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Showing content with the highest reputation on 06/01/2018 in Posts
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3 pointsI do believe this messiah content extends onto cut content where you got to rally the Sand People against Czerka and drive them off world like on Kashyyyk though if you'd help Czerka against the sand people you'd get to do sidequests for the president of Czerka on Korriban in the cut Czerka depot though for now, I'm going to ignore these and focus on just the messiah part. There may be a few places where you can pretend to be a messiah. For all of these, you'd do a persuade option claiming you are a powerful god to which at first they will disbelieve you to which you'd need to perform a certain force power to make them believe you. These powers can include Force Push, Whirlwind, Wave, Shock, Wound, Choke, Stasis, Stun, Stasis Field, Fear, Horror and Insanity. These powers I think a Sand Person could survive and leave the scene believing you to be a god, some powers like Wave and Stasis Field would affect multiple NPCs at a time so if you were in the chiefs room you'd focus your powers like shock on him though if you use force wave every sand person in the area will fall over. Powers like Force Lightning would kill the chief or whoever you are trying to persuade which will make the place turn against you, if you use Force Storm however it'd kill everyone in the area though everyone outside the room will turn hostile instead. Note you need at least one of these powers or else you'd either have to revert to the vanilla way of speaking to them or just kill them. If you try to use a Force Persuade it shouldn't work as of course that'd be too easy and somewhat boring so in this mod perhaps the Sand People are resistant to mind affects like Jabba is. The first attempt is at the front door where that one Sand Person realizes you aren't a Sand Person and takes you to the chief. You'd get the option to perform a Force Power on this guard and should it successfully persuade him he'll take you to the chieftain to which the chieftain will have a better attitude to you and will grant you whatever you desire as tribute/sacrifice including his gaffi stick, the slaves, the container loot, access to the storyteller without the pearl, the map to the dune sea etc. If you wish to wipe out the sand people you can do this by talking to the friendlier chief. The second attempt would be when you are taken to the Cheif where instead of asking what does he want you'd claim to be a god to which he asks you to prove such before he'd believe it to which you'd obviously use a force power on him. He'd panic and pretty much beg for mercy and offer anything Revan demands as tribute/sacrifice including the things I've listed above. In vanilla talking to patrolling sand people gets you dialogue like "[This sand person is resisting the urge to kill you by keeping silent]" so as the sand people know you are a god perhaps change that to "[This sand person is clearly deathly afraid of you and refuses to converse with you]". Something I'd like to point out is I have not found dialogue for HK-47 in the game or TLK file about being a Messiah or anything like that and I'm not sure how this cut content was even founded. This is my idea for now, feel free to improve upon it.
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2 pointsGreetings, fellow Jedi! I am in an attempt to do Darth Revan's voice filter like the one heard on SW:ToR- this one in particular: Republic Shadow of Revan Ending; and I would like to share with you how the progress going- along with this tutorial. The program I am using is FL Studio 12 Producer Edition and I assume that every filters I am using on said attempt is possibly available and/or close-to-similar with every audio-editing program out there. I also attached some screen caps to help clear things up. So, let's start then! You would need two (2) layers of voices to work on to. In my attempt, both voices are un-pitched. The purple layer goes to Mixer channel 1, and then the red layer goes to Mixer Channel 2, like this- I am sure you were all aware about Mixer already; "All audio in FL Studio passes through the Mixer. Unless specifically directed, newly added Channels are routed to the Master Mixer Track" - support. Mixer in FL Studio would looked like this- Now- with the 1st layer, you would want a Multiband Compressor, a Hardcore Modulator and a Stereo Shaper. Theoretically, what you wanted to do with Multiband Compressor is to cut the high and middle frequencies. Hardcore modulating is much effortless, turn the rate level to its fullest until you hear the voice "rattling". Stereo Shaper was only to set the output to Mono [Yes- if there's a "set to mid" mix preset available, choose that!]. Assuming you're done with the 1st layer- goes to the 2nd then. With the 2nd, you would want a Multiband Compressor, a Chorus filter and a Wave Shaper [This one is important]. Theoretically, what you wanted to do with Multiband Compressor is cut the low frequencies and keep some high frequencies as you like [You could say the 2nd layer EQ setup is an anomaly to the 1st layer]. With Chorus filter on, set the speed and intensity level as much as possible [I kept width level to zero]. Goes to the essential part; Wave Shaping. This one is pretty cosmetic, but essential for Darth Revan's voice [imagine Gal Gadot; she's pretty, but without make-up she no Wonder Woman] - and I can't guarantee you a clean and clear instruction here because the plug-in is just a wave form. What you would wanted to do with it is to have the voice to produce some kind of noises; like a clipping sounds [when the level of a sound reach above 5db- that "broken" sound which we were searching for]. Done with both layers, and we are done with everything. No plug-in added to the Master channel there so.. considered it is a wrap then! The very last phase is to exporting the project; either to .WAV, .MP3, .OGG, .FLAC or etc. Your choice! But assuming you want to use it in-game, you would want to export the project either to .WAV or .MP3- mandatorily to .WAV just to be safe. Can't guarantee we have the same result here- as different program could means different result [even using the same one didn't have its warranty]. But hey, who knows your result is better right? And it should be! If you have any questions- just ask, PM me, or anything. I'd be glad to assist! Also, any constructive feedbacks is very much appreciated- as I am still and will always be in learning process too! Good luck with the attempt, may the Force be with you! Attached below is an end-result of this attempt. Keep in mind both the tutorial and/or the result is far from perfect, but self-assured; They are on the right track.
