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Showing content with the highest reputation on 10/17/2018 in Posts

  1. 3 points
    It's more bizarre to me that supporters and detractors alike are calling it a mod. How is stripping the guts out of something and rearranging it a modification?
  2. 2 points
    When working on other things, I just noticed something on one of the KotOR textures, specifically LEH_console1. Maybe I'm just late to the party and everyone else has seen this already. Has anyone else ever noticed this before? A tale in four pictures. Original Rotating Enlarging Mirroring See it?
  3. 1 point
    I love the way everyone (including myself) passed the buck. knitewingtherevanchist if you have any questions just message Fairstrid.... Nah PM me buddy and I'll answer what I can
  4. 1 point
    powereditem means that when the weapon is being used (either in combat or via hitting the flourish hotkey) the weapon model will play a different animation. This is normally the case of lightsabers and staves, but it can be applied to any weapon model. I believe Sithspecter used this to have the barrel rotate.
  5. 1 point
    I sent a request in to Disney 24 hours ago requesting the 1.0 b Spanish Patch. Hopefully, that request bears fruit. A challenge to the rest of the site: Find all of the 1.0b International 1.0b updates in the following versions . . . UK, French, German, Italian, and Spanish. Upload them here. (If you want to upload them to Nexusmods too, have at it!) Rejoice that we're providing needed support to a community to help out the new blood. Those people will be the ones helping keeping this community alive. (Well . . . that plus Steam and GOG sales.)
  6. 1 point
    It gets stupider when they go "Pre-Disney this wouldn't happen" Memory is a terrible, terrible thing ain't it. Don't even have to go back that far... Battlefront 3's project comes to mind. And it's far from the only one.
  7. 1 point
    The advice that I stated in my last in this post has not changed. PM Zbyl2 for updates as he's not following this thread.
  8. 1 point
    This is neat! Does it follow your other mod which corrected the robes on each character as shown in the "revelation" cutscene?
  9. 1 point
    Today I have a special treat for you. I don't normally showcase this much of the areas, but this one is pretty unique. It may not appear groundbreaking at first glance, but it is. This is the first area I have designed from the ground up in the same way that KotOR areas are structured. It may sound pretty idiotic, but previously I didn't have much of a plan before jumping in 3DSMax and modeling. Sure, I had some ideas in my head of what it would look like, but this approach was lengthy and tiresome. I would get stuck partway through, unsure what to do or what to work on next. It would eventually all work out, but was a more grueling process. Not this time. The first item on the agenda was a floor plan. I checked around a few similar KotOR areas, and discovered that a 3.75 or 7.5 meter square is typically used as a base size that rooms are constructed in. With this in mind, I decided a few things like wall thickness, doorway width, etc that I had previously been eyeballing. I also checked in-game to see what similar areas contained. I thought things through. For instance, if you have guards, they have to have a place to sleep, eat, and store their equipment. For this area, I knew I needed bunks, a kitchen/dining area, and store-rooms. With all of this in mind, I took to graph paper to lay out the floor plan. It was a bit more difficult than I thought, but after a few hours I came up with a good floor plan with dimensions. Satisfied, I turned to the second part of the plan: creating pre-made assets. Ironically, some of the inspiration for this came from an Apeiron livestream, of all places. I guess you can learn things by studying the apes. Anyways, it was interesting to see how easily (note that I say easy, not that it's done well) the TheDigitalCowboy put areas together. And he hardly models a single thing! He takes a bunch of pre-created things like walls and chairs and tables and fixtures and places them. I decided to do the same. I modeled beds, tables, chairs, crates, wall cross sections, light fixtures, doorways, and panels. Previously, it was annoying to go back and detail an area after it had been created. With this approach, it was drop-dead easy. Now can the actual modeling of the area itself. With dimensioned drawings, it was simple. I laid out a big circle, and went from there. Walls were quick to construct, since I already had calculated cross sections for them, and doorways were simple drag-and-drop affairs (a little more like calculate and rotate, but it was still very easy all the same). The planning really paid off, and the area went together quickly. The next thing that I did that I don't normally do is slice the area into sections. Well, sections that make sense anyways. Previously I was selecting ~20 meshes randomly, lightmapping them, and exporting. This time, I divvied up the meshes into their respective rooms, and combined all meshes in the room with the same texture. This makes lightmapping way way easier. The lightmapping went off without a hitch, and it's normally a bit more difficult. With the area all in-game, it was time to do the walkmeshes. My walkmesh tutorial details that further, but this is the first area that I've done with multiple walkmeshes, i.e. one per room. Finally, I added the camerameshes, which can now block the camera from going through walls (thanks to Dastardly!) Soooo...that's it. A lot of kinda technical things that added up to really smooth and beautiful area creation. Expect more of this in the near future!
  10. 0 points
  11. 0 points
    Check out these tutorials: https://web.archive.org/web/20150906122853/http://www.lucasforums.com/forumdisplay.php?f=592 Especially this one: https://web.archive.org/web/20150925111946/http://www.lucasforums.com/showthread.php?t=204740 And this one: https://web.archive.org/web/20150925102514/http://www.lucasforums.com/showthread.php?t=143176