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Showing content with the highest reputation on 08/07/2018 in all areas
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2 pointsBoy have I missed roleplaying. Glad to see it back. Name: Varik Athzaria Class: Jedi Sentinel Occupation: Jedi Knight Equipment: Two violet lightsabers; cortosis forearm sheaths (encompass the entirety of his forearms and are useful for deflecting lightsabers ); vintage red and yellow Neo-Crusader robes Age: 26 Force abilities: Telekinesis; Force speed; basic mind tricks Biography: A duelist at heart, Varik is a tireless swordsman who has dedicated his life to perfecting the art of swordplay. His signature style is a combination of Juyo and Jar'Kai, which results in a cacophony of blindingly fast and powerful strikes. Varik places great emphasis on strength training within his exercise routine, and it allows him to swing a lightsaber with great power using only one hand. Versatile, and always looking to gain a one-up on his opponents, Varik has training in numerous unarmed combat styles, such as various Echani martial arts, as well as Stava. Due to his focus on lightsaber combat, his abilities using the Force are not as well developed beyond a rudimentary level, and as such he primarily uses it latently during combat. Varik's obsession with knowledge relating to combat led him to seek out ancient Sith combat techniques from Tulak Hord's holocron. This had led to a very messy situation which involved a near-death experience at the Korriban academy and an attempted possession by Tulak Hord himself. This event left Varik scarred for a time. As a person, Varik is reserved and cool-headed. He primarily keeps to himself and often spends his off-time training. He has remained in close contact with his family on Onderon despite the Jedi precedent against maintaining relationships with them. Therefore, when things get personal and involve family, Varik will act nothing but impulsively. Such an incident occurred when a Sith Master killed several of Varik's family, as well as numerous nobles, and attempted to assassinate the Onderonian king and impose himself as regent to bring the planet under Sith control. Varik responded by slaughtering both him and the entire Royal Palace guard. When it comes to making risky decisions, he has no qualms with sacrificing innocents for either the good of more people or for the advancement of his task at hand. His penchant for never attempting to save everybody in a given situation has made him unpopular to some other Jedi within the Order.
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1 point
Version 1.5
77,364 downloads
WARNING: You must download all seven (7) parts of the BoS 1.0 before trying to unpack them. The unpacker should unpack them all in a row if you start unpacking the .part01.rar file!!! A note about the 1.5 bundled release: The 1.5 bundled release has some bugs fixed, but it is also in preparation for an eventual 2.0 release that will only have 1 installer. This 1.5 release still has both the 1.0 and the 1.1 downloads, so you will need to download both files. Bugs fixed by this bundled release are listed below. This pack includes several fixes for BoS:SR, done by LiliArch. Source files included. Original 1.0 Review from Filefront: Original 1.1 Review from Filefront: -
1 point
Version 2.0
6,865 downloads
When you first arrive at Dantooine, you start your training to be a Jedi, after a long dialog/cutscene of your player learning the ways of the force - Master Zhar sends you off to Master Dorak who will guide you through choosing a lightsaber crystal. You speak to Dorak and he tells you about the colours of a lightsaber, although you only get to choose, blue, green & yellow, what position within the order they're associated with and then you get to choose your class and colour. You go back to Zhar and then you make your lightsaber. Now here is where this little mod comes into effect, normally you'd go to the workbench, fiddle around with nothing and look like a total pleb while doing it, by you I mean your PC not you personally - I'm sure you don't look like a pleb, anyway after that you then have a nice whatever colour you chose lightsaber. What this mod does is, before you go over to the workbench, you'll have two questions to answer - the first is what kind of lightsaber you'd like and the choices are; * Standard Lightsaber * Double-Bladed Lightsaber * Short lightsaber The second question is which colour would you like, now it is important what you select here because you won't get the colour you told Dorak earlier you will get the colour you select now. Anyway we now have more choices, you can select any default game colour you'd like instead of just blue, green or yellow. The choices are; * Blue * Green * Yellow * Red * Purple After selecting the type and colour of the lightsaber, your PC will go to the workbench and look like a pleb while fiddling with nothing, like normal. If you already have a file called dan13_zhar.dlg in your override folder, or packaged into a .mod file, then you will have problems with this, if this is the case PM on Lucas Forums or mine (deadlystream.com) with the name of the mod that file came from and I'll contact the author and see if I can make them compatible. There shouldn't be any bugs or glitches with this but if you do find one please let me know. Installation: Copy the 'override' folder into your main KOTOR directory. To uninstall delete the files 'dan13_zhar.dlg' & 'deadly_g1 - g15.ncs' from your override folder. -
