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Showing content with the highest reputation on 10/09/2018 in Posts
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3 pointsEarly-ish Taris tests: This picture actually shows three things that are all work in progress and were at the time I took this picture not really blending together. First of all there's the skybox with the very distant buildings. The sky itself is pretty much done although I might make the clouds darker again to get closer to the vanilla look. (I brightened them up as that looked better IMO, but I'll give the darker clouds another shot once the rest is done). Then there are the 2d backdrop buildings on the right side of the image. Those were rendered in 3ds Max. And finally there's the cubemap used for the 3d buildings. Now, obviously the skybox buildings and the rest don't match here. Also the 2d buildings were rendered using the horrible vanilla "Taris cubemap" which made them blend very well with the 3d buildings but also made them look terrible as a result. In the screenshot above I have already replaced the cubemap with a copy of the skybox but I have not yet rerendered the backdrops. Since then I've rerendered the 2d backdrops which already helped a lot but they still need some tweaking. I've also done a lot more to fake the blue-pink-ish lighting for the buildings seen in the skybox itself. They're also farther away. These changes all helped with blending the three layers of cityscape together. My goal now is to make this blending even better by adjusting the lighting of both the backdrop and skybox buildings and by adjusting the lightmaps for the backdop buildings to simulate the different lighting conditions they're in while only having one texture for all directions. I'll keep you updated.
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1 pointIn this Topic i want to share my current progress on a project to make the visual appearance of the Planets in Kotor 2 more appealing. While learning to create textures in my previous Mods like the Complete Overhaul Series for K1, this mod is the end- product of that process over the years. The overall goal of this mod is to bring more of the movie flair to the game by emulating the panel designs of the Prequel, Sequel Trilogy and (perhaps in the future) Battlefront II. I know this is a very ambitious project so i cant tell if im able to pull it off in time, but while its already covering large parts of the game, i try to improve it, by adding some textures here and there from time to time. WIP Screenshots:
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1 pointIt's time to dust off something from the old lapsed mods bin. Some of you might know of my Saber Workshop mod for K2. It adds a saber workshop to the Ebon Hawk and lets you mess about with lightsabers so you aren't stuck with unwanted randomly-generated ones. A while back - almost two years ago, according to my records - I was working on a version for K1. I let it lapse because couldn't make up my mind about some things. I'm making this topic so I can ramble on about that and so anyone who wants can tell me what to do, either for that or for an update to the K2 version. For the K1 version, here's what I know it should do: You can choose your lightsaber color when you first make your lightsaber. You don't have to pick the one that goes with your class. You can choose your lightsaber type when you first make your lightsaber, just as you can in K2. Five new lightsaber colors: cyan, orange, silver, viridian, and pink. In other words, all the colors available in K2. Plus pink. Because pink is rad. You can modify the color of the Heart of the Guardian and Mantle of the Force crystals, so you aren't stuck with a certain color because it has better stats. I haven't decided whether this would mean getting rid of the unique colors (they would respectively be replaced by orange and cyan) or if there would be a new version for each color. That's because each new color requires a new model and there's a limit of 255 total models. More on that problem later. You can change the lightsaber type, as you can in the K2 version of the saber workshop. Saber workshops can be found on Dantooine, Korriban, and on the Ebon Hawk. Most of this is already implemented. I was also thinking of adding new crystal types. Since K1 lacks the other upgrade types (energy cell, emitter matrix, lens) I was hoping to add more options through new crystals. These would be color crystals, like Heart of the Guardian and Mantle of the Force, that alter the saber's stats while still allowing for the placement of two power crystals. Although they would function as color crystals, they would be available in all the standard colors. I was working on four varieties: Unstable Crystal +1d6 electricity, -2 attack, -1 defense Glitchy blade effect like Kylo Ren's. I believe The Force Unleashed had them in a bunch of colors. This would add damage, but also have a penalty to attack and defense, as the blade is more difficult to control. I added it in red and I was considering the other colors - but again, the model limit comes into play. Still more on that later. Compressed Energy Crystal -1 damage, +2 attack, +1 defense, keen If I recall correctly, this one was also in The Force Unleashed. It gives the saber a narrower beam, which I intended to translate to a penalty to damage but a bonus to attack and defense, as well as the "keen" property that increases the critical threat range. However, I could find no way to reduce a weapon's damage without affecting all other weapons of the same type. There