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Showing content with the highest reputation on 05/31/2018 in all areas
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7 pointsAfter going through the voice files collected by Sith Holocron, we're going to go with the followong: Darth Fang: Trayusstudent Sith Cleric 1: Darth Varkor Sith Cleric 2: Mellowtron Grunt: UnusualCharacters Slave: UnusualCharacters Ever Arden: Darth Varkor Revan(male): UnusualCharacters I want to thank everyone that has submitted voice samples. They were all really good. There are a lot of talented modders out there. I am humbled that so many of you decided to volunteer your time and talents into upgrading a 7 year old mod. It took me about 3 years to make it. A lot of late hours at the computer after the kids had gone to bed. I really learned as I went along, trying new things, trial and error. Hope you've enjoyed it. NM. Personally, I think this is a little scheme by Sith Holocron to relight by modding fire. We'll see. There is some unfinished business out there.
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3 pointsPossibly 4 roles, unless we get another participant to challenge him for the Jolee part.
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2 pointsCongratulations @UnusualCharacters @Mellowtron11 @DarthVarkor & @Trayusstudent1! Especially UnusualCharacters- who's gonna' be real busy voicing 3 different roles there 😁. And hats-off to @Sith Holocron & @newbiemodder- for getting through everything! 👏
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2 pointsI'm afraid it was my misunderstanding of which mod was being referred to that probably encouraged AFP to dismiss it. I didn't realize it was referring to the Peragus 3D model, and not the Peragus icon as it appeared on the galaxy map. I shouldn't give advice so late in the evening. Given what the original problem is and what the mod does, I think it's clear the original 3D model was the product of an oversight or the dev squeeze, which merits correction.
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2 pointsWell, it does fix the issue that the 3d model of Peragus doesn't look like Peragus at all. I'd definetly call that a fix, even though it's not a bugfix.
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2 pointsHonored to be a part of it. Congrats to my fellow actors!
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2 points
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2 pointsMe have a devious plan? Ridiculous, I say! Oh, here's a bonus video for you all.
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1 point
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1 pointBasically all I want is the Heart of the Guardian to be red and the Mantle of the Force to be purple. I would appreciate it if someone could do this.
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1 pointNow that it's 2016, let's review a list of works in progress that we haven't seen an official release or even a recent update for. When I say recent, I'll be specific. If it's been over 6 months since the project lead has commented on a project, it's not a recent update. No pictures of the mods are included here. Links to the appropriate posts in their announcement threads are listed - and they do have pictures. This thread is going to annoy some people. Sorry about that. In no particular order, let's get started on my list! 1) K1 - The Night and Day Mod First announced on Lucasforums way back in February of 2012, the Night and Day Mod is supposed to do the following: add a day to night cycle in the skyboxes on Knights of the Old Republic I. Last update for this? June 2015, on DeadlyStream. 2) Quanon's many, many, many projects He certainly announces a lot of projects but most of them don't quite get released, do they? (Notable exceptions - released in 2014 - can be found here) What hasn't been released yet? Here's a brief overview: - Scrapyard Games (Yes - I know - this one is being worked on) - Nar Shaddaa: Crazy Nights project - Korriban Expanded - Darth Bandon, reskin + helmet - Lightsaber Pack - The "City of Light" project Let's hope at least one of these gets released in 2016. More than one would be better! 3) Rhen Var - A new planet mod for Knights of the Old Republic II Darth InSidious - at least give us an update, will ya? Besides this one... Are any of these near release? 5) Darth Hayze's Unfinished WIPs. After a well received Extended Enclave release, more projects were announced. Namely: Oh modder, where art thou? Not seeing the mod you thought you would? Well - after you PM the author for an update, feel free to post your comment on a seemingly abandoned project below. (Seriously though, do PM the author.) If any of the authors wish to either provide an update or cancel a listed project or projects, this is probably a good place to mention it as well. (If announced on DS, we can arrange to lock the thread if you so desire.) So . . . How many of you took this way too seriously? (Comment if you get the humor. )
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1 point
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1 pointI guess I hadn't really noticed that. I think what I'll do is a straight unedited export/import to see if Blender is indeed stripping that info out. That'd be a damn shame if it was. It could be possible, sure. I'd have to see what it looks like in-game. We were just talking about this on Discord last night and the difficulty of getting cm_baremetal to not look like "it was coated in Vaseline". 😝 Thanks for the support as always. 🤜🤛
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1 point
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1 pointWooo! We finally got the list! Thanks again SH and Newbiemodder for going through everything! And great job to all the VO artists too!
