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Remaking the Loading Screens


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Poll: Remaking the Loading Screens (12 member(s) have cast votes)

Which skybox replacement do you prefer for Dantooine?

  1. More Vibrant Skies 1.0 by Malkior (8 votes [66.67%])

    Percentage of vote: 66.67%

  2. K2 Exterior Textures, Part 1 by Vurt (4 votes [33.33%])

    Percentage of vote: 33.33%

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#21 DarthParametric

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Posted 04 April 2018 - 11:57 PM

Might need to tweak the position of that bloke on the left in the GIT so he isn't clipping into the floor. Or otherwise frame the shot so his feet are obscured.

#22 Sith Holocron

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Posted 05 April 2018 - 01:47 AM

I saved the scene and haven't deleted the UTCs yet so that should be a simple fix.  I don't want to clutter this thread with every redo so I might just send you a shot of the scene in a PM.  (I'm going to work so I'll work on it tomorrow.)


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#23 DarthParametric

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Posted 05 April 2018 - 04:16 PM

Here, try extracting this into your Modules folder. If you are using Steam with the Workshop, you'll need to use TSLRCM's Module folder inside its Workshop folder. Make sure you back up the original 004ebo.mod first.

Attached File  TSL_004EBO_Trando_Height.7z   22.02KB   2 downloads

If you want to play around with editing the GIT yourself, the Trando in question should be creature #8 (bearing in mind that if you use K-GFF, start your index count from 0 - i.e. 9th one in the list).

#24 Sith Holocron

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Posted 05 April 2018 - 04:28 PM

Not even sure what a GIT is much less what to do with it.  The tutorials section didn't help so far.
 
I will try your thing out . . . and thanks!

Update: It didn't seem to work. I'd click on them and they'd raise and then immediately sink back like before. Both in that module and in the regular EH module, I noticed that Exile's feet would also go into the floor at certain points so it's not just the Trandoshans. Certain deck plates don't seem to have that issue. Walkmesh issue, maybe?


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#25 Sith Holocron

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Posted 05 April 2018 - 07:25 PM

A little proof of concept for it.
 
AJr3bnM.png

How's that guys?

My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#26 DarthParametric

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Posted 06 April 2018 - 01:48 AM

The problem is the floor isn't flat. There are various plates/panels and so forth stacked on top of the base floor. The walkmesh is flat, because adding small rises in it would cause all sorts of problems with pathing and getting stuck. So the end result is that feet clip through anything higher than the walkmesh. It's not super practical to solve without remodelling half the game (it's not a problem restricted to the Hawk).

The new pic looks fine.

Edit: And re: the GIT, that's the primary (along with the IFO and ARE) file that defines the content in a module. It's where you define where all the creatures are in the module (which is how you have a bunch of enemies but only 2 generic enemy UTCs), where all the placeables are, where all the cameras are, where all the doors are, etc. I'm sure there's a module tutorial lurking somewhere in Lucasforums' dead husk that holds the answers you seek.

#27 N-DReW25

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Posted 06 April 2018 - 05:31 AM

Why not just take the photo from an angle where the center terminal is blocking the view of the leg clipping?

#28 Sith Holocron

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Posted 06 April 2018 - 06:02 AM

The new pic looks fine.

Edit: And re: the GIT, that's the primary (along with the IFO and ARE) file that defines the content in a module. It's where you define where all the creatures are in the module (which is how you have a bunch of enemies but only 2 generic enemy UTCs), where all the placeables are, where all the cameras are, where all the doors are, etc. I'm sure there's a module tutorial lurking somewhere in Lucasforums' dead husk that holds the answers you seek.

Good to know. I'll move on to a new loading screen.  I'll keep that info in my head.  I haven't really dived into that dead husk (LF) so I'll probably need a few pointers but I'll leave those questions for elsewhere.

 

Hey folks: I want to turn two of my party members in KSE into droids for a loading screen on Peragus?  Any of you happen to know what the name of this droid is?  

 

H7plib3.png

 

Because it's not on my cheat sheet.