are ways around that, but I didn't like any of them. So I wasn't sure what to do. I could do it with one of the messier ways, or I could change the stats to something else. But there needed to be some negative to offset the bonus. Crystal Lens +1 energy, -2 attack, +2 blaster deflection This one was inspired by some of the lens upgrades in K2. This crystal gives the saber a wider beam but less wieldy beam, which makes it hurt more and helps with deflecting blasters, but comes with a penalty to attack. I was also thinking of adding more Force-attuned crystals like Heart of the Guardian and Mantle of the Force, though I never had any specific plans. I also toyed with changing the lightsaber types a bit. This was the key area where I kept going back and forth on what I wanted to do... I wanted to add the longsaber - like Malak's. This would function as a two-handed weapon, like a greatsword in RPGs. In order to do this, however, I would have to replace the short lightsaber. That's due to the way the upgrade system works; you can only have three types in there. The base stats would be: 3d8 energy, critical 20-20 x3. It would receive the same bonus from the Dueling feats as standard lightsabers. And it could receive all the usual crystal upgrades, and the new ones. I considered retaining the short lightsaber, while losing the ability to upgrade it. That means no upgrades of any kind - none of the usual ones from the game, none of the new ones either. To offset this shortcoming, the short lightsaber would grant the Master Two-Weapon Fighting feat. However, you would only be able to use it in your off hand. Because if that weren't the case the game would let you use the small one in your main hand and the big one in your off hand and give you the same bonus, and that wouldn't make sense. I was also working on adding some other types, such as the dual-phase lightsaber. Any new types would not be upgradeable, however. I also had more elaborate ideas for the long term and this is where that model limit I keep talking about comes into play. I'm not very good at 3D modeling, but I've been trying to learn, and I've thought about adding new hilts if I ever managed to make any decent ones. Maybe some modelers would be willing to donate models as well. I came up with a system for how I would implement them, given the limitations of the game's upgrade system. A lightsaber would be composed of five parts: crystal, hilt, energy cell, emitter matrix, and lens. Mechanically, in the standard game the crystal performs the role of both the crystal and the hilt in my system - in that whatever crystal you put into the saber determines what model it gets. That's the crux of the problem. The mod would add new hilt items. The workshop would let you put crystals into the hilts, or take them out, or whatever. In other words, you can change the hilt type and then proceed to upgrade it in the usual manner. Hilts could be found or made. For example, if you find a rancor tooth, perhaps you could make a rancor tooth hilt. The emitter matrix would determine the lightsaber type. There would be the standard type, which goes into all three upgradeable varieties. Then there would also be exotic ones such as dual-phase, crossguard, and curved. Depending on the models available, of course. Sabers made with exotic emitters could not be upgraded, due to the game limitations. This would possibly include the short lightsaber, if it were to be replaced by the longsaber in the upgrade system. The big issue here is that with 10 colors and up to 3 variations of those colors, 30 total, there can only be about 8 hilts per saber type. 12 hilts if one style is dropped, 24 if two. There's a little wiggle room but not much. I don't know what if any hilt models will be added with this mod, so I could just use all the space I want for colors, but then it wouldn't be compatible with any hilt mods. So the point of all this is I don't know what's the best idea, what someone using the mod would actually want. I'm looking for any general input, but more specifically: Do people feel strongly about the short lightsaber? Either way - retaining it or replacing it with something else? Is the longsaber worth adding? Even if it means getting rid of something else? Are the new color options worth having at the expense of hilt options, or should extra room for hilts be prioritized?
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1 pointHello everyone, I'vee been fiddling with gmax and kotor these days and would like to show you some stuff I've been working on. The idea is to release one or more mods with outfits variants for some companions or secondary characters. I´ve made a version of Mission without her vest, one of Jolee with a hood and an open jacket carth version (Inspired in Kotor Comics and mod by Kha that was never released). Here you can see some pics: There is still some clipping issues to solve with the Jolee hooded model, and I'm having problems exporting the Carth model with the new applied texture , apparently due to a conflict between the "skin" and "unwrap uwv" modifiers. I´m trying to find the error because in the other models I did'nt have the same problem. In any case I tried to export it without the texture to the game and seems to be functional (Here there is an Ingame image). Well, hope someone is interested, on it, I usually have very little free time so I don't expect to finish soon, but anyways I still work on it and hope to finish some day. Opinions, advices or recommendations are welcome since I don't have much experience and still go through trial and error method. Thanks!
