Thor110

[WIP][Beta] Expanded Galaxy Project

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Old message about important detail I failed to notice!

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Edited by Thor110
Archived message.
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Guest Qui-Gon Glenn

And that you aren't actually working on the Aurora engine at all, but the Odyssey engine. Almost trivial detail, but it is correct.

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Did you manage to fix the lighting problems, how is it going?

What editions of K1 / K2 did you use when porting the maps and are now having lighting issues with? The Steam, GOG or 4CD Original edition? Since you mentioned patching I believe it is the 4CD version?

If you don't have the GOG version of the games, I highly recommend you purchase them, as they are optimised for modern OS, and only about 10$ each game (20$ for both games), a true bargain!

Which texture pack are you using, since there are actually 3 versions of the same textures: TPA - High Texture Quality; TPB - Medium Texture Quality; TPC - Low Texture Quality, you said you mixed all 3 of them and dropped them into the Override folder? Though since it's a lighting issue, i don't believe the textures have any impact on that, just saying...

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Old message about patch information.

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Any more input about the best versions to use is welcome as I am open to re-extracting the files to use the best versions.

Edited by Thor110
Archived message about updates.
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  On 1/7/2019 at 11:49 PM, Thor110 said:

My worries are that loads of different people will make loads of different universes for both games, which though a great thing is conflicting for the overall experience of the game unless they are used in total modifications, therefore I believe my best plan of action is to set up a website for The Expanded Galaxy project which will focus around getting the entire community to contribute to the project enhancing and adding to the overall KotOR experience as well as if possible adding an online feature for both.

In order to prevent too many different universes popping up over the next few years that will rapidly change the KotOR 1 & 2 games for the better or for the worse.

I'm not a modder and typically I stay away from these sorts of things, so now in butting my head in I hope I'm not misreading your intent, but am I correct in saying you're suggesting that you would like to create an offsite for users to collaborate with you for the development of mods and porting of content in a way which you would define as being beneficial and compatible with the game's original aesthetic/design, and to reduce the frequency of projects created which are contrary to that interpretation?

The online thing aside, I'm not sure I understand what you would want out of such an offsite, and why you're worried about alternate aesthetic/design interpretations--universes, as you call them--being developed. Is not the point of creating a mod to allow users and modders to decide what kind of content they would like to use, whether it be in their games, with compatible mods, or simply to draw inspiration from? What is the downside of users having open access to this content, if whatever mods come of it are the user's choice to utilize or not? The only mods which are ever going to be universalist are TSLRCM and a few assorted bugfixes, after all; there is no great likelihood that the entire KOTOR community would become so reliant upon the usage of one new mod that it would become a standard, as TSLRCM has. Forgive me if I am misinterpreting you, I'm simply not clear on this.

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Old message about the purpose and goal of the Expanded Galaxy Project.

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Edited by Thor110
Archived message about the Expanded Galaxy Project.
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  On 1/8/2019 at 2:50 AM, Thor110 said:

What I mean is I would like to try and integrate as many mods as possible as well as future mods by creating a site for the mod that will document development and allow for voting on what will or wont be included overall as well as offering tutorials for people to include their own content and tutorials on how to integrate other mods if possiible.

I see, I did misunderstand you. Thanks for the clarification.

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Old message about first release of the modders resource.

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Edited by Thor110
Archived first release message.
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  On 1/8/2019 at 2:50 AM, Thor110 said:

What I mean is I would like to try and integrate as many mods as possible as well as future mods by creating a site for the mod that will document development and allow for voting on what will or wont be included overall as well as offering tutorials for people to include their own content and tutorials on how to integrate other mods if possiible.

9

I like the sound of that. I'd like to point out though that the modules can also be used in different ways than just porting all of Tatooine to K2 for example, people could if they wanted to Port Anchorhead and maybe the K1 Dantooine and reskin it and add it as part of an Onderon Expansion where the player can leave Iziz and go explore the outside of the city, the possibilities could be endless.

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Old message about re-using module pieces from both games to create entirely new levels using content already available in the game.

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Edited by Thor110
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  On 1/8/2019 at 11:43 AM, Thor110 said:

The first release of the Expanded Galaxy Project is up! For both games! All modules in both games! They can only be warped to as of yet, head over to ModDB to check it out and access news and new tutorials as well as new resources plus both the latest versions of the mods. ( Beta v0_2_5 )

Beta release and new resources available on ModDB Various map example files that will go alongside tutorials I will write, these will show you how to make modules using existing maps in K1 or K2 as well as modules using the new maps available in v0_2_5 of the Expanded Galaxy Project.

To see regular updates check out the first post here and on the ModDB page.

https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/news/beta-resource-release this is for KotOR 2 : TSL ( K1 maps for K2 )

https://www.moddb.com/mods/expanded-galaxy-project-kotor-12 this is for KotOR ( K2 maps for K1 )

Thor11

Did you edit the K2 to K1 files and "empty" the levels, or are they as they resulted from the porting? I mean, are the placeables, characters, area transitions, scripts, etc. still in the level / module or have they been removed and the module is a "blank slate"? 

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Old message about what is edited in the Source Files released on ModDB.

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Edited by Thor110
Archiving messages.
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Adding multiplayer to KOTOR... I think someone tried it 5 years ago...check this project out: https://kotorremastered.weebly.com and https://www.kh13.com/forums/topic/72719-kotor-hd-remake-currently-in-development/ Also check the description of this video: https://m.youtube.com/watch?v=M5Fnke4AKIU

Looks like they were trying to do an overhaul of K1 with some new added planets and multiplayer / Co-Op support. According to the description in the Youtube video and in their forum post, they were planning to add an open world game mode as well as 5 competitive game modes with 32 players per server...

