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Showing content with the highest reputation on 06/17/2018 in all areas
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3 pointsYou ladies sure do like your drama. Perhaps @Tyvokka can hand out some lithium tablets.
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3 pointsAnd here is the ingame shot: Getting there took quite a while. First I had to get the grass color right which is a really annoying thing to do as I can't just take the colors from the texture due to the different lighting in Terragen and the game. But I got there after about 10 iterations or so... Then I noticed something that I already knew but had completely forgotten. The TSL Dantooine skybox is rotated compared to the K1 skybox, so my reused K1 terrain was also rotated ingame. To fix this inconsistency, I had to rotate the camera in Terragen, but then I also had to move the sun accordingly so that it stays where it's supposed to be. But then the sun disappeared behind my clouds and it's impossible to rotate the clouds in TG which was a real shame in that case because I liked those clouds a lot. Many cloud iterations later, I got new cloud shapes that look good again, so those are what you see in the screenshot. Now I just have to fix the 3d grass in the skybox and fix the actual skybox model. Currently the horizon is still way too high.
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1 point
Version 3.0
1,451 downloads
Knights of the Old Republic mod Vibroweapons replacement pack retexture ====================================================== Original models of vibroswords for KotOR by: DeadMan Original models of vibroblades and double vibro-blades for KotORby: Seph6 Original models for Jedi Academy by: RevanDark Author: IRobert Contact: PM me on the forums *********** Description *********** This is a retexture/recolor for DeadMan's [K1] Vibroswords replacement pack and Seph6 [K1] Vibroblades and Vibro double-blades replacement pack. It will replace the standard vibroswords, vibroblades and vibro double-blades with new models. The "new" textures looks similar to original game weapons. Colors match to those made by BioWare (mostly). Every blade looks like it was vibrating and there are more color options than in original mods. New icons clearly shows color of blade and hilt. *********** Instalation *********** Place the content of Override folder in your SW KotOR Override folder. All models and textures are inculded. **** Bugs **** I did not notice any, but if You do, please contact me. ********* Thanks to ********* DeadMan for giving me permission to use his mod. Seph6 for giving me permission to use his mod. RevanDark for making original models for Jedi Academy ********* Permissions ********* You can freely use, change or modify this mod as long as you credit ME, DEADMAN, SEPH6 and REVANDARK. You can't upload this mod anywhere, never. If you have questions just pm me on forums. Enjoy ---------------------------------------------------------------------- THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. THE AUTHOR OF THIS MOD IS NOT RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 point
Version 1.0
37,368 downloads
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. -
1 point
Version 1.1
3,236 downloads
Summary This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles. Installation Extract files from the downloaded archive. Run Sound_Effects_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe Sound Effects – Ben Burtt, courtesy of StarWars.com Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers PEW PEW PEW EXPLOSION BIOWARE BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
1 pointGreetings, meatbags. Last time I posted in this blog was quite a while ago, so I thought I'd share what my recording space currently looks like in Texas. The rundown: It's a big ol' closet with moving blankets strung up on the walls and draped above me like a circus tent. The equipment: I've been slowly adding more and more to my space throughout my various moves. First off, the second most important instrument you have (after your voice). I've had three mics throughout my 6 or so years recording VO. I started off with the respectable Blue Yeti USB mic, moved on to the AT2020 and now have landed at the E-100S Condenser Microphone. This thing is good for me to help bring out the natural bass in my voice, but is not markedly better than the AT imo. If you're looking for a good starter mic of your own, I'd recommend the far more affordable AT. Next is the Audio Interface, which is necessary if you're using a non-USB microphone like I am. I use the Focusrite Scarlett Solo, which is a plug and play type setup and has never steered me wrong. The next most important part, is your recording software. Audacity is free and it's what I've always used. Extras: Music Stand to hold your copy (or script), mic stand, stool to place laptop on, LED clamp light to see copy, dog trainer clicker to mark mistakes with loud pops in recorded track. That's all there is to it. Til next time. - UC
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1 pointWhich DeadlyStream member am I currently with? Stay tuned for an update in the DeadlyStream selfie thread!
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1 point1. I'm pretty sure that's intentional. I mean, your character's unconscious, or at least "slipping in and out" of it, as Carth says 2. Weird, but glad you got it 3. Huh. That's weird. I take it you're referring to the restored swoop track module and not the mandatory one that you need to progress the plot? Might have something to do with the way it was restored, but I can't imagine why it'd be doing that. Hmm
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1 pointAdding lightning is certainly an interesting idea but not quite what I was going for. My goal was to get this "calm before a storm" feeling, but not a storm quite yet. But when it comes to animating skybox textures: The only feasible way would be to add the lightning as a second layer with a smaller, animated texture. Animating the 2k skybox texture itself would just result in giant files.
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1 pointI wonder what it would look like with some sheet lightning off in the distance. What ever came of the discussion of animated skybox textures?
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1 pointPorting is legal now. Guess what I can finally bring to TSL? THAT'S RIGHT, TERENTATEKS BAYBEEEEEEEEEEEEE
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1 pointSince it's open season on porting, why not go the whole hog? The "same series" argument is complete BS and has no basis in any sort of legal context. If you are fine about porting from TOR (which, by the way, I find hilarious was prompted by a merger with /r/kotor given how much they hate it), then why not Battlefront (original or new), JKO/JKA, Force Unleashed, etc.? Hell, why not Mass Effect, or Fallout, or any other game? And what about the other way? Can we make our own "proper" version of stuff like Aperion, porting KOTOR content into Unreal Engine?
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1 pointNone of which are legal, and could attract the attention of an EA lawyer hit squad at any point. The move is such a complete 180 on previous policy that frankly I find it bizarre.
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1 pointSo, my WIP thread on LF died a death... as did LF. So here is my new WIP thread, featuring... the same old stuff I posted before, to be honest. 1. [K1] Tatooine Arena So far as I remember, loss condition scripts are done. I just need to get the victory conditions done, write dialogue, install a merchant, and add a way to get to the arena on Tatooine. 2. Rhen Var BITE OFF THE BONE, SUCK THE MARROW! Ahem. I mean. I've uploaded the 2006 trailer for Rhen Var to YouTube: Well. The mod is a bit different these days. More recent work has included updating the galaxy map icon to something that stands up (ish): And also getting 'frosty breath' into completed exterior area: And something I forgot to add last time, the datapad you can get on the history of the planet: And also producing new textures for the main part of the interior of the base, as well as implementing some of the less central plot features: Or at least, I was until KotOR Tool's map editor finally refused to keep working. We'll see when I get back to it. I've also been writing some dialogue for one of the next modules on the list: And doing less exciting stuff like consolidating files and harmonising filenames. That may not seem like much progress for two or three years' of modding, and it isn't. I've been busy IRL, and modding has had to take a back seat. 3.Other KotOR Modding Aside from things I've actually released lately, I've done one or two other pieces of modding as well, such as trying out my new KotOR II textures in KotOR I: Another project I've been on-and-off working on is attempting to make some new masks for KotOR/KotOR II, in the style of Mass Effect: To be honest, I didn't get very far with this, because I couldn't get them to sit right on all of the head models. I've released one of the lightsaber models I was working on, and the other I still need to re-export and hope the UV-mapping holds: And finally, have a little M4-78 Machinima. This was originally done on request for a project, but wasn't used in the end: I don't know when I'll next update this thread, but until then...
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