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1 pointHello! I am sure some of you noticed that sometimes you go visit Suvam Tan on the Yavin Station and you hear the sound of Gizka even if there are none around. Conversely, it is possible to find a Gizka there which does not instead produce any sound (unless talked to by the player). This is a bug and it is caused by this: if (((GetIsObjectValid(GetObjectByTag("yav47_gizka", 0)) == 0) && (GetGlobalNumber("YAV_GIZKA") < 3))) { int nRandom = d6(1); if (((nRandom == 1) || (nRandom == 2))) { SetGlobalNumber("YAV_GIZKA", 1); } else { if (((nRandom == 3) || (nRandom == 4))) { SetGlobalNumber("YAV_GIZKA", 2); } else { if ((nRandom == 6)) { SetGlobalNumber("YAV_GIZKA", 3); CreateObject(1, "yav47_gizka", GetLocation(GetObjectByTag("gizspawn", 0)), 0); } } } } together with these two scripts (yav47_gizka08.ncs and yav47_gizka09.ncs) that are triggered by gizsound1.utt and gizsound2.utt: void main() { object oEntering = GetEnteringObject(); if (((GetGlobalNumber("YAV_GIZKA") == 1) && (GetGlobalNumber("YAV_SUVAM") > 0))) { PlaySound("cs_gizkabeg"); if ((GetIsPC(oEntering) == 1)) { AssignCommand(GetObjectByTag("yav47_suvam", 0), ActionStartConversation(oEntering, "yav47_gizkas", 0, 0, 0, "", "", "", "", "", "", 0)); } } } void main() { object oEntering = GetEnteringObject(); if (((GetGlobalNumber("YAV_GIZKA") == 2) && (GetGlobalNumber("YAV_SUVAM") > 0))) { PlaySound("cs_gizkabeg"); if (((GetIsPC(oEntering) == 1) || (GetObjectByTag("yav47_suvam", 0) == oEntering))) { AssignCommand(GetObjectByTag("yav47_suvam", 0), ActionStartConversation(oEntering, "yav47_gizkas", 0, 0, 0, "", "", "", "", "", "", 0)); } } } Apparently, from what I understand, upon loading the area, the onEnter script rolls a 1D6 die and depending on the result changes the YAV_GIZKA global variable to either 1 (rolling 1 and 2), 2 (rolling 3 and 4) or 3 (rolling 6) while it does not change it at all if rolling 5 (?). Now, with the global on 1 and 2, you will be able to hear the Gizka's sound without seeing it because it simply isn't there while with 3, it will be there but won't make a sound. It also seems like if the Gizka is spawned the Global will stay at 3 until later, when a certain event will take place, because the initial IF condition requires the Global to be lower than 3. Any suggestions about what should be done about it? Thanks!
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1 pointNo, it is a vanilla bug. I was considering making the Gizka appear only if the Player visits the station and the Ebon Hawk is infested with Gizka. It would make the most sense since Suvam says "Damn Gizka..." thus making me think he didn't choose to have such a pet there.
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1 pointI was referring to the K1 version. 😁 I'll let you know when it's ready; it could be later this night though. Update: @DarthVarkor, I found myself editing two models here, in case you'll need both of them ['cause I'm not really sure which one you actually needed]. Both of the rider's texture are assigned to N_Spaceman_Low header, so if you happen to use a new skin make sure that the texture uses N_Spaceman_Low as its header. Preview: Update2: Bit of information; particularly with TSL version, none of the models are using v_rider01 as the default texture for the rider. The v_superbike model uses V_Suprbike01 and the v_swoop1 model uses v_swoop01 as its rider's texture.
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1 pointIncredible! It definitely needs kotor 2. Stunning textures. It is extremely important that new textures do not break the atmosphere of the game. And you, in my opinion, succeeded) Beautiful textures! We are waiting for their release.
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1 pointNo problem, glad to be of service. And credit for it goes not to me, but to whoever actually edited the module. I believe it was either on this forum or lucasforums that I acquired it a while back.
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1 pointIt works! I don't know how you did it, but thank you very much!
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1 pointHe mentioned that he hadn't worked with K2 yet before. I imagine he'll provide one when he's ready.
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1 pointNo news is no news. Locking this thread. No more update questions. If/when Logan returns to work on this mod, I'm sure he'll let everyone know.
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1 pointAwesome! This is just what this game needs to feel fresh again. Great work as usual.
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0 pointsNot sure what I’d object to as more options liven the community. If @Jorak Uln wants me to make a new loading screen for the large Peragus monitor, I’d need the new textures and also to know - like you pointed out @Squall Lionhart- if Jorak is doing both sides of the monitor.