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Showing content with the highest reputation on 07/24/2018 in all areas

  1. 3 points
  2. 2 points
    Lowering the brightness of the screen it makes me think in Blade Runner's chinatown. If it had the electric sound of the film almost you could expect to see some replicant instead a Sith. I love it. Looks very fine ... and shiny
  3. 1 point

    Version 1.0.0

    1,655 downloads

    This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male 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. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. 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 and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  4. 1 point

    Version 1.1

    10,875 downloads

    This mod adds 3 custom Revan items (with history description). ALL upgradeable!! -Revan's Robes (in-game model with cape and hood), -a single blade lightsaber -and a double-bladed lightsaber. PLUS, contains 3 different choices on where to find them (for those who don't like to use the console), complete with an in-game datapad to explain why you found them there. PLEASE read the included readme file on instructions. ALSO, if you choose to use a placeable, it may be necessary to add all 3 items to your override. Otherwise you may get a 'null grenade' (or crash). I tried not to make these uber-items, but some of the bonuses can be avoided by not upgrading. That and since it was my first mod, I couldn't resist. Most can be explained with the histories of the items, or by Revan's story itself (in-game). Afterall, anything is possible in StarWars... USAGE: At the console (cheats must be enabled) type: giveitem g_w_lghtsbr25 - Revan's Lightsaber giveitem g_w_dblsbr025 - Revan's Double-Bladed Lightsaber giveitem revan_mod_robes - Revan's Robes ++IMPORTANT++ The zip file also contains placeables considering where you would like to find the items in game (for those who don't want to use the console). Just extract the contents of the particular placeable (location) files into your Override directory. ONLY CHOOSE 1 OF THE 3 PLACEABLES, otherwise you'll wind up with 3 complete sets! ALSO, if you choose to use a placeable, it may be necessary to add all 3 items to your override. Otherwise you may get a 'null grenade' (or crash). Contains placeables for: Taris Undercity - Sith corpse where you find the Rakghoul serum Taris Sith Base - Strongbox where you fight the Governor Dantooine Ruins - On Nemo Be sure to read the datapads (in-game) for the explanations of why you found the items there.
  5. 1 point
    So it appears Disney has enough of a heart to at least finish the Clone Wars series. For those who don't know, when Disney purchased Star Wars from George Lucas in 2012/13 and refreshed the Canon Disney essentially wanted to jump into Rebels as soon as possible though Star Wars The Clone Wars TV Series, which was on its 5th Season, stood in the way of that. TCW was immediately removed from Cartoon Network and its 6th season became a Netflix series and it's planned Season 7 and 8 Seasons where scrapped. Many stories from Season 7 and 8 became their own Novels/Comic book as these seasons intended to wrap up the story arc of some TCW characters. Some (Or maybe all) Season 7 episodes were in their "Skeleton" phase. Stories where set, VO work was done, though the animation didn't have it's final touch and was very "boney" to look at (imagine a normal TCW episode but on a really low budget.) I've seen those Season 7 "skeleton" episodes and I can say for a fact What are your opinions on this? Will you be seeing the new episodes or is the TLJ still fresh in your mind? (I feel the TLJ's failure is what brought this back, what with outraged fanboys boycotting Solo Disney must really be desperate get the Millions Solo would have been worth had no one boycotted it)
  6. 1 point
    Yeah, I've been going back and forth with that. I've tried it all connected but I just get too much distortion since the angles are inconsistent. The unwrapped polys I can make work at this point, but yeah, I totally get what you're saying. And yeah, it's basically a half-sphere, it's the base of the map. Exactly what @DarthParametric said. I ended up splitting this model a lot more than I had intended, but I think things will be much easier for in the long run, also considering I'd be making 5 different models.
  7. 1 point
    I didn't mean it like that. Maybe you just weren't using all the tools at your disposal. ❤️ Unfortunately, I don't really like the way that would make Calo Nord feel. (Before I go on, this is vastly more of a problem I have with the vanilla game rather than with your Selven (even if she does turn out to be harder than the story fight.)) While I like the idea of having Selven be an optional mini-boss that's harder than the story progression boss (sort of like Nameless King in DS3), it throws a lot of shade Calo's way and makes him seem insignificant. Selven is the most dangerous assassin on Taris, but Calo's supposed to be one of the (if not the) best bounty hunters in the galaxy. Making Selven's fight anywhere close to the difficulty of Calo/Davik already makes her seem supremely bad***. Making it harder just further diminishes Calo Nord (especially in the eyes of a first-time player) to the guy