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Showing content with the highest reputation on 04/16/2020 in Posts
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3 pointsOh wow, it's been a while. After Kashyyyk I went straight to work on the Dxun skybox and arrived at a result I liked pretty quickly. But then I saw the the landing/takeoff videos again and noticed that my terrain didn't match those videos at all. So I set off to fix that but never got any results that I liked. That killed my motivation pretty quickly until a few days ago when I finally had a breakthrough. Dxun is now almost done but not quite ready to be shown yet. I have a mockup version of another idea that was floating around in my head though: The idea is obviously to have some sheet lightning on Telos. So far I only have this singular lightning that's reappearing again and again but I intend to add some more variety. Those take a long time to render though so that will still take a while. And I still need to complete the model as well. That shouldn't take long though. Anyway, let me know what you think of this idea.
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1 pointRecently I have been developing this mod where you can get an Astromech Droid companion for Mira. The Droid is intended to work as a puppet, such as Bao Dur's Remote. I have been following this great Tutorial found here: https://web.archive.org/web/20121204061652/http://www.lucasforums.com/showthread.php?t=151438 I have encountered a problem with actually triggering the puppet (Droid in our case) to appear. The Tutorial states this: "In order for that script to work, your intended puppet owner must be in the active party when the script is run. As such a good place to run the script would be as part of the script that makes the NPC in question join your party." I have no idea how to bind the script to the one that makes Mira join my party, so I made a new Dialogue line for Mira that should trigger the script. I have her in my active party as stated in the Tutorial, the problem is that even after triggering the Conversation line that fires the puppet join script, the Droid still does not appear! I have no idea what goes wrong, I tried multiple times, checked and rechecked if the script is set to trigger in the dialogue, etc but it still doesn't work... I'd be more than happy if anyone could lend a helping hand with this mod! If you want to help I'm attaching the mod files and savegame below, with my deepest gratitude! Here are the files for the mod (drop them into Override): Droid Companion for Mira.rar And the savegame I used to test the mod: Mira Droid Savegame.rar
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1 pointThanks! You have my gratitude! Happy Easter (in my country Easter is this Sunday)!
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1 point
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1 pointYou can try running SetIsDestroyable on it first. You also don't need to use DelayCommand with fade ins/outs, as the first term already specifies the delay. Try this: void main() { object oDroid = GetObjectByTag("dan15_ancientdrd", 0); ActionPauseConversation(); SetGlobalFadeOut(0.0, 0.5); AssignCommand(oDroid, SetIsDestroyable(TRUE, FALSE, FALSE)); DelayCommand(1.0, DestroyObject(oDroid, 0.0, TRUE)); SetGlobalFadeIn(2.0, 0.5); ActionWait(2.5); ActionResumeConversation(); } When using DestroyObject, you'll typically want to enable the No Fade option (second term) when doing a quick off-screen destroy. Any terms left out will inherit the default values on compile. Check out nwscript.nss for more info.
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1 point@DarthParametric @AmanoJyaku Thank you very much for the great help and precious advice! I could not have made it without your help! I managed to test out the mod today and now it works flawlessly, I will upload it to DS soon!
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1 pointThose ice walls will be included, definitely. ------------ You guys certainly remember that ugly, flat Onderon Backdrop here: As you immediately see, its 2D which really breaks the immersion here, and the only way to make it 3D would be to place a real 3D model which probably has the Skybox getting in the way. The solution? Goes really quick with VUE, just rendered the scene in 8K and downscaled it to 2K to avoid artifacts when making the background transparent (ignore the Sky for now): For purists, here a red variant:
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1 pointAnd theres all too clear evidence of that environment impact too when you take a look at the textures in Kotor Tool. The technology simply wasnt ready back then to display it. Btw, are you still working with Vue? Sensational piece of tech indeed! And easy to use - this time tried sth. different for the Outside:
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1 pointBut the water needs to be transported i suppose through pipes etc with at least some sort of cold-insulation. I mean, you are at Polar region in a huge cave at probably minus 50-60 degrees, without any visible heating devices and you tell me there shouldnt be any sign of ice? Come on. Btw. dont know if i remember it correctly - but didnt Atton made a comment on how cold it is? In Jedi FO your not even near the polar region - and the cave (similar in size) looks like this: EDIT: checked the dialogue again, where Atton confirms about the icy temperatures inside the academy:
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1 pointThats true. Ive thought about it - do you know the super enhanced mod btw? It makes the game fast paced & much more intense - i remember being 1 shotted by the first droid encounter at Peragus back in the day. I think with a few adjustments e.g. setting blasterbolt deflection to 0 without lightsaber and combining by disabling the saving option (only autosaving at certain points) it would be very cool indeed. well the flag is a bit polarizing, true - but for now i did what i could so there other things that need to be finished as well. Btw, what do you guys think of making the Polar Academy with real iced walls? To enhance the feel like traveling through different climatic zones of Telos? SW electronics always have those lights to indicate operational readiness: "iced" ground/walls with slight reflections: new doors with frozen wire parts (display panel = placeholder, needs attention though) For Dantooine, created new ground tex & muddy sinkholes:
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1 pointGlad you like it! Dantooine just has that special atmosphere, especially the first game! The Flag is, as @Kexikus said, quite a difficult one, because its cut into 3 pieces each with only 1 tex assigned, and also im struggling to get the logo properly distorted; anyway, here is another iteration: Made some changes to the Military Base, including some highres Concrete/ walls & getting rid of the blue tint, actually im quite happy how it turned out:
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1 pointSounds lovely -i'll get back to you in a couple days. What i could think of for example, is that we implement some of those animated panels for the Hawk (they need to be drawn by a special software but later more) http://www.blindltd.com/the-rise-of-skywalker About the military base, currently- its definitely a weak point of the project especially the walls need some treatment: i will change the computer panel on the door to something more appropriate later: Nice catch about the flag btw, havent thought about it. I tried to get a golden/black color scheme but it looks like vanilla: so heres another try soften the colors a bit and adding a republic symbol: s Yeah. Like in modern games, you cannot make every area of a huge world just look more/ less the same - like Citadel Station, Mil. Base & Secret Academy being basically identical in art design.
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1 pointWell 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:
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1 pointI appreciate your effort, but unfortunately its neither - when testing them, i assigned a fully transparent (empty) tex for both PER_tube & PER_tubespec; and this is what happened: Tubespec txi got any Cubemap assigned (with "blending punchthrough" in txi the pillar becomes solid black): when using "blending additive with CM_tube" always this animated "flame" appears: So this flame pillar is the only obstacle in the way right now.