Darth_Sapiens

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Everything posted by Darth_Sapiens

  1. fleshing out the untold story... stay tuned.

  2. i like your jedi outfit #2, however i think it looks sith (i like sith ) not jedi. #3 looks balling too!
  3. the realization that i have had the same game of civilization going on for 4 months XD i really need to beat it!

    1. Mandalore
    2. hkmandalore47

      hkmandalore47

      lol civilization 4? vanilla? beyond the sword? what mode and civ did you choose? i love that game!

    3. Darth_Sapiens

      Darth_Sapiens

      civ 4, beyond the sword, next war mod. i have completely taken over the western hemisphere.

  4. taking a break from modding, not feeling very good atm, man i hate winter XD

    1. Darth_Sapiens

      Darth_Sapiens

      dont worry ill be back im just taking a while off to chill.

  5. Yeah, I'm waiting for the Prisoner arc to be released in one book, like they did with the previous arc. I'm so excited!
  6. so guys i have been wondering about your opinions in regards to the dawn of the jedi era, its new, its before the republic and in someways explains things about kotor, (the rakatan infinite empire), i have read the first comic book and i am very interesting to see how this era developps. what are your thoughts?
  7. arguably releasing any mods mentioning star wars, star wars characters, star wars music, could be considered copyright infringement. what i find misleading is by putting that logo up he is misleading people, probably unintentionally, that his mod is backed by those two corporations, he should insert before hand " based on a game made by : ..." to clear that up. other than that it looks interesting. and is a well put together trailer.
  8. man i hate winter-time depression :(

  9. The original recolour was lost when my hard drive crashed in September. Honestly, good riddance, because this is a gazillion+infinity times better... EDIT: Larger picture to show detail
  10. curse symetrical UV's! they are the bane of creativity

    1. Malkior

      Malkior

      I second that, right after over-compressed color-swapped textures.

    2. Darth_Sapiens

      Darth_Sapiens

      XD lol the uv s make it rediculously hard to reskin from scratch, espicially when you want to make a jedi robe-style reskin.

    3. Malkior

      Malkior

      I've tried reskinning the weapons, and the UVs make it near impossible to even find out what each part of the texture corresponds to what part of the gun! Mostly because it's a double whammy of blurry and duplicated parts to the UVs. Wish reskinning was easier....:<

