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Showing content with the highest reputation on 07/09/2018 in all areas
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5 pointsWith @ndix UR's blessing and @Sith Holocron's recommendation, here is a quick look at Jolee Bindo's new voice over for this upcoming expansion performed by your's truly.
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2 pointsCongrats on the release. Now go actually play - and finish - the game.
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2 pointsIf you are volunteering to hand paint out the scars/wounds from the texture, then sure.
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1 point
Version 1.0.0
2,830 downloads
This mod adds the head model of Sith Warrior companion Jaesa Willsaam from The Old Republic MMO as a selectable player head for female characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair mesh is currently using skin weights and is fairly rigid. Possibly I may add a danglymesh version in a future update. The underside of the hair at the back of the neck is fairly bare. I may add some additional hair elements in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
1 pointNow that porting is allowed, I'd love to see someone port the canonical heads from SWTOR into their respective games. It would be cool too to make use of the SWTOR sound files and replace the combat voices for them both to use the canonical actors
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1 point
Version 1.0.0
1,508 downloads
SpaceAlex's Unfinished K1 Enhancement Pack Modder's Resource for: KoTOR. I DID NOT CREATE THIS. SpaceAlex did. It was intended to be both a cosmetic NPC upgrade, a loot upgrade that added new items for Knights of the Old Republic, and more. Sadly, it was never finished, but plenty of work was completed by the time the project was cancelled as these screenshots display. Since SpaceAlex's K1 Enhancement Pack was not hosted on the website, I decided to host it myself and provide an easy link to all the assets so someone can either finish it or use bits and pieces of it in their own mods. Personally, I would like the entire mod to be finished as SpaceAlex intended with the NPC Modification Pack Bonus Content, Party Member Reskins, Player Character Clothing and Head Reskins, and Miscellaneous items implemented as optional add-ons. Also, there is a fix for invisible heads for some reason, here: https://deadlystream.com/files/file/417-spacealexs-k1ep-invisible-head-fix/ . Please download this too if you're using it as a mod or just using it for editing. Lastly, do not use this with K1 Restoration because it will cause cosmetic glitches such as Outcast Children looking like Mandalorians. NOTE: I just realized that I took out a few pieces of the file so it would work. I took out anything related to Darth Bandon and Calo Nord, as these additions cause game-breaking bugs. Credits: -The Deadlystream Website Team for creating this website. -SpaceAlex for creating all these assets -All the great modders and users in this community -Fred Tetra for his KOTOR Tool which makes this possible -The original creator of TSL Patcher, which makes mod installation so much easier -BioWare for creating the Odyssey Engine and this awesome game. -milestails and Fallen Guardian for providing the files themselves: https://onedrive.live.com/?id=AF290B5E544EBB56!121&cid=AF290B5E544EBB56 -
1 point
Version 1.3.0
4,157 downloads
This mod presents you an overhauled version of Selven; a human high-profile assassin who became infamous for her extermination of the Ulgo family on Taris and tons of other assassination attempts. # Background # "Now you'll see why I'm the most dangerous assassin on Taris". Spoiler-alert!: # About this Mod # Changes to both the head and body texture so now Selven is more Selven. [Updated in 1.3] Selven's much harder to fight. She was now designed to be encountered with high level PCs; more likely with Bastila in the party. [Updated in 1.3] Some tweaks to the voice to fit her new personality. Selven got a new pair of blaster and blade. They were described as SS-SL7 Rapid Blaster and DM-SL7 Vibroblade. [Updated in 1.3] Some new stuffs in her inventory also; which some are proven to be valuable loots- if, she has been defeated. [Updated in 1.3 - 'Selven's "Vanilla" Difficulty and Inventory' patch included] # Final Remarks # Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. [Updated in 1.3] Uninstallation: Remove tar03_selven031.utc from the 'Override' folder. As to uninstall only the new voices, you can overwrite them again by choosing the option "Optional: Selven's Vanilla Voices" from the installer directory. [Updated in 1.3] Compatibility: Will not compatible with T7nowhere's "Weapons of the Old Republic" and any other mods that changes the value nor conflicted with tar03_selven031.utc. If you want to ensure this mod to work properly, install this mod after T7's "WotOR" and/or all other mods has. This mod is 100% compatible with Sithspecter's "High Quality Blasters" and DeadMan's "[K1] Vibrosword Replacement Pack", as the textures and models inside this mod are using different variations from the said mods. [Updated in 1.3] Redistribution: Do not redistribute this mod or re-release it on any website at all. If you're planning to re-use the assets from this mod- please, ask me for permission first. Most likely it