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Showing content with the highest reputation on 05/31/2018 in Posts

  1. 7 points
    After 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.
  2. 3 points
    Possibly 4 roles, unless we get another participant to challenge him for the Jolee part.
  3. 2 points
    Congratulations @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! 👏
  4. 2 points
    I'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.
  5. 2 points
    Well, 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.
  6. 2 points
    Honored to be a part of it. Congrats to my fellow actors!
  7. 2 points
    Testing out the new UVs. They seem to be lining up just fine. 😀
  8. 2 points
    Me have a devious plan? Ridiculous, I say! Oh, here's a bonus video for you all.
  9. 1 point
    Basically 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.
  10. 1 point
  11. 1 point
    I 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. 🤜🤛
  12. 1 point
  13. 1 point
    Wooo! We finally got the list! Thanks again SH and Newbiemodder for going through everything! And great job to all the VO artists too!
  14. 1 point
    The 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.
  15. 1 point
    I'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/
  16. 1 point
    Another 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!
  17. 1 point
    Good 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.
  18. 1 point
    The 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.
  19. 1 point
    Here you go, try this: https://www.darthparametric.com/files/kotor/k1/[K1]_HOTG_MOTF_Recoloured.7z
  20. 1 point
    The 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.
  21. 1 point
    Alright, 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.
  22. 1 point