Leaderboard


Popular Content

Showing content with the highest reputation on 09/25/2018 in Posts

  1. 2 points
    Today I have two finished skyboxes for you. Though, to be honest, both were very close to completion already. Let's start with Korriban. Not much has changed since I last showed that skybox. I just did my ususal model changes and then also some changes to the ingame lightmap so that the statues are more in the shadow and blend better with the skybox. On top of that, I removed the fog. But the most important change is probably the new ground color that looks absolutely ridiculous with normal lighting and atmosphere but matches the ingame terrain when lit properly: With that out of the way, here's a render and two screenshots. The first one shows the new terrain color blending with the area model and the second one shows the new lightmaps and the disabled fog. The second skybox that is now finished is Coruscant. The only thing that was missing here is the fixed model. I also finished the model edits for Telos so that skybox is also fully done now. But you've seen those screenshots before, so I won't show them again.
  2. 2 points
    Also, rather than checking each crystal's tag, you could just check the base item type: if( GetBaseItemType(oItem) == BASE_ITEM_LIGHTSABER_CRYSTALS ) That way it'll apply to modded crystal items as well. Assuming the price change method actually checks out, I can think of at least one other merchant that would benefit from such adjustment. Everybody in the game says to go to Fazza to sell wraid plates, but of course he buys them at the same default price as anybody, which means it's more profitable to trek all the way to Yavin and sell them there with Suvam's discount.
  3. 1 point
  4. 1 point
    Oh well. I guess I didn't need to work on this texture after all. At least it didn't take long and it was finished before I heard the news. Thanks for the info anyway, eb and DP!
  5. 1 point
    The code is now up on GitHub https://github.com/KobaltBlu/KotOR.js/ If anyone is looking to get involved hit me up
  6. 1 point
    It's either covered over with a different set of panels, or they use a completely different model instead. From what I can tell, the turret module the game uses is M12AB, which uses models M12ab_MGT01 through to M12ab_MGT07. All of these models only contain a "modelhook", no geometry of their own. They also have animations, so I gather that is how they handle the enemy fighters. Hook them on to the dummies and then remove them when the game registers a hit with the turret. I guess the turret geometry itself must also be loaded this way, but there are no references in the layout or models themselves.
  7. 1 point
    The only models in either game that reference it are MGF_carthturret and MGF_turlights (the former comprising the majority of the turret window and surrounds, the latter being some additional computer panels), both in K1. Both would appear to be part of the turrent minigame, but I see no reference to them in any layout. Looking at mgf_ebonhawk.lyt, it only references MGF_turretcam. I would guess MGF stands for something like "Mini-Game Fighters".
  8. 1 point
    You shouldn't need to do that. A less complicated way (no messy 2DA editing) would be to use one of Crattis' local booleans. This is done more often in K2, with several numbers being reserved for such things, but in K1, local booleans 49 through 58 are unused as far as I can tell. Local booleans are set and checked the same way as global booleans, except they are set and checked for a specific object, in this case Crattis.
  9. 1 point
    What I am trying to accomplish here is not to have a merchant buy everything for more or less. I aim to make a merchant buy and sell only some particular items (any crystal) for more. At the moment I changed k_pdan_generals.ncs as following (I had to crate a new Global Boolean just to keep track of Crattis' proposal to buy the crystals) and it seems to be working fine but I am not really very confident about it: void main() { object oPC = GetPCSpeaker(); object oStore = GetObjectByTag("dan_general"); object oItem = GetFirstItemInInventory(oPC); if (GetGlobalBoolean("CRATTIS_CRYSTAL") == TRUE) { while(oItem != OBJECT_INVALID) { if ((GetTag(oItem) == "g_w_sbrcrstl01") || (GetTag(oItem) == "G_W_SBRCRSTL02") || (GetTag(oItem) == "G_W_SBRCRSTL03") || (GetTag(oItem) == "G_W_SBRCRSTL04") || (GetTag(oItem) == "G_W_SBRCRSTL05") || (GetTag(oItem) == "G_W_SBRCRSTL06") || (GetTag(oItem) == "G_W_SBRCRSTL07") || (GetTag(oItem) == "G_W_SBRCRSTL08") || (GetTag(oItem) == "G_W_SBRCRSTL09") || (GetTag(oItem) == "G_W_SBRCRSTL10") || (GetTag(oItem) == "G_W_SBRCRSTL11") || (GetTag(oItem) == "G_W_SBRCRSTL12") || (GetTag(oItem) == "G_W_SBRCRSTL13") || (GetTag(oItem) == "G_W_SBRCRSTL14") || (GetTag(oItem) == "G_W_SBRCRSTL15") || (GetTag(oItem) == "G_W_SBRCRSTL16")|| (GetTag(oItem) == "G_W_SBRCRSTL17")|| (GetTag(oItem) == "G_W_SBRCRSTL18")|| (GetTag(oItem) == "G_W_SBRCRSTL19")) { ChangeItemCost(GetTag(oItem), 1.25); DelayCommand(1.0, ChangeItemCost(GetTag(oItem), 1.0)); } oItem=GetNextItemInInventory(oPC); } } DelayCommand(0.2, OpenStore(oStore, oPC, 0, 0)); } Suggestion for code improvements always very welcome. Thanks!
  10. 1 point
    Not a tutorial but this post helped me with the missing animations:
  11. 1 point
    New entry. enjoy. Credit to @Sith Holocron for the beautiful intro and thumbnail for the video.
  12. 1 point
    Sorry for the extended hiatus folks. As an apology, I have released a new video for the project, a preview of the previously unseen cantina! I am ramping up production for the fall after a very busy summer for me, so expect more updates in the coming months.
  13. 0 points
    Each of the Universes listed by you, has its own unique style and it is by no means a fact, that when you unite the universes, something new and interesting will be born. It's not in the Universe, in my opinion, the SW is more than self-sufficient, but that Disney does not have an interesting idea, as George Lucas had it, to captivate the viewer.