will be granted. More importantly, give credits to Sithspecter and DeadMan, as SS provides us the blaster's resource and DM actually asking on his mod's page to only give him credits for using the blade's assets. And if you're planning to re-use the blade assets to a mod that you're going to release on Steam Workshop, it seems a permission would not be granted; referring to DM's wishes on the mod's page. While for others, a bit of credits to my name is always a welcome, welcome. [Updated in 1.3] Credits: [Updated in 1.3] DarthParametric for literally everything. This mod would not be possible without DP's hands-on approach. And with later development of this mod, I've been using DP's "addheader.bat" to re-compressed the .WAV files which tools have been proven very useful. Sithspecter for "High Quality Blasters: Modder's Resource". DeadMan for "[K1] Vibrosword Replacement Pack". A Future Pilot for the assistance with new entries of the blaster and the blade. If you find the new descriptions are somewhat interesting, they are AFP's work there. N-DReW25 and JustABitAgroed for their input to the updated .utc's inventory and some advices regarding to the attribution of both the blaster and the blade. Salk for the input to include the optional 'Selven's "Vanilla" Difficulty and Inventory' patch. Sith Holocron, UnusualCharacters and CarthOnasty for advices and discussions which having great influence on the creative process of this mod. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb 1.3 Preview [featuring A Future Pilot's "K1 Lite Upgrader"]. -
1 point
Version 1.1.2
11,190 downloads
======================================================== A KNIGHTS OF THE OLD REPUBLIC I: MODIFICATION KOTOR Bug Fix Attempt 1.1.2. ======================================================== Author: danil-ch Contact: danil-ch can be reached via pm at deadlystream. Filename: K1_BugFixAtt_1.1.2.rar 1. Description: ---------- This mod is an attempt to fix some bugs and inconsistences in SWKotOR. *Global - Fixed: k_hcar_dialog.dlg - some DS lines were unavailable - Improved: k_hjuh_dialog.dlg - activated one line about idolizing Revan - Fixed: k_hjuh_dialog.dlg - a bug which prevents Xor from ever appearing *Tatooine - Fixed: Calo Nord’s soundset - Added: Activated Bastila's lines regarding her father's holocron *Leviathan: Interrogation - Fixed: Camera angles during Interrogation *Leviathan: Confrontation with Darth Malak - Fixed: Bastila no longer turn off her lightsaber after Revelation cutscene - Improved: Proper Bastila and Carth positioning after Revelation cutscene - Fixed: Malak's grunts sound added *Unknown World: Finale scene on the beach - Improved: Carth romance lines were only accessible if Juhani is recruited - Fixed: HK and T3 lines were unavailable - Improved: Some small tweaks to this scene * Star Forge: Confrontation with Bastila - Fixed: “Pause” animation (wrong participant) - Fixed: Wrong speaker for “You are wasting your time…” line - Tweaked: Camera angle for several lines were tweaked for consistency sake Recommended mods/additions: - Markus Ramikin’s Bastila Romance Scriptfix 1.0 http://deadlystream.com/forum/files/file/1086-bastila-romance-scriptfix/ - Salk's KotOR Dialogue Fixes 2.0 (Fixes various typos in the English version of the game) http://deadlystream.com/forum/files/file/362-kotor-dialogue-fixes/ - Kainzorus Prime's Korriban and Manaan Music Fixes (correct music now plays) http://deadlystream.com/forum/files/file/341-korribanmanaan-music-fix/ - Red Hessian's Desert Wraid and Shyrack Texture Fix (proper textures) http://deadlystream.com/forum/files/file/323-desert-wraid-shyrack-texture-fix/ - Kexikus' Manaan Quest Endings http://deadlystream.com/forum/files/file/557-proper-manaan-quest-endings/ - Kexikus' Fixed Shields (Shields now block the proper damage types) http://deadlystream.com/forum/files/file/548-energy-shield-damage-fix/ 2. Install: ---------- To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR1 folder. Simply run “install.exe” from within the "Main Patch" folder. 3. Uninstall: ---------- To uninstall, remove the mod files from the Override folder and remove sta_m45ac.mod, tat_m18ac.mod from Modules folder. 4. Bugs: ---------- This has been tested several times to make sure nothing weird happens. If you find anything, let me know. 5. Permissions: ---------- You can freely distribute/include this mod, as long as you give credit. 6. Credits: ---------- Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 pointMany thanks jc2- much appreciate it! I'm looking forwards to another mods from you! As now I'm free from that WIP syndrome [lol], I can continue my playthrough and hopin' to meet Shanilia soon! :fingerscrossed:
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1 pointThat had to be hard to even vaguely sound like Kevin Michael Richardson but you managed to pull it off
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1 point[Completed: July 09, 2018] Been thankful that the plan's running as intended. The mod was submitted today, and its been released now- thanks moderators! And with this update, it is being confirmed that; the 1.0 version of Selven "Legends", is finished. 🎇 So, do really hope you enjoy the mod as much as I do! I'm leaving an extras here for that bit of entertainment. See you on the next update! Any updates of current development will also be posted in thread's introduction post.
