JC's Blaster Visual Effects for K1 1.0

   (2 reviews)

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About This File

This mod changes the visual effects for all the laser blasts in the game. Energy blasters, ion blasters, disruptors, bowcasters - I've replaced them all. Except sonic, because really, sonic?

In general, I've added more detail and made them match what's depicted on film as best as I could, when there was a visual reference. I took screenshots of the movies and got out my eyedropper tool and everything. The cores of the lasers are brighter so they look more like lasers, instead of having the whole thing as one flat color. I also messed around with light objects so each laser will illuminate surrounding objects in the appropriate color.

For disruptors, I've included three color options: white, green, and yellow. The default install is white, like the original, and the other two are included as optional things.

 

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GNihilus2

   1 of 1 member found this review helpful 1 / 1 member

only thing i noticed is that on Tatooine (desert specially) the green texture is too light, practically unnoticable the greenish coloration.

looks good on rest of the planets though. Tried to darken a little the texture (i assumed is the JC_FX_Laser_G1 tga) and improved but not too much. maybe i should darken it a lot .... rating 5 stars this anyway for the concept of adding luminosity/brightness to the blast itself instead of the flat colors.

file.kor file goes to Override aswell, right?

Response from the author:

Yeah, I see what you mean about the bowcaster. Unfortunately there isn't really anything I can do about that. The issue is the lasers brighten whatever they're rendered on top of. So on a background that's already bright (for example, sand) the color will get washed out. If you take out a green lightsaber on Tatooine, you'll see the same problem. Making the texture darker won't help much; it makes the foreground image add less to the background, which does help prevent overexposure, but because it's adding less it looks more transparent. So the results are situational.

By the way, the .kor file is only part of the readme. It doesn't go anywhere.

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ebmar

· Edited by ebmar

   3 of 3 members found this review helpful 3 / 3 members

Looking crisp! Definitely digging this one rather than the vanilla.

Permanent spot in the Override folder has been filled.

Thanks JCarter426! :cheers:

 

Note: It does compatible with K1R right? I mean, I didn't see anything that's conflicting here 🤔

Spoiler

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