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1 pointHK-48 is in its final stages, and now is fully voiced thanks to UnusualCharacters! All that's left to do is finish adding the audio and then test it all out. Here's a little look the new character:
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1 pointThe following characters will have their voice actors name's released by Newbiemodder in this thread tonight: Darth Fang, Ezer Arden, Sith Cleric 1, Sith Cleric 2, Grunt, Revan (male version), and the Slave.
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1 pointI've hit a slight problem. I recently reinstalled the game and now when using KotOR Tool for K2 scripts I get an error saying "Value cannot be null. Parameter name item." Since most scripts from K1 work on K2 i should be able to work around it but I'd still like to know what the issue is/
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1 pointAnother update here: a "beta" result of an attempt to mix UnusualCharacters' submitted voice to make it sounds like Darth Revan like the one in SW:ToR. Now this one is voice only preview, while the former has background music playing- as Sith Holocron suggested, I am taking them off. This is as far as I can go right now with the attempt but actually is pleased with the end-result. As time goes by- and some tutorials dive-in , I'll try to figure out how to do it legitimately. Note: If you hear some clip and noises coming from the voice- those were intended. Referring to the Republic Shadow of Revan Ending; when Revan speaks, it produce some noises like a broken microphone or something I haven't figured out 100%. I am certain my execution is not as smooth as the reference there, but self-assured it is on the right track. At last, any constructive questions and feedbacks is very much appreciated!
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1 pointGood news, this project is getting very close to completion. I decided not to edit all the cutscenes, since I couldn't find a way to incorporate HK-48 without it feeling awkward. All I've got left to do is add scripts to those cutscenes to make HK-48 fit in and not get in the way. One thing I'm considering but not certain of, is whether HK-48 should show up on Malachor during the scene where HK-47 kills G0-T0. I assume it wouldn't be that difficult to do but I'm just wondering if it's a good idea.
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1 pointThe Mandalorian Banner Fix is included in a different form in JC's Minor Fixes, so it can be excluded. I also think the Aleema Keto RDC and Kinrath bash mods are matters of personal preference and should probably be excluded, but I think the prestige class saving throw error is clearly a bug, and barring correction from HH I feel it likely that power cost correction is also a logical fix. I'd recommend their inclusion, but not the other three.
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1 pointHere you go, try this: https://www.darthparametric.com/files/kotor/k1/[K1]_HOTG_MOTF_Recoloured.7z
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1 pointThe forum has a large mod projects sub-forum. I'd suggest that if this project is to progress to anything significant, an early point of business would be creating a dedicated sub-forum for it. That seems like it would fall under your purview. Depending on how hands on you want to be, there are a myriad of managerial/organisational type things that you could do. Having been involved in an (ultimately failed) large mod project before, I know firsthand that these sorts of things live or die based on organisation. Trying to get a group of disparate modders to do anything collectively is like herding cats. It will quickly fall into a heap unless things are very clearly planned out. As an example, for myself as a potentially interested contributor, what I absolutely need is a clear outline of exactly what the project is doing, what has been done, and what yet remains to be done, and who is doing what. I need a list of tasks that are awaiting assignment that I can peruse, and if one takes my fancy I need very specific guidelines for what is required and by when. To use the Yavin station as an example, I would want specifics of size/dimensions, does it have to be fully constructed or do you only need a camera facing half, is it a high poly CG model or a low poly game model, does it need lightmapping UVs, do I need to create the textures, what's the timeline for completion, etc. Who do I talk to if I have questions/problems, how do I report my progress, what do I do with the final assets? And if I agree to undertake this task, then it needs to be made clear that this task has been assigned, so someone else isn't doubling up the same work. Someone, or possibly several someones, needs to implement and manage such a system.