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1 pointAdded my own touchups: Could still use a little bit of touchup around the beard. Oh, and the UV map. Revan_Head_d_v3.7z TOR_Revan_Head_UV_Map.7z
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1 pointFor sure, understandable. Here's what I'm working with. This first clip, starmap1.mov, is the default texture/animations, nothing's been touched. First try was using MDLOps 1.0.0. I used the following settings to process the model: I then imported into Blender with the following settings: I didn't change anything with the model and then exported with the following settings: The clip you see in starmap2.mov is the end result. starmap3.mov is repeating the above steps with MDLEdit 1.0.3. In the second video, you can see how plc_starmap_08.tpc and plc_starmap_09.tpc have loaded prematurely. Then in the process of the starmap opening, the particle effects have changed on the rising orb, sphere02 it looks to be called. After that none of the remaining textures (outside of plc_starmap_06.tpc) have loaded and the arms (Map_Arm_01, Map_Arm_02, Map_Arm_03) have duplicated, with one set remaining "unopened". In the third, processed using MDLEdit, the animations are working, though none of the interior textures are loading. Let know if I can provide any more info. And thanks! starmap1.mov starmap2.mov starmap3.mov
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1 pointThat's a very nice term to explain it. And thanks man- appreciate that! Could that be... that Trask... was, a traitor!? Hahaha! Thanks for the ideas man- they are awesome! Keep them noted for now, but it seems them ideas so amazing can't say "hold-on" to that really. Let's see how things goes. That was uber cool. Ah-ha, gotcha! Can't really think any alternatives really 👊
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1 pointAh gotcha, a kind of alt-timeline approach to have broader ramifications for the SW universe as a whole? I dig it. Having some Trask Ulgo name drops might be cool because he's the only House Ulgo trace that we have in KotOR. I don't know how extensive you're going but maybe a character that talks about their "goody two shoes brother Trask who doesn't have the guts to get his hands dirty with assassinations" or something similar from an Ulgo member the PC happens upon. Might be cool, and if there's ever a need to voice such a character...
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1 pointWell, possibly by his great great great grandfather TOR takes place 300 years after KotOR. I don't believe any members of House Organa are named as active members during KotOR. I think you would have to make up some history if a name is necessary for your mod.
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1 point"If an item does not appear in our records, it does not exist." - Wookiepedia (presumably) I would assume that they were never given a first name if the wiki doesn't have anything on it.
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1 pointAt the risk of sounding like an absolute jerk... wouldn't you be able to port the Revan head sans the scars? Seeing as how he only got those after the events of KotOR? I love the Meetra port and the Revan port would be perfect.
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1 pointTrying out something new: Still need to fill in the back after I chopped off all the head and neck parts of the original, plus add a shadowcaster mesh and fiddle with envmaps (ugh).
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1 point[Updated: July 07, 2018] Well, life does strange. Spends most of my time fiddling around with normal map but in the end- with this update; I decided to not uses normal map either on the head, body, blaster and the sword's texture. 🤪 The reasons are: The normal map is not effective on my case, as it's obvious that I'm not advanced at optimizing this feature- I can't get the most from it. I'm having new ideas with the looks especially with the armor, and I can't get them out with the normal map being utilized. Obvious, with the normal map being taken out the size of the mod could be reduced about 2.5 MB so, efficiency counts. Well, the new appearance somewhat pleasing for me so- What's happening on the new looks? They are: Selven get new pair of eyes. Her armor got some metals injected. The blaster and the sword had their looks slightly altered; noticeably with the reflection, and I am certain- they all blend more with the game now. So, with the closing of this update is presented to you; yes- this is the final form of Selven "Legends" version 1.0: Any updates of current development will also be posted in thread's introduction post.
