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Showing content with the highest reputation on 10/21/2018 in Posts

  1. 3 points
    What's new? * Changes to the ending * New intro (less spliced party members lines) * Reduced amount of walking * Fast travel in droid quest - no more running trough the planet multiple times * You can now do Environmental Zone first and gain Kaak's help, allowing you to skip a large part of the Industrial Zone * Better filters on VOs so your ears won't bleed (at least not as much) * Industrial Zone FPS drop fixed * Other stuff Available for download on deadlystream: Steam version probably coming soon.
  2. 2 points
    I'll check out those other occurrences and add fixes for them to the mod. The light bloom is very small. It's shown in one of the pics: Edit: OK, I think I got them all. New version uploaded with the fixes.
  3. 1 point
    Frankly, I'd advise against using assets from the games as logo or promotional material. Likewise, I'd advise against having game assets in the project repository. That's just a legal minefield.
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  6. 1 point
    Good catch. The UVs for those panels are indeed flipped vertically. It's a pretty easy fix. Adding to my Endar Spire Hull Repairs mod shortly. Edit: OK, done. Mod updated with the fixes for those corridor sections. Let me know if you spot any others.
  7. 1 point
    Over the last weeks I continued to tweak the clouds for TSLs Dantooine and finally arrived at a version that I'm really happy with, so as always here's the render to celebrate the completion of a skybox: And of course some screenshots. These also show the changed fog settings for the Khoonda plains. The enclave didn't need any changes. I also continued work on the Taris skybox. This screenshot shows only the actual skybox, the 2d buildings are disabled here as are most of the clouds to save render time. I think I'm getting there. Currently I'm stuck on finding a good way to lightmap the 2d buildings. The problem is not to get them lightmapped, that's easy, but to create the lightmap automatically and not by hand. I was thinking of projecting a cylindrical image onto their geometry to create the lighting, but tests in that direction have not been very successfull. If anyone has any ideas on how to get this done, please let me know. And as the last update for today, I rendered the 2d buildings for Tatooine. I'll have to see whether or not I'll disable the fog for Anchorhead and I might also tweak the Tatooine skybox some more. We'll see^^
  8. 1 point
    I would advise you (and anyone else) not to encourage people to PM you for help. Not only does spoonfeeding tend to create a dependency cycle, if you do actually have new/unique information to pass on then it should be posted publicly so everyone can benefit from it in the future. If no tutorial exists for something someone is asking about, then you should consider creating a tutorial for it.
  9. 1 point
  10. 0 points
    I came here to mention some things that always bothered me and which seem to be hardcoded. I really hope for a possibility to make extensive edits to the GUI, especially the party selection screen. For the Handmaiden and the Disciple to appear for both genders and not be PartySwapped. More appearance.2da columns for both games. If the engine will be the same for both games, it would be great to have saber forms etc. in K1. Also, the possibility of adding animations to saber forms. Is there a chance for them to be included in the new engine?