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Showing content with the highest reputation on 04/05/2020 in Posts

  1. 4 points
    Nah, I'm just really excited for these textures! I didn't think some of these emojis had a negative to them. But with all sincerity, I have change the emoji. I know how much time you guys put into these mods. I helped some friends back in the day, and I appreciate everything you do! It's not easy, and people can be jerks when it comes to asking people to rush things. If you ever have seen Sith Holocron's quote it says that those who care about a release date, don't really care about the quality. Haha! I wish you every bit of the best! If you ever need someone to do tedious work when it comes to these textures or mods. I would always be happy to help! 🙂
  2. 3 points
    Hmm, are those dark side points supposed to be bad? I wonder why I deserve them...
  3. 2 points
    Well thanks! This is indeed a good question.. and difficult to answer ^^ What i can say, is - its making surprisingly good progress in both quality and quantity, and using e.g. UHQ nature resources recently has helped a lot actually - so, i already can see the finish, but its still some way to go. I know what you mean. But as Malkior said -especially K2 art design is not well thought and if i can achieve a better look- why not? Since those FMV only play for a few seconds anyway- but keep in mind that the game play goes on for hours & hours and its better to have those 10 sec inconsistency instead of compromises in overall visual quality . That doesn't mean I don't try to make it as canon as possible, but I try to up the color variety whenever i can, every area should look unique after all: Especially areas like Telos Military Base & Ravager look too generic in vanilla game, so I also changed the color scheme: Bare steel visible on the edges when turning the camera Countless improvements have been made for Dantooine, including 8k rock textures: WIP skybox: Animated brushed aluminum panels when turning cam: Ultra-realistic 8K grass texture: You can see the sand grain in game: New marble & windows for Onderon, shimmering in sunlight:
  4. 1 point
    Like these looks! A somewhat radical departure, but in the spirit of the originals and the gameplay vibe.
  5. 1 point
    I've been looking at these two pictures, and well. Do you have more of Telos Military Base? Your other textures that you post look gorgeous from Korriban to Telos' Surface to Onderon. I really dig the blaster fire on the walls, and the royal look to it. Brilliant job, Mate!!
  6. 1 point
    I didnt mean to be harsh either - you know, there always will be a few jerks around who only think about themselves and nothing else. To be honest, i dont care about any light or darkside points but just for being respectful, honest and appreciative with each other. So dont worry too much about it 😀 You're always welcome to help me out and im glad if you have any ideas, suggestions for feedback!
  7. 1 point
    Time for a monthly update. And what a month it's been... The list of to-do's hasn't seen much progress, unfortunately: Identifying iteration, selection and jump statements Operator associativity and precedence Type conversions Byte code conversion to source code Source code conversion to byte code GUI Setup new dev laptop (dropped current laptop last night, awaiting delivery of new one) 😢 Probably more stuff, but I don't know what I don't know, you know? I was cursing my luck at having dropped my old laptop, but the timing couldn't have been any better. I got the new one right before deliveries started to be impacted due to COVID-19. Additionally, the laptop DOUBLED in price two weeks after I purchased mine. I won't be buying from that vendor again... As for NCS byte code, the following progress has been made: Identifying iteration statements (do-while, while, and for) Identifying selection statements (if and switch) Jump statements break and continue are still being worked on. Return is the only jump statement that is easily identified, because NWScript compiles each subroutine with only one RETN instruction. An NWScript function that has multiple returns: Simply jumps from the basic block with the selection statement to the basic block that has the return. In the category of "Probably more stuff", DarthParametric and I (and probably other people, fuzzy old man brain!) discovered another reason to replace DeNCS: it cannot decompile scripts that have global variables initialized by functions: The example is perfectly valid code, but DeNCS doesn't like it. Replace GetStringByStrRef(32289) with a fixed string, e.g. "Amano's Test String", and DeNCS happily goes to work. The problem is not GetStringByStrRef() as DeNCS has no problem decompiling it inside functions. My decompiler isn't affected by this, but it's definitely something to be aware of. A problem my current NCS analyzer does have is that I wasn't handling the STORE_STATE instruction correctly. My analyzer saw blocks of code as dead code, when in fact they were part of the STORE_STATE flow. I'll have to fix this. I should be further along than this, but I've been sidetracked by: A demanding client, one of the few still in business due to COVID-19 (I need the money) My concern over weak healthcare and labor laws, which my country doesn't give a damn about (COVID-19 has made things really bad) My family and friends, who are all older and dealing with health issues and in many cases still working face-to-face (COVID-19!!!) My new obsession with assembly language, which I thought would help me with decompiling from NCS (it hasn't, and can't) Learning parsing and lexing, which will allow this work in progress to compile to NCS My new laptop, which allows me to play games that I haven't touched in months (I'm kind of stressed) This girl I've been seeing 😘 The work continues...
  8. 1 point
    Arcann's mask cut in half and mirrored makes for a pretty good full face mask. Or if you prefer to get your temple guard on: Although there are some clipping issues with hair on certain heads, like Hispanic Mullet Man above. Might have to play with that a bit. Edit: And to replace the Tulak Hord helmet in K1 Generally full helmets don't work too well without being scaled up to ridiculous proportions, but this was already pretty giant to begin with, so it shouldn't be too bad for a decent percentage of player heads.