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1 pointHellow Madgi, welcome to DeadlyStream! I'm eb by the way Nice! I always loved quest related mod, and I'm eagerly anticipating for your mods; especially for KotOR, as I'm not yet dip my toes either on TSL or ToR for now. One at a time- hahah!
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1 pointAh, the ****ing "In ANH the Empire and Emperor got no explanation... REBOOT IS GOOD **** YOU **** YOU" So ****ing tired of this... if you may notice. Well, in the old trilogy that was fine since that's all we needed. If ANH ended with Vader dead and the Empire defeated starting ESB with them alive and in full force would raise tons of questions. As do TFA and TLJ. But instead of explaining how we got an entire 180 on the victory or ROTJ, JJ and Rian give us the finger and "deal with it"... we are supposed to root for the Rebels rebuilding the most pathetic waste of galactic breath ever; the New Republic. A system so ****ing incompetent a rebel fraction destroyed them all in ONE DAY between TFA and TLJ. Wow, I ****ing care for that. That's not the WORST IDEA EVER. World building is important. Continuity is important. Don't just go "but the OT didn't have the Emperor explained so **** SNOKE. **** EVERYTHING. STAR WARS GUYS! STAR WAAAAAAARS" Yeah but the OT also didn't have 3 movies where we beat the ****ing crap out of the Empire only for it to sprout back since JJ and Rian got no ****ing ideas of their own but sh#tting over everything. And so yeah, I got my full right to give these ****ers the finger. And be pissed. Is it obvious I'm pissed at them. And you for repeating this stupid ****ing argument again. How ****ing hard is it to grasp we are 3 movies in, we have had a conclusion and that got completely raped without explanation. You think that's good. Well, good for you since LucasFilm will keep making crappy sh#tty movies without brains you like until it no longer makes profit. Which is probably shorter than you wish since most fans do got taste, do care about the galaxy, don't want this claustrophobic galaxy TFA and TLJ show us where scale is non-existent. The parties freaking idiots all around. I probably shouldn't have written this angry and tired but **** it, deal with it. You want to know how TLJ makes me feel, well here you go. Experience it. Yes, I'm SURE we get answers to that, like who's Snoke, who are the Knights of Ren, what was the New Republic? Why a Rebellion? Why should I care? How did Maz get the saber? Oh wait a second... TLJ pissed all over them. But sweet dreams expecting this time to be the golden goose. As if they will not retcon Rian's sh#t out of existence wherever possible. 1) Who cares. MaRey Sue don't need them. People expect her to train Yoda to add injury to insult. I can see it happen. 2) Who cares? The last time the Jedi rose they failed so miserable why should we care. Oh we want Rey to succeed where Luke failed? **** NO. 3) Who cares? Everyone can use the Force now, Jedi are nothing special anymore. So amazing! 4) Who cares? The New Republic was a ****ing joke. The FO is a joke. The Resistance is a joke. I couldn't care less. Blow the Falcon up with them, see if I care. Probably would have prevented a terrible ninth movie coming. Oh that would have been the best 😕 5) Again, who cares? The previous NR sucked balls. So making another one is just being morons. They should just die. 6) The only worthwhile question, and that's a META question, not a movie question. There are only terrible ways to finish it after Ruin could finish it proper but didn't since he's an assh#le. 7) Who cares? He's dead. How about caring about this before wiping him. You loved THAT after all, didn't you? If they explain it now it's the biggest d#ckpunch in existence. Hey... they probably will do it. And you will love it for some reason even if you went all "But Palpatine didn't get..." yeah, **** you. Anyway, I'm going to sleep.
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1 pointYou can see all the pertinent model/texture details here - https://swtor.jedipedia.net/en/npc/jedi-entity She uses the same head as Jedi Knight companion Kira Carsen.
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1 pointI think the Reven head would require some fairly extensive texture work, as it has those scars/wounds. There is no unique appearance for Meetra that I can see. They just used a generic NPC and slapped a ghost VFX on it.
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1 pointWow. Thank you for sharing this. I haven't yet played TSL so it's obvious that I haven't yet take a feel into the mod too. But after watching this video, I can surely say that the overall ambient of this mod is amazing. It feels like it's already been there, being a major part of the original game, really- from my point of view. Splendid.