 

K2bzEkA.png


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#29 DarthParametric

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Posted 06 April 2018 - 06:23 AM

I never included the Peragus droids in that image because I didn't intend on replacing them.

The spider mining droid is C_MK1_Drd which is covered by appearances Droid_Mining_Mark_One_A, Droid_Mining_Mark_One_B, and Droid_Mining_Mark_One_C.

The bipedal mining droid is C_MK2_Drd which is covered by appearances Droid_Mining_Mark_Two_A, Droid_Mining_Mark_Two_B, and Droid_Mining_Mark_Two_C.

#30 Sith Holocron

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Posted 06 April 2018 - 09:38 AM

Once again, thank you very much!

Update: Trying to take screenshots on the bridge of the Harbinger but I am encountering what appears to be some sort of filter in my first-person view - like I'm looking through filthy glass? I think it might have to do with reflections but I can't be sure. Any suggestions?
 
Update 2: It seems that I solved the problem by adding the following files from Kexikus' TSL Backdrop Improvements 1.4; 151har.lyt, 151har.vis, 151HARs.mdl, and 151HARs.mdx.


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#31 Sith Holocron

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Posted 07 April 2018 - 04:40 AM

Besides M4-78 EP (waiting to hear from Zybl or HH on suggestions), I am wondering if there are any other loading screens I should be doing for my Loading Screen project. Besides the main game and the aforementioned mods, are there any I'm missing from other mods?  (For example, does the Coruscant Jedi Temple one have one included?)


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#32 JCarter426

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Posted 07 April 2018 - 05:25 AM

There are modules that are missing loadscreens, or don't have unique ones, like 001EBO and 004EBO, which you've done. Some others that come to mind are 205TEL and 950COR. As far as mods, go, it would also be nice to have custom loadscreens for modules that replace prerendered cutscenes, like Sion's introduction, Visas' introduction, the Nihilus and Tobin scene, and Kreia's fall... but that depends on whether they were given unique modules and I don't recall if they all are. Sion's is 154HAR and I believe Kreia's is 907MAL, but I think the others are both 853NIH. There's also the Telos shuttle, if that was given its own module.



#33 Sith Holocron

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Posted 07 April 2018 - 06:03 AM

Let's discuss each of these . . . and I'll note that I'm open to suggestions. As I can't break the camera for the cutscenes, I'll have to pick the best shot with what's in them.

154HAR - That's when Sion breaks out of the kolto tube, right? Probably showing him breaking out would be the way to go as just seeing a hologram doesn't seem to provide the most impact.

205TEL - Is that the cutscene where Admiral Onasi speaks with Grenn when the Ebon Hawk leaves the station for the first time? If that's the case, I think using this mod would probably be a must.
 
853NIH - Showing Nihilus on the bridge behind his back would work for both. Using this mod for Nihilus and this one for the stars.  (I always use those now.)

907MAL - There are two ways I think I could go with "Kreia's Fall"

a) replicate this angle with a new capture?

mnEbaIT.png

B) Or a close of shot of Kreia - but do I show the eyes?

tKsAA61.png

I don't know if the shuttle has its own loading screen but maybe someone else might know?

 

Update (and this part's not a reply to JCarter426):

The point of this mod is to replicate the original loading screens as closely as possible. Although some mods might be used - like I've already done with skyboxes on the Nar Shaddaa loading screens that I've already released - the point is to get as close to the location and angle of the original screens. In my opinion, loading screens should focus on the area that you're going to and not on the plot elements. I'd also want to avoid spoilers as well.

Adding NPCs to loading screens where they don't currently exist is something I want to do with the loading screens and let me explain my reasoning. There are so many mods out there that change the look of - well, almost everything. Let's take the HK-50's as example. There's a bunch of HK-50 skins out there and DarthParametric's mod even changes the model so that would be too many alternates to consider.

