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Showing content with the highest reputation on 04/20/2020 in all areas
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3 pointsTsk tsk. "Who mods the mod-men?" 🤣 Yeah, we knew who you were talking about. And, that was just some of the problematic behavior, rules or no. I don't think the occasional stubborn case warrants a change in the rules. With regards to necroposting, they're pretty explicit: General Posting Habits Before posting a new topic, do a search to see if there is already a recent thread on the subject. If there is already a thread similar to what you’d like to post, feel free to read it and post a reply in the existing thread. If you can find no suitable thread that has received new posts recently you may post your own. Do not revive threads that have not had any activity for months or years this way unless you have something of substance to add to the topic. Try to stay on-topic. Discussion is a good thing and is encouraged, but if what you have to say deviates a lot from the topic, do not post it in that thread. Consider starting your own thread instead. This is a matter of respect to the thread starter. Spamming Do not post messages that are irrelevant to the topic or attempt to derail the conversation. Your posts should contribute to the thread in some manner. A Simple Catch-All The most important rule of all: Don't be stupid. Use common sense. Last week, I came close to breaking the stay on-topic rule. It was in response to the OP's question, yes. But, once I gave my input it was necessary to stop there. It wasn't contributing to the discussion anymore, and it was irrelevant to the real issue. The OP wanted to make a cosmetic redesign, even though I thought the design wasn't supported by any in-game description. The OP disagreed and said it was. Clearly, the OP wanted to do it, so I used common sense and broke off.
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2 points
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1 pointYes, youre right - tested it again, and it doesnt seem to be the texture colors that are not reflective but sth. else, probably the lightmaps... same texture, slightly different location: about the settings - i dont know, but you could try to set the priority to max (dont know if 1 or 10 for example is the maximum) further, you might test set ambient =1 and disable dynamic type=0 but im just guessing here..
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1 pointThanks! Its good to see that you actively doing things to improve this game- its often those subtle additions that have such a great impact to the game - i totally believe that its possible to shrug off the "rust" of this old engine to the point you cant believe the difference... About the mod: another thing i noticed - 1) when youre getting too close to a wall, then the shine is off: on: off (look at the bottom dark wall texture) 2) regarding your Malachor texture: it seems on textures which dont contain any similar color (in this case green) -> no shimmer is visible. (probably you could try sth. like r 0.1 g 1.0 b 0.1 to see if it has any effect ) 3) sometimes i noticed that the shimmer is not constantly shown, e.g. when running
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1 pointI remember seeing something about this a few years ago. It may be a bug in the display. You need to check the log to see what it says. OTOH, I remember reading that the log may be bugged, too!
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1 pointNot sure if this is a bug, but apparently the light side bonuses for companion characters don't take effect for your party's NPC's. I wonder if this was a little feature that forgot to be implemented with the rushed development of K2.
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1 pointKinda wishing I'd taken pics of the idiocy that was on display here last week...
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1 pointThis scenario wasn't about WIP threads, it was about request threads. It is entirely possible that someone could come along a couple of years down the track to suddenly fulfil a request out of the blue as new people looking to mod join (or if I get bored), especially with the abilities of tools increasing in recent years, opening doors that were previously closed.
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1 point"Think of how stupid the average person is, and realize half of them are stupider than that." - George Carlin
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1 pointThe laughter at the previous comment was at the reaction of breaking my own thread rule. Well played.
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1 pointfirst of all, congratz to the fantastic mod, didnt knew it was possible btw! In polished state it will be a must have addition to the game! Tested your blade tex, it looks very good in dark areas, but in daylight it somehow reacts with different intensity to the textures - apparently at those tex with more red color the blade shimmer ist most intense, and on white surfaces you dont see the shine that much though: is there any way to correct it? (probably mix other colors to it, so that the shine still appears red, but reacts to any kind of environment?) That said, amazing work so far, keep it up!
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1 pointIt's a well-known problem. One that I don't think can be fixed through mods, as it appears to be part of the game engine. The solution is to be a badass and not rely on your party. 🤣
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1 pointSo double blade works as well. Here both blades have their own light source such that one could in principle use a two colored double blade lightsaber. @DarthVarkor When I created the screenshoots I had the sceen from R1 in mind. Thats the reason I equiped Vaders armor. I will play around with the values, but keep in mind that the R1 corridor is tiny and therefore the lights bounds around more and seems brighter than it really is. @Stormie97 Not really one could use the emitter gas for the glow but I did not tryed that yet. The question is does this look better (and perform as well) as a updated versions of the 2 planes with a better UV layout?
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1 pointThe first stage is complete. The lightsaber blades have ambient light now, see pictures below. I played around with the way to animate it and I ended up to change the light radius for turning the blade on and off. Works like a charm. The ambient light color is set in the controllers, color in RGB in %. Since MDLEdit (Thanks allot this makes modeling so much easier) wonderfully compiles ASCII I can create all colors in no time. I also fixed an issue with changing the module. First the light was draw, although the blade was off. This bug I could fix by setting the radius in the geometry part of 0.0 and only make it non 0.0 in the animation part of the ASCII file. As a remark I got zero hits on FPS side. What do you think? Should I increase the radius even more? Should I increase the multiplier to make it brighter? Any suggestions? My final goal is to release this as a modders resource such that old lightsaber mods can be updated or new can use the new blades directly. Therefore, I would personally like to have the blade model separated from the lightsaber model itself.
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1 pointJedi Outcast and Jedi Academy are now on the nintendo switch. Really hoping Kotor/TSL and the original battlefronts follow!
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1 pointPeople don't like G0-T0, I guess. I've never tried, or really had reason to try, a G0-T0 filter, but it sounds like there's reverb and possibly a bit of compressor going on - that makes the peak levels all closer together, which can create a muffled sound and bring out all those S sounds when it's overdone.
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1 pointOld comment, but I have to say it, I'm an expert on the EU, and I have no idea what you mean when you say these have been around in the EU before. They haven't. This here is the closest thing that existed in the EU, and it literally only appears in a couple of panels in a Republic comic issue: http://i.imgur.com/RZXXJkV.jpg The crossguard lightsaber Kylo Ren has, and the ones pictured above were not in the EU, they are totally original creations.