I have no idea how thay were planning to do that, if they were trying to alter the game engine or use a third party utility to create and host the servers. Unfortunately, it seems the project was abandoned.

Qoute from their project description at: https://www.kh13.com/forums/topic/72719-kotor-hd-remake-currently-in-development/

  Quote

What new planets will there be? 

The new planets are strictly for Multiplayer, and co-op alone. There will be Djun, Felucia, and three more we don't want to spoil!

Some new features:

1) Interactive Co-op campaign mode. 

2) Over five competitive online game modes with up to 32 players per server. 

3) An open world online game mode.

4) Five additional planets. 

5) COMPLETELY remastered in fine 1080P HD

6) Updated textures, models, and more.

7) COMPLETELY new EXP system.

8) Absolutely FREE!

 

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Previous message about the KotOR Modding Tutorial Series I am writing that will show you how to create an entirely new planet with 2 levels as well as cover any information that could help people make small mods for the games as well as covering how to start a Total Conversion.

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Edited by Thor110
Archived message about KotOR Modding Tutorial Series.
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From what I've examined the modules are well ported, (accept dantooine's enclave exterior which the ruins is missing the proper door), the only things that are not working properly are level transitions, enviromental sounds and music

I look forward to see what you have in mind for these modules for this mod

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Previous message about fixing the environmental sounds, music, updates and community input.

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Edited by Thor110
Archived message about updates & community input.
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installed it, it's definitely an improvement, but this is still early in development so there's still do iron out

like what i found:

some of ambience sounds are placed in the wrong modules and/or missing

some of the level transitions are still don't work

i tried going to the upper city cantine using tar_m02ae and it takes me to the lower city cantina instead, i think the lower city cantina was cuplicated

but again, these issues will be corrected, obviously

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Previous message containing story ideas, project overview and an old release.

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Edited by Thor110
Archived message containing Story Ideas.
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I got this idea for the Expanded Galaxy Mod last night:

Use the Ebon Hawk, Harbringer, Leviathan and the severly damaged Sith ship at the end of K2 before Malachor (i forgot how it's called) on Lehon (the Unknown World)! They could be some of the derelict ships that have crashed onto the planet in the past! Modules from the Endar Spire and the Harbringer could be used as the crashed Hammerhead-Class ship on the beach (imagine how awesome it would be to get inside it)! The entry poimt to the ship could be on the beach where the Ebon Hawk lands, to the upper right while facing the sea, there is a shallow road that narrows down and is blocked (i'll send a picture if You can't find it).

There could be flooded portions of the ship (shallow water that the player can walk through like on the beach) and it must show signs of damage. Here the player would have to use some Power Couplings and other parts found on other derelict ships in order to restore emergency power to that ship, with the purpose of retrieving some data from the ship's navicomputer. The data could result in a new sidequest eventually. On the ship there could be some damaged, abandoned droids and turrets that attack the player because their targetting systems got damaged from the crash and also worn out in time.

You could also find scattered datapads and terminals that tell the story of the surviving Republic soldiers that were on the ship when it crashed, as the ship was their temporary base on Lehon after the crash. They stayed on the ship a few years and after multiple Rakata attacks they eventually moved to one of the islands and left the ship, while a small number remained on the ship. You can find them in a section of the ship and one of them is a merchant giving you some unique items. There is also a workbench and lab station in that section. They tell you about another Sith ship that crashed nearby and give you some sidequests: investigate the Sith ship and kill the Sith faction there, retrieve some supplies and essential parts from that ship, turn of the malfunctioning security system on a deck, there could be a section that is inacessible because it is underwater, and you would need to activate a pump in order to drain the area and then it becomes accesible (in that area you would have to install the power couplings, etc.).

There could also be a Sith scouting party / commando searching the ship for a way to get off the planet as well and you would have to fight them.

There would also be a crashed Sith ship (use modules from the Leviathan and the damaged ship from the end of K2) where there would be a Sith faction and you would have to fight them and explore the ship in order to get the power couplings and parts needed to restore power on the Republic ship! Through the cracks and gaps of the damaged ship you could see the Lehon landscape (sea, beach etc.) instead of the original space view!

This would make and interesting addition, as i always had a thing for exploring / fixing (restoring power) / investigating derelict ships!

 

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Previous message and reply about story ideas and anybody who wishes to send me their story ideas.

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Edited by Thor110
Archived response about story ideas.
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Guest Qui-Gon Glenn

I just want to say I appreciate your effort in maintaining this thread and documenting your voyage, @Thor110.

The thread becomes a tutorial itself!

Keep up the good work :)

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Update I have removed any areas not being used for the moment in both mods.

K2 Areas Removed : ( Star Forge, Endar Spire, Ebon Hawk, Leviathan & Extra Modules )

K1 Areas Removed : ( Peragus, Harbinger, Dantooine, Korriban, Ebon Hawk & Extra Modules )

Removing Areas From The Game!

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To-Do List for things I am currently working on

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Note : I have been archiving a lot of my old messages to make the topic easier for new viewers, I would appreciate it if others did the same or a moderator could do this for me, thank you.

I will be leaving them here for the meanwhile and going through them again at some point in order to pick out any relevant information or ideas I have noted down here.

Discord https://discord.gg/g9cnEvr - For Testing & Story Discussion.

Edited by Thor110
Updated & Discord Link Added.
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Old messages.

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New Ideas

These are the ideas I had planned for the upcoming demo including re-introducing cut content.

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Here are some screenshots of odd items in the game I would like to use in maps and ideas I have had.

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0_3_2 New Mod Resource & Expanded Galaxy Version, containing a total of 251 module files.

https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/expanded-galaxy-resource

Edited by Thor110
New ideas for the project.
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