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2 pointsHey there, I was looking through the KotOR 1 Restoration thread and noticed that there's a cut element called "Sand People Messiah" with a reason for lack of restoration being that there's "No HK VO." Just wanted to say that if someone were to ever try and restore this content, I would happily voice any HK lines necessary for it to come into being.
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1 pointI figured I'd keep this in here rather than spam the forum with a bunch of different topics about the site updates. I think I asked about/suggested this once before, but do badges, like the kind LucasForums implemented towards the end of its life, figure in to this sort of thing at all? Those were kind of cool, and the kids these days love achievements, right?
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1 pointRight, but what about before? I don't think there's anything you can do in Blender to get it to work, because it's most likely the KOTORBlender export script that needs to be fixed. But if the UVW map is the only thing you've edited - if you haven't changed the geometry, most importantly the number of vertices - it should be easy enough to copy the new map onto the original geometry (export through KOTORBlender -> import both versions in 3ds/Gmax -> Unwrap UVW -> copy from one to the other -> export via KOTORMax).
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1 pointHey sorry for the delay reply, LiliArch. You know...I'm not sure. Tell you what though, let me ask someone who knows more then me about that and get back to you. :)
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1 pointThere's a third group (me) that likes TLJ and is definietaly going to see Episode 9, just isn't interested in a Han Solo movie. Surprisingly, a lot of people I know who were in the same camp watched the movie and said it was perfectly fine, and doesn't fall into the same dumb fan service trap as Rogue One did, so I'll probably catch it when it's out on blu-ray. I bet he's a villain in Obi-Wan movie that's gonna be announced around the time Boba Fett comes out.
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1 point///// 01. Two-Point-Oh ///// First off, thanks to everyone who’s downloaded and offered support through this process. I appreciate all of your comments, critiques and suggestions. Through the creative process, the gears started turning for future plans. Here’s loosely what I’m planning thus far: ///// 02. Planned Improvements ///// Remap the UVs. A lot of the patterns repeat, e.g. details on arms are also on feet, or also on base, etc. I know I wanted to remedy those first and foremost. I wanted the arms to have their own textures, the feet their own, etc. etc. etc. Progressive: Create a UV for each arm and leg, which would increase the work significantly because then we go from 2 pieces to 6. Overkill? Planet rotations. When the map opens and you see the location of each planet, they slowly (and very choppily(?) rotate. I’d really like to smooth that out a bit, as it’s just a hacked together animation. I think it has 9 frames right now? At a minimum, I’d go up to… 18 frames? Progressive: Each planet has its own custom shape and visual identifier. Right now, it’s random Aurebesh numbers (which technically didn’t exist as it does now, same with planet names), but we’ll see. Does it even need those I guess? Maybe it’s actually the type of planet referenced by the terminal, i.e. barren, arboreal, etc. More “Builder-esque”. Until ebmar pointed this out (and it should have seemed so obvious), this is a Rakata structure. I got the Aurebesh (see comment above) in there, but what else can I do to make this more “Builder”? I started looking around at a lot of source photos and ran around the Unknown World location a bit. I think I can change the rock? metal? country? to be a bit more… just “of that world”. Perhaps I made it too sleek in 1.0. While I have the texture itself pretty roughed it, it’d also make sense that some parts got chipped/rotted off here and there. Progressive: ebmar and I have been chatting about having a new sound for the opening of the maps. Dodecahedron. I really hate that thing. I want to make it a sphere or I dunno, just something different. I was so difficult to figure out how to reskin it before. There would be so much more I could do with a different shape. At the very least it’s been given a new UV map. Progressive: Play around with some transparency ideas. ///// 03. Planet Customizations ///// Let’s just go ahead and mark this whole section as “Progressive”. The idea would be to create a star map for every location, customized to that planet. The thing with that is there would need to be at least 4 more placeables created or they’d have to be built into the room itself. Hard to say what the route would be at this point, I mean, there are a limited number of placeables in the game. Anyway, the custom ideas: Dantooine This would just be the base model. Similar to what it is now, though with a violet glow. Tatooine Yellow glow. Sand-blown, sand in crevices and piled around base. Maybe throw some krayt scales in there? Like the dude was using it as a scratching post. Kashyyyk Green glow. This thing has been in a jungle for what, 10k years? Let’s thrown some moss, vines, etc. on there. It’d only make sense that the jungle would start taking it back. Moisture stains. Rust? I’m iffy on that one. Manaan Blue glow. Heavy algae growth. Coral, barnacles growing on it? Korriban Red glow. (durrr) I’m a little stuck on this one because it’s unexposed to the elements basically. I was thinking along the lines of blood splatters and saber burns. Thinking maybe someone fought in that room at some point. ///// 04. Recent Dev ///// The model has a completely new UV map. Every part has its own map to avoid pattern repetition. While I don’t know if I’ll recreate all 3 arms and all 3 legs still remains to be seen. Lots of reading about creating placeables and modding rooms. ///// 05. Future Dev ///// I really don’t care for the end animation of when you open the final star map. It seems so lackluster and very anticlimactic to me. I envision once the final map opens and the coordinates triangulate, you now have a large hud of the starforge. As of now there are just blue streaks and dinky animations (no offense Bioware). All of this really gets into some hardcore modeling and animation and that’s way, way, WAY over my head. I’m using Blender too, and well, it doesn’t like KotOR animations that much. ///// 06. Final ///// So that’s what’s going on at this point. Thanks again to everyone who’s download the mod, given their opinions and suggestions and more. This has been a fun project and I’m hoping it will continue to be so! If there’s anything you’d like to add to the above list or have anything else you’d like to share, by all means. Feel free to follow this post for updated now and then. Cheers, -CO
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1 pointShe's cute... Oh- I mean I heard her voice already! and I think that role would suit her very well.