DeepFriedDimebag 4 Posted November 5, 2023 I hate to bump this thread back up, but I was looking through these posts earlier & was curious as to the progress of the mod. Anything new since the last post? Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted November 12, 2023 I might be able to put it out next month. It works it just needs finishing touches. Quote Share this post Link to post Share on other sites
th3w1zard1 30 Posted May 5 On 12/19/2022 at 8:17 PM, Leilukin said: TSLRCM doesn't package the 702KOR module into a .MOD file because it will break cutscenes, though no one is able to figure out why exactly does that happen. 401DXN is another module that TSLRCM doesn't package into a MOD file. I have made two mods (Darth Sion and Male Exile Mod and Lonna Vash Mod for TSLRCM) that affect the 702KOR and are installed by injecting or patching files in its _dlg.erf and _s.rim, and they work fine. What files are you trying to inject into the 702KOR module? Posting in case someone comes along with the same question... The reason they break cutscenes has been solved. It was not the game's fault, rather the tools modders have been using to pack .MOD's in the past. Creating the `702KOR.mod` with Holocron Toolset for instance makes the whole thing completely playable without issue. Presumably the same with 401DXN. Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted July 22 So I have been playing with these blades as of late... ...what do ya think? 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted July 22 Ok well I'm still tweaking the actual blade textures, not sure if I'm going to de-level the glows around them of not, though i think I should. green is outta control, but cool at the same time. Colored GL and CR tex's, thick blades. Couldn't do what I wanted with them originally, so this is where I'm at. Aight. I honestly don't know what to do with this s***. Yellow is always a pain to deal with, and this time i have a green aura/glow around it I cant seem to get rid of. Any suggestions? 1 Quote Share this post Link to post Share on other sites
TheNonMan 18 Posted July 24 @Kaidon Jorn Looks amazing, though yeah the area glow seems a little too wide/strong? That's a detail I don't usually pay attention to when watching Star Wars media, so it could be consistent and I'm just a doofus. I'm not familiar with the modding process at all, are you using custom shader code or just textures? EDIT: I ask because shaders are useful for generating a volumetric light-looking haze around things like light saber beams. 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted July 25 Wait what? Whatever you said is what I want. The problem is it only really happens on green sabers and yellow. But yellow just has an awful green one, as pictured. I don't know if these new blade models use shaders at all, (don't think so, but I could be wrong) but yes I'm just using textures and I've taken out the blending additive line in the .txi's for the blade core textures. Want something completely different to what we all know, those contained glow cylinders around a saber blades core. Seriously want to get rid of that. Green blades work great for this concept. Quote Share this post Link to post Share on other sites
TheNonMan 18 Posted July 25 @Kaidon Jorn I'm sorry if I got your hopes up 😓 I'm only getting reacquainted with KOTOR modding and I wasn't sure if we have access to things like the shaders the engine uses for rendering objects. We'll probably have to wait for one of the open source alternative engines to be useable to do that kind of thing. Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted August 13 Oooookaaay. Preview for a new Default Hilt Replacements... I am raping what's left of my TSSM sabers and HotOR 1.7 for this new version of that mod. There are still a few models people may have never seen or seen little of... 1 Quote Share this post Link to post Share on other sites
JasonRyder 50 Posted August 13 If you're making an SLM 2024 Mod for K1, would you be willing to make a compatibility patch for N-DReW25's K1 Loot Overhaul mod? I like using both. Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted August 13 Maybe I don't know. Wasn't planning to make another KSR honestly. Going to be hella busy this fall and winter so if you wanted to make them compatible you have my blessing. Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted August 14 The other night,, 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted September 15 (edited) So Im getting sidetracked into retexturing Dantooine and Coruscant and need to know where the textures for Coruscant can be found so I can seperate them from each other. As you probably know, Coruscant is made from Dantooine enclave, so how could I rename Coruscants textures to make them "COR_" rather than "DAN_"?? Do I need to decompile the .mdl/.mdx?? Edited September 15 by Kaidon Jorn Quote Share this post Link to post Share on other sites
LoneWanderer 103 Posted September 15 1 hour ago, Kaidon Jorn said: As you probably know, Coruscant is made from Dantooine enclave, so how could I rename Coruscants textures to make them "COR_" rather than "DAN_"?? Do I need to decompile the .mdl/.mdx?? Coruscant from the deathdisco mod uses a combination of Dantooine, Malachor, Nar-Shaddaa and specially created Coruscant textures. I think deathdisco put all of his newly created Coruscant textures in the Override folder. To find out the names of the textures used in the module, you need 1.Extract the .lyt, .vis and all room models (.mdl + .mdx + .wok) files of the module and place them all in one folder. To load models into KMax, you need to decompile them to ascii. I think KBlender can load models without decompiling them. 2.Extract all textures from ERFs/Texture Packs/swpc_tex_tpa and place them and Coruscant textures (from Override) in the folder with room models. With Kblender it is possible to specify the path to textures in the Settings, so it is not necessary to keep them in the same folder as the models. 