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0 pointsThe need at all for this blog post blog post brings warm feelings to my heart. We’ve always had a decently-sized community, but we were always kind of under the radar of the modding community. I’ve had people who have known me for years as a modder tell me they were surprised to find out I was involved with the movies as well. But it’s true - I’m one of the animators for the KOTOR Movie Saga. More than ten years ago, I was inspired by the original KOTOR Episode I to make my own projects. I initially made some comics, which I’ve posted about here, and I later started my own movie adaptation of KOTOR II (which I still haven’t finished). The director of Episode I @KOTOR_Trilogysaw the work I was doing there and asked for help with Episode II to do a few things he couldn’t do on the Xbox version. I also worked with him to update Episode II when we screened it at MAGFest, and then we were asked to come back within a year for Episode III. At the time, @DarthYcey was working on his own KOTOR II films and he came on board so we could actually get the film done in time. We now consider his Meetra films as a continuation of the Loganverse trilogy in one shared KOTOR Cinematic Universe, but that’s a whole mess of a story that I won’t get into right now. Anyway, @Jenko also joined us and more recently directed the special edition of Episode I, which just had its birthday last Thursday. So that’s the four of us. Mr Director and his three animators. We’re currently in preproduction on two new projects: Revan, a prequel trilogy set during the Mandalorian Wars, and Heroes of the Old Republic, an anthology webseries of little side stories that wouldn’t fit in the films. Until now, all these goings-on have occurred in the shadows. We never drew any attention on LucasForums. I think I posted Episode III when it came out and nobody replied. If I had to hazard a guess, I’d put it down to LucasForums not having a very active fan media section. There were forums for for it, but not a lot happening in them. People went to the site for mods. On the other hand, a lot of Loganverse fans (myself included) discovered the movies because they were specifically looking for Star Wars fan films or new KOTOR content, and weren’t necessarily interested in modding the game. So there isn’t as much overlap as one might think. Recently, though, I’ve noticed we’ve started to attract more notice - or in more cases, actually, I’ve learned that certain individuals were already aware of the films and just never mentioned it to me (maybe because they didn’t know I was aware of and involved with them). Whatever the case, we’re out in the open now and while it wasn’t a big secret before, I’m now trying to be more open about my involvement and exactly what that entails. And that segue brings us back to the matter at hand. Lately, I’ve seen requests for some material from our films to be released as mods. I want to talk about why that hasn’t happened so much and what you can do to maybe change that. First, I want to point out that not a lot of our stuff would work as mods. The scenes in the films were recorded solely for film purposes and utilize a lot of camera tricks and editing that can’t be done in the game. Most of the scenes aren’t complete in-game cutscenes. Even when I do program an entire scene, I don’t input each specific camera angle in the dialogue file that you’d need to do for a mod. Instead, I record the entire scene from every camera angle and turn the footage into a multi-cam sequence in Adobe Premiere. I do it that way because the game generally forces you to change angles at the start of a line of dialogue, but we don’t always want to do that when editing a film. Mr Director even asked me about this one time - he was wondering if, provided they had all the right files, someone could execute a scene and essentially see the whole movie in the game. And I could probably do that, but it would involve a lot more work than is necessary to make the movie and I’ve only ever done what’s needed for the movie. Unless we specifically plan for a scene to be released as a mod, it’s not a realistic prospect. What’s more eligible for release would be the assets we use to create these scenes - characters, outfits, locations, that sort of thing. And there hasn’t been much of that - yet. We’ve had to hold ourselves back a few times when we thought stuff would be filmed on the Xbox and therefore couldn’t utilize any modded assets. A few times this wasn’t necessary, and if I could redo things with that knowledge, Episode III would look a fair bit different. Canderous wouldn’t wear blue armor and a lot of the characters on Korriban wouldn’t wear officer uniforms. There were only a few cases where we knew we would record on PC and could do whatever we wanted. The earliest such case I recall is the Sith outpost scene early in the film (the one recorded in the Vulkar base). Since Logan had changed so much between films, Mr Director wanted his outfit to change too. We knew that I’d be recording that scene and that Logan would change clothes early in the film, so it wasn’t a problem to give Logan a custom outfit there. I dug through my files and we ended up using a texture I’d made years earlier. Another one that stands out is the Zabrak character Kondor Moderro. I remember making that the night I got back from the Episode II screening. We had a creative meeting in Mr Director's hotel room; he told us his plans for the character and asked if it was possible to add a new