbs/jkhubnet_lost_due_to_datacenter_fire/
Why am I just now hearing about this?...-
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Filefront and Lucasforums had some time to prepare for. They probably figured they'd get similar warning instead of something like the server room literally burning down.
It does hold a bit of a message though.. back up your information if you can, because it could all disappear overnight no matter how secure you think it is.
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Happy new year, everyone.
To start things anew, I've wanted to finish some older mods and finally squash some persistent bugs in the process. Does anyone know where Kotor adds the feats to a character after creation or party members after a certain amount of leveling? Is it done with a 2DA file, or is it via script? Is it some totally different method not mentioned?
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The readme PDF that comes with TSLPatcher should explain it all. But yes, if you want to edit dialog.tlk then you need to create your own append.tlk with the strings you want to add. Those strings get assigned tokens in the ini, so you can patch whatever other files you are installing to use those strings. As the name suggests, you can only append new strings, not edit existing strings. So if you want to change vanilla strings then you need update any references to your new ones.
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Wondering if anyone could point me to an updated tutorial or possibly just explain to me how to use the new Blender 2.8 interface. I used to be able to figure some things out, but with the recent update I literally can't even understand how to preview textures on a model...
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Amazing how much housework and cleaning I've been able to do in all of this downtime. being without work (or laid off ) is quite frustrating, but I can't say there isn't a silver lining to it.
Now all that's left is more modding...
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After increasing the visual contrast by brightening the Lightmap files up a bit, I noticed that the shadows on Telos were baked at a differing angle to the shadow cast by your characters. Heh.. who knew?..
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If anyone finds incompatibilities between my mods and others they're using or just bugs with them in general, please let me know so I can fix them.
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Setting up the TSLPatcher installer with .ARE files for the first time ever. Does anyone know what is the best way to go about it?
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Using RIMs would typically be considered the opposite of compatibility, since the standard practice is using MODs. Not only do they override RIMs, which would mean other mods would likely break your mod, by patching a RIM you are basically destroying vanilla content which would make a clean install the only practical option for reverting changes.
There are a couple of unique edge cases though. The Korriban academy module in TSL, for example, won't recognise a MOD, so you must use a RIM for that instead. I think there's at least one other case of that in TSL, not sure if there are any in K1.
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People can keep their HARMYs edits and "respecialized" editions, this is by far my favorite edit of the Star Wars Prequels ever...
-/ Warning: Contains Excessive Use of the "Kaliedescope Filter", Significant Instances of Hip Hop and/or "European Techno, Crudely Constructed Music Videos, Severely Altered Norms, Drug References, Coarse Language, and Suggestive Dialogue-/
Please Enjoy!
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So perhaps posting this a day before April 1st was a poor decision. This is actually a legitimate video and perhaps one of the best parodies of Star Wars I've ever seen (I'm counting Spaceballs in this) Imagine Bad Lipreading crossed with Kung Pao that somehow convincingly casts the jedi as the "bad guys" and Sidious as the last hope for Anakin. There is some profanity and a great deal of drug references, but otherwise some great videos.
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In this week's episode of "Did You Know?" <Did you know that the reason the pedestals under the bonfires in Kotor2 Dantooine are a bright white is because Obsidian imported the Kotor1 firepit placeable and forgot/never bothered to add the textures for its ceramic base and wood?>
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Random irrelevant news: Today I learned that Stormtroopers have green visors.. Why did no one ever tell me this?!
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Been working a lot on a Reshade Preset with adding some new features like, changing the color and contrast based on the on-screen gamma.
Is anyone interested in my results, and would you rather I post in the Reshade thread or the one on my personal projects?
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Quote
Is anyone interested in my results....
Am interested!
Quote....and would you rather I post in the Reshade thread or the one on my personal projects?
I think the incoming thread would be better served at the Modding Tools section, as I believe the thread will have an easier access to gain to, and the way I see it- it fits with the said section [as you will regularly post your research/progress on it]. 🤔
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Just learned what "Greebling" is. Wish I knew about this stuff a long time ago..
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What? All it takes to enable bumpmaps in MDLEdit is a simple checkbox?!
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Sure thing.
Also good to know that ascii doesn't work with kotor, that saves me a lot of testing..
I shall let you know how it goes once I have a chance, later today.
It would seem to work for a second before crashing immediately. Do you think you could check out my files to figure where I went wrong?
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Did the issue fixed already, @Malkior?
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So this has been puzzling me for some time. Is Dantooine's natural sky color purple, and if so why is it that way? (different sun color or perhaps a native flora in the atmosphere?)
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The explanation could be the height of the atmosphere. A sunset is red because the light has to travel further through the atmosphere, resulting in the lower wavelengths (blue) to be scattered so much that they no longer reach us. So in a thinner atmosphere, we'd see more of the shorter wavelengths, i.e. if Dantooines atmosphere were thinner, it might cause a purple hue in the sky.
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So let's say, hypothetically I created a Reshade plugin for Republic Commando that I'm still developing. Should I post it to my WIP topic, or should I just post it in the Other Games section?
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So I learned a ridiculous deal about Antialiasing these past few days. Too bad it didn't fix my issues with Fallout NV..
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Running ENBs with it. The game has aliasing anyway, but for some reason it's worse with ENB and no one seems to know why (They just compensate by operating their game at a stupidly high resolution/downsampling which kind of makes antialiasing irrelevant) I just want a solution not to cripple my system.
It's ironic too since ENB isn't really that performance intensive if you tweak it.
Of course this is just so I can have dynamic environmental shadows anyway,...
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Fankriffingtastic!.. It seems Photobucket is completely impossible to use for image imbedding without paying an exorbitant fee.. Does anyone know a free alternative, so I can replace all of my old images? (as there is a limit of attaching images on DS)
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Just got a recurring Bluescreen error on my modding computer. Thankfully I was planning on getting a Laptop just not this soon..
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Yes! I finally got a Blog Update Notification in my e-mail! I've been trying to get it to work for so long....