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Showing content with the highest reputation on 07/16/2018 in Posts

  1. 5 points
    Testing out the Dodonna model sidetracked me to a new tangent - fixing those god-awful stunt models in the endgame cutscenes. First up is the Dark Side version, replacing the droids: Interestingly, my framerate in this scene is pretty terrible even in the vanilla version. I have a GTX 1080Ti so I'm not exactly hurting for raw GPU horsepower, but it drops to sub-40 fps in certain places. The replacement version of the droids can see it dip below 30 with shadows enabled (it's about 5fps better with their shadows disabled). Next up is the cardboard cutout people. Bioware didn't use a flipbook (animated texture) for those. Instead they have a bunch of planes with static textures in slightly different poses, and they animate the alpha values of the meshes to blend between them. It seems an odd choice, but perhaps that was a more efficient use of memory or GPU for the Xbox. The DS versions are particularly terrible, as they just sort of wobble side-to-side. At least in the LS version they are clapping, which looks a lot better.
  2. 2 points
    Selven . . . Honey. . . Get a restraining order because ebmar is stalking you.
  3. 2 points
    Just finished reading the Marvel comic Thrawn #6, and noticed a little nod to the Ebon Hawk in there. The ship in the comic is just really in the background, and it isn't a perfect replica (its symmetrical) , but it seems clearly based on the Ebon Hawk design - but I thought it was a nice Easter Egg if it was planned. I wouldn't be surprised if it is deliberate, given the comic is a prequel to the Rebels cartoon, which featured the Hammerhead Corvettes On page #17 when an insurgent fleet drops out of lightspeed, we see the back of what looks like the Ebon Hawk, flying next to what looks like a YT-2000: Then on page 20, we get frontal views of the ship (there are actually two ships of this class on the page): Anyways, I thought I would share as somebody else might also get a kick out of this
  4. 1 point
    Upvoted your thread on Reddit. (Help Constar out and help spread the word!)
  5. 1 point
    Yeah, I'd be for something like that for sure. I dunno if I'd call it a bug fix, per se, but something to bring the game more in line with its own rules By the way, AFP, I thought I'd mention something I noticed while I was playing today - that first room to the left when you enter the Harbinger. There's a little set of windows through which you can see Peragus and the tube thing you walked in through. If you move the camera right, Peragus abruptly cuts off when it should go on significantly further. Also, you can't see the walkway or huuuuuge window to where Atton was standing in the main area. As far as I know, no one has ever made a mod to correct this before, though (Sorry for the lack of screenshot - for some reason, every time I try, it comes out completely black)
  6. 1 point
    The positioning needs to be adjusted to better fit the camera angles, and the sprites at the back are probably a bit too dense, but this arrangement seems to give a pretty acceptable level of performance. Dropped maybe ~10fps in the final shot, which is consistently the worst performing section. I used lite models for the Sith officers. I could possibly play around more with that, see if I can bulk out the numbers whilst camouflaging the low poly stuff as much as possible. It's also lacking any sort of Sith/Dark Jedi, so some of those need to be sprinkled in.
  7. 1 point
    Maybe adding one more line in .txi data would do something nice on your end. As it seems, on my end; everything looks amazing to be honest 😂 blending punchthrough clamp 3 I'm attaching a screencap of my end result from DP's latest attempt with the alpha: Alternative2_LDA_leaf02.7z and my attempt with the alpha: Alternative_LDA_leaf02_Alpha_v1.7z using the earlier attached file from DP. Alternative 1 is my attempt. Alternative 2 is DP's latest attempt.
  8. 1 point
    Yeah I think you need to fix your alpha mask. Edit: I'm not sure if this will be an improvement or not Alternative2_LDA_leaf02.7z
  9. 0 points
    Hi, guys I'm playing KotOR1 (no Restoration, no MOD's, no Patches; 4 cd's spanish, 1.00 version) and I've found an issue that never had found before in others playthroughs of K1. Knowing time ago about the problem completing Juhani's side quest before getting your 4th Star Map which prevents trigger the messenger of the "Special Items Shop" at Korriban, I delayed her quest -not the talks with she- until I get the invitation of the shop (including, for my playthrough, finishing all the others NPC's Side Quests except finding Carth's son). After get the invitation I triggered the first encounter with Xor with no problems but now he doesn't appears again. Boarding/unboarding the Hawk, flying to others planets several times (of course walking the "Triggering Zones") but nothing. Reading this topic in your pages and reading about changing the value of the global number K_XOR_AMBUSH, I tried with KSE and my last save and found the value is set to 0. I've changed it setting the value to 1 and... It has worked!!!!!!!! triggering, finally, the last encounter with Xor. Checking with KSE a later save after Xor's death, the value was automatically set to 2. As far as I can see at this moment (still in Korriban, before the last Star Map and before find Carth's son -my last loose end of all NPC's SQ and "triggerings") the trick works with no further problems. Dustil encounter is not a "triggered encounter" but I was afraid that, somehow, could affect Carth's son Quest, not closed yet. Happily, I've finished this SQ too without problems. Maybe this can be useful for those users who hasn't applied any Patch or Fix to the game and a manner of emergence solution (like me). Oh, by the way, if someone choose this line of action, before change nothing, make a backup of the save game. The surprises would'nt be surprises if they're not surprises...