alien to K1 since we’d have to record all Moderro's scenes on PC anyway, given that he was a new character. Bastila’s outfit was another addition and in that case it was actually because there wasn’t a mod for it. Again, we knew her scenes would be another PC thing (you can’t use the Xbox freecam during those duels) so Mr Director thought of changing her outfit. He saw something he liked online but the mod was never released, so I came up with an approximation to use for the film. Things have changed since then - from now on, we’re recording everything on PC and the new projects involve new characters and locations that most definitely will involve new assets. But from our past works, only a few isolated bits come to mind. And for those, the most common scenario is that it simply hasn’t occurred to us to release it. As I mentioned before, Mr Director is an Xbox guy, and of the animator trio I’m the only one who has released mods at all. I’ve been on the modding scene as long as I’ve been working on these movies, but the other guys only got into this stuff for the films. So the real question is why JC hasn’t released anything. Again, the usual answer is I didn’t think of it. I’m really bad at releasing things. I have tons and tons of unreleased material - unfinished or abandoned project, things I changed my mind about, or some stuff I just haven’t used yet. Logan’s Episode III outfit was one such case. That was one of a bunch of textures I made back in 2009 and I still haven’t used the others for anything. I have a backlog of useless assets and a lot of it I don’t think is worth releasing. Not necessarily because it’s bad (and a lot of it is) but because of the futility of it. “A bunch of robe recolors I made in 2009” doesn’t sound appealing for a mod. Plus there’s all the work required to test the mod (I don’t get much time to play the games these days) and write up a proper installer so it will be compatible with other mods (I usually manually edit my 2DAs and other files and have a totally garbage build with years of such clutter that barely works for recording purposes) and taking screenshots (I hate taking screenshots) and so on. The mods I actually do release are only released thanks to a focused, concentrated effort to release them instead of letting them sit on one of my hard drives forever. There’s more in there I’ve forgotten than I remember. My incompetence aside, there are a few cases where we’re specifically reluctant to release our assets. It’s not the case for everything, and we likely could be persuaded to release some things, but it’s an ongoing concern for us that our films contain a lot of new content and don’t come across as footage of a 15-year-old video game. We want everything we make for the films to look and feel new, and to release that content, if you could see all the same stuff outside of our films, there’s a risk it could detract from that experience. I don’t feel that way about everything, but I do have mixed feelings. And because I’m not working on these films alone, even if the material in question is something I made on my own, if it’s I made it specifically for one of the films then I wouldn’t feel comfortable releasing it without getting the other guys’ approval first. And even though I think they’d probably say yes for some of it, I haven’t done so because there isn’t anything I’m particularly motivated to release. I made all this stuff for the films, not as mods. That goes for a lot of my own stuff as well. Some assets I have made with several uses in mind, such as my head resource, which end up being used in the films but weren’t made with that specific intent. When tha does come to mind, I do set it aside for release. But most of the time, I’m in one of two mindsets on this. Film, or mod. I don’t usually think of doing two things. If there’s anything from our films that you’d like to see released as a mod, the most proactive thing you can do is let us know. We can only say no on a case by case basis and we have to know what in particular people want released. It’s not like we’re hoarding all our files, but even though we know that generally there’s probably stuff from our films that people would want, we aren’t inclined to upload anything in particular without some nudging first. We gotta know what you want then and you gotta make us let it go. So if you make a mod request for it, then we can address the matter. I couldn’t end this post without a little promotion. If you want to talk about the movies to us directly, you can join our new discord. And if you’re reading this but you haven’t seen any of our KOTOR movies, the best place to start is with the Episode I: A Familiar Path Special Edition.
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0 pointsCurrent progress on the K2 models: I can't stop fussing over the collar texture. I look at mine and think it's too flat, could use some work, and keep trying different things. On the other hand, I ask myself if it looks as bad as the original and... well, obviously. I don't know when to give up on it.
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0 pointsNot if you consider SWTOR as canon! From Wookieepedia . . . Don't mess with poor Trask. It's bad enough he had to be a tutorial spouting sacrificial lamb. Don't pour salt in the wounds!
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0 pointsWell DarthParametric is to thank for the .bat file. The header.bin is just the first 58 bytes of one of the basegame .wav files
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