3. Import the layout file (.lyt) into KMax/KBlender. Before importing, be sure to check the “With VIS file” and “With models” checkboxes. After this, you can view the module in KMax/KBlender and see what textures are used where. Alternatively, you can load the .mdl of the room into MDLEdit and open the Textures menu. You will see a list of textures used in that particular model. When I wanted to use the Dantooine sublevel model with fixed walls in Coruscant, I loaded the model and renamed the 610Dan_something texture to 952cor_something inside MDLEdit without the need for KMax. But it was possible because I more or less knew which textures I needed to rename. You can probably load the room model into the Simple Model Viewer (found on the Neverwinter Nights 2 modding site) after changing the textures in MDLEdit to check where in the room model it was used. Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted September 15 Wow ok. Now we're getting somewhere... Unfortunately there's no 953cor .mdl and .mdx, just the ones from 952 and 954. I will keep referring to this post and try to figure it all out So do I just decompile 610dan mdl/mdx? That and I don't have Blender installed because I still don't know how to use it🥴 Quote Share this post Link to post Share on other sites
LoneWanderer 103 Posted September 15 953COR is a special case: deathdisco basically copied 950COR module files (The Jedi Council Chambers) and packed them into 953COR.mod. If you open 953COR.mod (with any GFF editor), you'll see file 950cor.are. 'Rooms' structure in it contains the names of the module’s rooms. It links to 950cora, 950corb .mdl and etc. So, you need to decompile 950cor, 952cor and 954cor .mdl room models for Jedi Temple Mod. If you don't use Blender, but still have GMax (or have access to 3ds max), you can work with KMax instead. Edit: If you decide to download Blender, stick to version 3.6.x as Kblender does not work with version 4.0 and later. There may be easier and faster ways to find correlated textures with modern tools, maybe using HolocronToolset or Kotor Level Editor, but I haven't worked with them. Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted September 15 Ok so if I just use MDLEdit to load in all the 952COR room models (there's 32 of them) and then renamed all the DAN/MAL/NAR/ TEL textures to be all COR_ textures and recompiled those models to binary then put them back in override that should work? Or no? So then I would have to rename all the textures that COR uses from other planets to also be COR texture......oh no my head just exploded. Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted September 16 Ok I changed all the texture name prefixes to be COR_something. But I'm guessing Im nowhere near done. Still need .lyt's, .are's and .git's I suppose? And do I need to worry about changing all the (what I think are lightmap) files? Also do the .wok files need to be edited? Quote Share this post Link to post Share on other sites
LoneWanderer 103 Posted September 16 Calm down, you don't need to worry about lightmaps unless you're creating entirely new area models. I don't remember, but I think .lyt and .wok files should be present in the same folder as the room models when you decompile/recompile them in MDLEdit (or maybe you only need them when importing models into KMax/KBlender?). But you don't need to edit .lyt or .wok files to retexture a module. The .are files were needed so that you could find out the names of the room models. You don't need them or the .git files for anything else here. 12 hours ago, Kaidon Jorn said: Ok so if I just use MDLEdit to load in all the 952COR room models (there's 32 of them) and then renamed all the DAN/MAL/NAR/ TEL textures to be all COR_ textures and recompiled those models to binary then put them back in override that should work? Or no? So then I would have to rename all the textures that COR uses from other planets to also be COR texture......oh no my head just exploded. Yes. If you adamant about not using Blender/3ds max/GMax, I suggest you start by downloading Simple Model Viewer (link: https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch). Choose one room model, paint all its textures in different colors and load the model into Viewer. Even the base game modules share elements and textures, so you likely don't need to replace ALL the model's textures (depends on what you have in mind). Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted September 16 (edited) Alright cool. Thank you. I think i might have already downloaded the model viewer awhile ago so I'm going to go find it and give it a try. Also going to try to load one of the models into Gmax as well. Thanks! Edit: Making some good progress now with the model viewer approach. Edited September 18 by Kaidon Jorn Quote Share this post Link to post Share on other sites
Kaidon Jorn 195 Posted September 18 Ok. Does anyone know where the actual textures for 950COR are? Think I'm going burgundy and gold regal look. Even if i started all white marble and brown polished granite. Quote Share this post Link to post Share on other sites
LoneWanderer 103 Posted September 18 What textures? Most textures that 950cor uses have the prefixes dro_ , mal_, per_, nar_ and are located in swpc_tex_tpa. Seemingly the only specific 950cor ones are lightmaps such as 950cord_lm0, which are stored in BIFs/Lightmaps/PC textures/. Edit: If you can't find a specific file, use the search bar in Holocron Toolset. Quote Share this post Link to post Share on other sites
Sith Holocron 2,474 Posted September 18 Doesn't the Jedi Temple mod (aka the Coruscant mod) add some textures? Quote Share this post Link to post Share on other sites
LoneWanderer 103 Posted September 18 53 minutes ago, Sith Holocron said: Doesn't the Jedi Temple mod (aka the Coruscant mod) add some textures? Yes, but as far as I know they are only used in 952cor ("Enclave sublevel" clone) and 954cor (landing pad) modules. I think 953cor (which loads rooms from 950cor) uses vanilla textures. Anyway, I've edited my post, hopefully it will answer Kaidon Jorn's question. Quote Share this post Link to post Share on other sites