I tend to aim my read-me files at a novice user level. My mod will only consist of TGA's. That's for ease of use by the end user. By doing so, both the installation and the uninstall (full or partial) will be the easiest. There will be a list in the read-me of what each TGA is supposed to be so it's easy for someone to refer to the list and then remove any TGA that they don't particularly like. The mod won't rework anything else so I won't be utilizing UTCs or the like. (The fact that I don't know how to do that stuff is also a deciding factor. That . . . and mod compatibility.)


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#34 JCarter426

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Posted 07 April 2018 - 07:19 AM

154HAR - That's when Sion breaks out of the kolto tube, right?

Nah, 154 is the cutscene of him meditating on the bridge when the Harbinger arrives at Peragus.

 

205TEL - Is that the cutscene where Admiral Onasi speaks with Grenn when the Ebon Hawk leaves the station for the first time?

That is correct.

 

EDIT: Whoops, I did... not read that properly. It's the cutscene with Admiral Onasi speaking to the player. After the battle.

 

853NIH - Showing Nihilus on the bridge behind his back would work for both.

I suppose that would work.

 

907MAL - There are two ways I think I could go with "Kreia's Fall"

Hmm, I'd go for the overhead shot. It's the first time we see evil Kreia, so I'd avoid revealing her in the loadscreen.



#35 Sith Holocron

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Posted 07 April 2018 - 07:29 AM

Nah, 154 is the cutscene of him meditating on the bridge when the Harbinger arrives at Peragus.


Do I show him from the front like this (but with the traditional skin and model) . . .
vmKUlVd.png

. . . or from the back? From the back, might better for two reasons. Novice players that haven't met him yet will not have the character first appearance totally spoiled. Plus having him from the back and from a bit of a distance might mean that folks using this mod won't have a problem with difference between loading screen appearance and in game appearance.
 

Hmm, I'd go for the overhead shot. It's the first time we see evil Kreia, so I'd avoid revealing her in the loadscreen.


That goes in line with what I mentioned in my update to my last post.


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#36 JCarter426

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Posted 07 April 2018 - 07:39 AM

Yeah, I'd say the back for the reasons you mentioned. It also makes it seem more like the ship is going somewhere if we can see out the window.



#37 Sith Holocron

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Posted 07 April 2018 - 08:36 AM

Just thought of something . . . what should I do for the Swoop loading screen?  Because how it currently stands in the game, this is awful.

 

CbU0ypI.jpg

There's also the matter of the other swoop loading screens as well . . . 


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#38 DarthParametric

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Posted 07 April 2018 - 09:23 AM

The swoop screens might need to be composites so you can do the motion blur and such (assuming you want to). You could do the whole thing outside the game in Max, etc., or you could try warping into the swoop levels and using the GLIntercept camera to get the base shot, then comp the swoop in over the top in PS/Gimp.

#39 Sith Holocron

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Posted 07 April 2018 - 09:49 AM

Maybe I will skip the swoop ones. However if anyone else wants to contribute a picture like DP suggests, send me a screenshot sized at 2048 by 1152 without JC's overlay.
 
Then again, I might be able to do something with it.  (This might be tough to time.)
 
yQ1XD6i.jpg

Update:

rIdoUmM.png

Hmmm . . . not still not getting it. I'll work on try to get the background shots and then work on the loading screens.
 
Update 2:

Just noticed that the loading screen uses the wrong swoop model for the official loading screen. Do I use what you drive that's in the game (the pictures above in this post) or use the model seen in the official loading screen (as seen below)?
 
Vhsnh4y.png


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.


#40 Sith Holocron

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Posted 08 April 2018 - 05:06 AM

Seeking input . . . what are the best skyboxes to use for the Telos IV planet surface. I am including the Polar Plateau in this question as well.
 
Update:
 
I've decided to use Malkior's More Vibrant Skies for the Telos surface skyboxes.  (I will say that N-DReW25 did suggest it after I made the loading screens but he didn't know I had done so.)
 
Update 2:
 
Out of my chronological order, but here's 907 MAL - which is the loading screen for a TSLRCM Malachor V cutscene.

wkgaqB6.png


My Current Project: Remaking the KotOR2 Loading ScreensThe initial post consistently updated to provide the most current information.





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