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Showing content with the highest reputation on 06/17/2018 in Posts

  1. 3 points
    You ladies sure do like your drama. Perhaps @Tyvokka can hand out some lithium tablets.
  2. 3 points
    And 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.
  3. 1 point
    1. 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
  4. 1 point
    Adding 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.
  5. 1 point
    I wonder what it would look like with some sheet lightning off in the distance. What ever came of the discussion of animated skybox textures?
  6. 1 point
    Since 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?
  7. 1 point
  8. 1 point
    None 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.
  9. 1 point
    So, 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...