that talks big (despite his stature lol) but goes down like a chump, which isn't what I think BioWare intended (from my point of view at least). First, you hear Mission talk him up like he's the best thing since Tarisian ale, then twice you get to see him in action (one of which he instagibs you if you try to talk to him), but then you find out he's just another one of Davik's/The Exchange's lackeys. They even make it seem like he and Canderous are rivals when based upon what we had seen and heard up until that point, Calo's in a whole different league. I really wish that Calo could just not be in Davik's estate at all, so that then when he comes after you post-first star map, he's unbelievably intimidating. He'd be the guy that, last time you saw him, shot you dead without so much as lifting a finger, rather than the guy who barely escaped you alive back when you weren't even a jedi yet. They took such a hard left turn with how they presented him. It's very jarring. Haha. Sorry. </ventsession> But yeah, I'd prefer if you didn't exacerbate this problem if at all possible. If there's one mod that would be at the top of my request list, taking Calo out of Davik's estate would definitely be it. It'll probably never happen though since you'd also have to redo two cutscenes and a bunch of other stuff. Sad day. It's funny when you think about it. He's a far more important character, but he basically got the same treatment that Selven did. "It's like poetry; they rhyme." as the man once said. Sheesh, how many force powers do you need? 😅Never been my style. I think if they baited out her vibroblade and ran her through some mines it still wouldn't be so bad, but I see your point.
  8. 1 point
    I'd hazard a guess that it's tied to mirrored UVs. Might need to try a fully unmirrored head and see what happens. Edit: OK, it seems like this might be an artefact of using GLIntercept? If I turn on solo mode and just run around using the standard game 1st person camera it seems to be smoothing across meshes properly on all sides. But when using the GLI FreeCam you get the weird shading issue. I guess it's related to how it doesn't re-render culled offscreen elements? Edit 2: Yes, my bad, it was GLIntercept. I didn't realise it previously, but by default it has a lighting adjustment function and that seems to have been screwing the shading up. By setting: AdjustGLLighting = False; in GLIntercept\Plugins\GLFreeCam\config.ini it is disabled and the shading in the game remains working properly. Apologies for besmirching your honour @bead-v.
  9. 1 point
    I'm running a blaster build this go-round so my PC's a good bit harder to hit, but the main problem was that I ran out of shields. I think if I have the shields and especially the mines from the Undercity/Sewers to play with then it would be quite do-able. That's exactly my point, though. Way I see it, if I can beat her on Imp, then an average player should be able to do it on Normal. So basically just think of me as a play tester for balance. I don't want the fight to be overly hard certainly, but I wouldn't mind it being the second hardest fight on the planet (after Calo/Davik)
  10. 1 point
  11. 1 point
    That's the unwrap. It's how you apply a 2D texture to a 3D object. Think about the sort of thing you probably did as a kid, making cubes and other shapes out of paper: It's the same idea, just in reverse. The texture will conform to the unwrap. You can use a template like that when texturing by hand.
  12. 1 point
    Right click on the game folder, choose Properties, uncheck Read-Only, hit Apply. And you really shouldn't install things in Program Files. That just causes problems.
  13. 1 point
    Okay, I think I have a map I like at this point...
  14. 1 point
    I agree. I say "it makes sense with the story" not becoming a Jedi from the start. I'd never recommand this MOD to anyone that hasn't played KotOR yet. But if you already know the game and can overpass the story a little this MOD is a new way to affront the challenges of the early part of the game, nothing else. Well... not empirical tested yet but I suposse a most powerful Jedi too at the later part of the game...
  15. 1 point
    I'm most concerned about the story aspects of this mod. Bastila's whole dialogue on Taris and the early part of Dantooine wouldn't make sense now.
  16. 1 point
    Very happy to report that it is absolutely mathematically impossible to beat her as soon as you can enter the area. At least on the hardest difficulty. Maybe if she didn't do 60 DPR 1 hour into the game lmao. I'll keep coming back to see at what point I can get her. I think if I have more shields and grenades, I may still be able to pull it off with only two party members, but we'll see. I noticed what appears to be 3 points of unstoppable damage BTW. 😉
  17. 1 point
    Congratulations on the new version! Cheers!
  18. 1 point
    That would make a lot more sense. There's a feature in Blender that basically does that. What I found to be the most odd thing, is that these little guys.... ....are mapped to literally the whole texture. I'm not at my comp, but the UV basically looks like this: I mean, I get that 1 side of the pyramid is all light, but c'mooooooon.
  19. 0 points
    Yeah, I don't like where this thread is headed. I'm going to lock it now.