1 pointIt generates a solid white channel only if there isn't an alpha channel given in the input image. On the plus side, I've tested stuffing unrelated things into the alpha channel of normal maps and the game doesn't seem to care. I put ambient occlusion in there sometimes... so you should be fine storing your height maps in there. So it is... If I am reading the issue correctly, the wrist issue should be present on the default p_handmaidenba.mdl file when adding tangent space & normal map? Just in terms of being able to easily replicate the issue for debugging. @bead-v interesting. I haven't done any world translation for the tangent space basis yet (IIRC). I don't actually expect this issue to be quite so directly similar. I'm thinking you need to do something more like rotating the UV map coordinates (per-island?) to match the coordinate system of the world in order for all tangent space bases to be compatible (whereas, right now, they are all mesh/UV island relative, so don't smooth together properly). How that works mathematically isn't something I know off the top of my head, that's just an initial idea.
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1 point
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1 pointWill there be a "vanilla texture" version of this mod?
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1 pointMy next mod is out!: https://deadlystream.com/files/file/1331-k1-the-revelation-cutscene-remake/
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1 pointDumb problem is dumb. So, so dumb. After "fixing" my model - I decided to start over with the arms, imported the original meshes, did a new skin wrap without chopping the arms up this time - I still encountered the highlight issues on the wrists. I barely touched the wrists that time, so it turns out it wasn't anything I broke. A surprise, to be sure, but a welcome one. It took me a while to connect the dots, and I couldn't have done it without you guys, but it finally makes sense. It seems that for the tangent space calculations, direction matters. Up always has to be up. And there's probably a very good mathematical reason for that, but without knowing that, and without having reason to check for that, it took me days to see the problem on the original game UVW map. The arm UV islands point down, with the wrists at the bottom of the map. The hand UV islands, however, point up, with the wrists and the base of each finger at the bottom. Just as the polarity of the UV islands was causing a problem on the shoulder seams, the differing orientation was causing the problem on the wrist seams. Probably most of what you listed were, yeah. The only part I did an extensive mapping on was the torso. I un-mirrored and realigned the skin part and completely remapped the underwear part. For most everything else, I only moved the UV islands around to make room on the texture. The boots and necklace were from her clothing model. MDLOps had other problems with it:
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1 pointFirst RP in the new Role-play section will be going up shortly
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1 pointSome additional masks: I still need a few more, particularly for the full face masks, but I have enough to start trying to figure out what replaces what. I plan to edit UTIs to point to the new models, rather than just overwrite the vanilla models. That will allow for swapping things around a bit. Here's how the vanilla items are set up: I figure the Eradicator mask in the first post is an obvious choice for the Sith mask, but I'm open to suggestions for which other items should get which model.
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1 pointPlaying around with some of the Jedi Knight visors. I think they will be good replacements for some of the vanilla masks: I haven't adjusted the textures yet, so they are still their default (mostly) brown. I also need to add some glow meshes for the first one, like you can see in the second and third ones. I think I'll also use an envmap for the lenses, give them a bit of reflection. Perhaps the first two could also have their lenses changed from black to something more bluish like the other two.
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0 pointsThat awkward moment finding that I broke the installer to one of my mods almost exactly 3 years ago without realizing it.