  11. does it work for tsl too? looks great btw
  12. File Name: KOTOR TOOL File Submitter: Darth_Sapiens File Submitted: 05 Jan 2013 File Category: Mods THIS PROGRAM IS MADE BY FRED TETRA I TAKE NO CREDIT FOR THIS PROGRAM, i also have some of the map files from the site if any one has more pm or email me, ill upload them here. here is the original readme for this program. Kotor Tool v1.0.2210.16738 (2006-1-19 12:38) About this program... I originally wrote this tool so I could experiment with 2DA files and scripts. Through feature suggestions, it has grown quite a bit into what many tell me is a pretty handy utility. Thanks to all of those who have taken the time to make those suggestions and put up with the occasional bug that creeps in at 2:00 in the morning! ----------------------------------------------------------------------------------------------- Requirements... I should (and will!) mention in the readme file that you need to have the Microsoft .NET Framework 1.1 installed. You can get it at: http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe ----------------------------------------------------------------------------------------------- Contact info... fredtetra@hotmail.com ----------------------------------------------------------------------------------------------- Quick start instructions... Unzip the kotor_tool.exe, ImageTools.dll files and the Maps folder to a directory. The first time you run the program, it will attempt to detect where you have installed KotOR and configure some of the directory paths it needs to work. It will then bring up the path management screen so you can verify them. To work with BIF files: Expand the BIFs item on the tree view. You can: - Select any *.bif file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a bif, then click Extact to extract it to a directory - Select any file in a bif, then click Hex View to see it in Hex/ANSI/Unicode - Double-click on any 2da file to bring up the editor for it. You can then edit the values and write the file to a directory. (Most likely the override folder in yout KotOR folder) Clicking on the column header in the editor grid will sort it based on the values in that column. Repeated clicking will change the sort direction. - You can also open the 2da v2.b file editor from the File menu for editing. NOTE: You do not have to open the chitin.key file first. - 2DA editing features: * Add line to end, delete any line, right click to insert new line. Be careful with those last two! * You can renumber the row labels from the right-click menu * Undo all changes * Reset sort to "as opened" mode (press F5 or use menu * Import and export your 2da files in XML format - Double click on any nss/vis/txi file to bring up the editor for it. You can then edit the text and write the file to a directory. - To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures. NOTE: You must have CChargin's Extract0-5 program installed in the same directory as Kotor Tool. To work with RIM files: Expand the RIMs item on the tree view. - Select any *.rim file from the tree view, then click Extact to extract every file in it to a directory - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the GFFEditor, assuming you have installed it in the kotor_tool directory - Control-Double-click on almost any file in a rim to launch text editor with a syntax-colored version of the GFF file's contents - Shift-Double-click on almost any file in a rim to launch text editor with a plain-text version of the GFF file's contents. To work with ERF files: Expand the ERFs item on the tree view. - Select any file in a rim, then click Extact to extract it to a directory - Double-click on almost any file in a rim to launch the editor for it. - TPC files now can be viewed with the built-in image viewer. You can also save the files in TGA format from the viewer. - If you like using the keyboard to navigate the treeview, you can use the spacebar to open the Image Viewer with a TPC file selected. - If the Image Viewer is open, moving up and down the list of TPC files with the arrow keys will show each image in turn. Note: some files cannot yet be viewed. - To view tpc files in an external app, hold down the Shift key while double-clicking. You need tpc2tga and an image viewer. (see below) - Some tpc files have a format that is not yet understood. Attempting to view one of these files may either show a strange image or crash the program. Notes: * You can specify whether or not you want to automatically convert extracted .tpc files to TGA format from the Tools | Options... menu. This is only used with the external tpc2tga program. * If you also want to be able to view the .tpc files using an external program you must install a TGA file viewer and specify the path to it in the Path Manager. You can download a free TGA viewer at http://www.creabit.com/viewer/ * You can specify whether or not you want the BIF tree built at program startup or not from the Tools | Options... menu. If you leave the checkbox unchecked, the BIF portion of the tree view will only be built when you attempt to expand it. Want to unlock all of the movies and music in KotOR II:TSL? In your swkotor2.ini, set the following: [Game Options] UnlockedPlanetSongs=1023 [Movies Shown] Movie10=0 Movie 9=0 Movie 8=0 Movie 7=31 Movie 6=255 Movie 5=255 Movie 4=255 Movie 3=255 Movie 2=255 Movie 1=255 Movie 0=255 Click here to download this file
  13. are you talking about the one with the bounty hunters on his ship? i recently watched it and didn't notice any other droids than g0-t0 what might be happening is that there are other instances of the same utc in the module causing the same droid to be there multiple times, but i am not sure. what mod are you using might i ask?
  14. Well, I actually made his appearance unique and modified the utc's for G0-T0 (not his droids), the droid used in that cinematic is actually G0-T0. As for the guard ship, the original droids are all still there, you can use any reskin that would normally, without my mod of course, effect G0-T0 on them. I actually didn't touch those droids. To SH: out of all the areas that I'm learning to mod, 3d seems to be the slowest. I'm still figuring out how to do it, but rest assured the moment I know how, you will be the first to know. VP never replied to me so I'm in the dark on the subject and Deadman isn't around here anymore .
  15. LOL yeah . . . some times the hard part when you completely redo skins is getting inspiration. For me, I really like to stick to Star Wars themes for it - so it can be tough. (Though I recently developed several useful photoshop techniques, which allow me to bypass the cursed uvmaps somewhat and "paint" directly on the model.) It does require a modeling tool other than gmax though, you need an obj file. I can find a high res photo take it, cut out the part I want, manipulate it and finally apply it to the model seamlessly. Photoshop also makes it super easy to blend those nasty seams that can occur when you skin. I think I will make a tutorial eventually for it. Anyway,if you see any cool ideas for a skin let me know. Right now I'm trying to have a Prestige-class/Jedi-civil-war/Mandalorian Wars/Jedi vs Sith/TOR feel. Complex but pretty much any cool idea is welcome.
  16. i heard something about that actually, was he also the guy who used the dds format instead of tga? that might help actually considering there are various options when saving as dds in ps, one of them, iirc, had to do with normal maps, or in the kotor engine, bumpmaps. we also have some information on the wiki about it though more info is being added.
  17. unfortunately it no longer has a live kotor tool link