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1 pointAlright, here we go. Just focusing on the landing and take off videos. (Though I did recreate the dream on Dantooine for KOTOR: Episode 1: A Familiar Path... these cutscenes would be easy to replace too...) There are some that will be substantially more difficult than others (escaping Taris for example, or crashing on Malachor V). No, a BIK would still be the best option. Otherwise you'd be making a stunt module including space and the planet for each planet. Plus as of this writing - we haven't found an option to have glowing engines in the game. Now, the best option would be to use the HQ skyboxes and record the game at the highest possible settings using Fraps and create a new BIK that way. The Ebon Hawk would be animated in 3ds Max and placed back into the game using cutscene animations or as an animated placeable. We'd have to record twice and do some After Effects work to get the glowing engines on the back of the Hawk. Doing it this way, in game fixes a lot of issues with doing the BIKs entirely in 3ds max. While we can import areas, they don't look right, the lighting isn't the same. Compositing the Ebon Hawk generally produces the same result - inconsistent lighting with the background taken from in-game footage. Basically - cameras and animations created in 3ds max for the atmosphere portions of the landing videos. Not sure about the vents and such for the Hawk, that might be a question for JC. Entirely 3ds/After Effects created CGI for the space portions. An early example of the atmosphere portion would be found in KOTOR Episode 1, where we animated the Ebon Hawk leaving Dantooine in the level itself. The camera is a little rough, could be done better now. But, the point remains. Example. Anyways... I'd try and contribute, but a lot of my free time has been given up to working on our next movie project. I have the 3ds and AE knowledge to do cameras, animations and CGI. Examples of my animation and CGI work can be found here (I created all the space shots in this sequence aside from the ones inside the Hawk's turret view), and here (Everything outside the windows was created in 3DS max). If the scope of the project were to expand past the landing and take off cutscenes, we'd have to start thinking about more complex scenes like the space battles or unique character animations. I'm half-decent at the latter as seen here for DarthYcey's film.
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1 pointJournal Entry 51 Burk'yc Prudii Two years and five months after Mandalore the Ultimate's demise at the hands of Revan. This planet has become almost nostalgic. It reminds me of Dxun before the War, back when we trained Mando's in swamps, caves, and rivers. On Dxun some beasts were intelligent, others brainless. Here looks like a Republic recruiting holovid of the "outer rim." Looks can be deceiving, though. Herds of wild Rancor, sea serpents, and savage natives that eat the flesh of their enemies, are a constant threat. My people are broken, shattered like the planet we died at, Malachor 5. Were it not for the constant battle refining us and giving us immediate purpose. . . I cannot even imagine. At times, it is overwhelming, no Mandalore. No leadership. No mission. No glory. No conquest. Nothing but the void, to satisfy a warrior's need. I can't allow myself to focus on the past. For it was the past, that brought me to this island. A lust for revenge, at any cost, I thought. What a fool I was. Revan... Malak.... The Republic.... The only thing that matters now, is getting my people off this forsaken rock! Entry 110: Two years and seven months after Mandalore the Ultimate's demise at the hands of Revan. A Jedi has been spotted on the island. Perhaps, it's time to let go of the past and focus on the future, if I can get the Jedi to work for me, then we can get off this planet. I can't imagine the Jedi's come here to do anything but fight the Sith and leave, which is exactly what I need the jedi to do. I've sent men to intercept the Jedi before the Jedi attempts to enter the Temple. Clan Leader of Clan Farr Burk'yc Prudii
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1 point