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Showing content with the highest reputation on 04/22/2020 in Posts

  1. 2 points
    Try to set "m_bIsBackgroundGeometry" to 1 in this nodes: trimesh Top, trimesh Side04, trimesh Side02, trimesh Side01, trimesh Side03. And then compile. Should help with visible fire, smoke and npc's in the distance
  2. 1 point
    Cool findings, @Crazy34! Probably the best stuffs happened yet in 2020. 😛 I have tested your lightsabers, and they look great. You nailed the radiuskey value of the light [with the animations] quite seamlessly, and I really liked what I saw. I'm very grateful to that knowledge and had to thank you for that, really. While at it I also wanted to share what I could, particularly this one's with RGB value of the AuroraLight, especially for anyone that uses JC's Lightsaber Visual Effects for K2, for the ambient light to match the blade color -- Hope that helps with anything.
  3. 1 point
    The Feats and Content Mod was implemented using scripts. So, same problem I outlined above.
  4. 1 point
    Anything is possible. It just takes someone willing to rewrite the game from scratch... So, practically impossible.
  5. 1 point
    The only way modders can change the game's behavior is through scripting. However, I don't see anything related to sneak attack in the script files.
  6. 1 point
    I know how Sneak Attack works. I know that it works on ranged Weapons if the Target is either delibitated or in a 10m Range while you're in Stealth or flanking it. I want that Sneak Attack works on all ranged Attacks made out of Stealth, not only those within the 10m Range, and/or that it works on Attacks that are made while the Enemy isn't engaged like the Sneak Attack on Force Jump.
  7. 1 point
    And another one is done! It may not be the best render but here is Dxun: The vegetation is very uniform and the mountains don't really look that great on a render like that but they work great when seen in the game. At some point I also had low clouds/haze in the valleys which looked pretty cool in a render such as that one but they didn't match the game look at all and took forever to render so I took them out again. Anyway, here are some screenshots of what it looks like ingame: I have one weird problem with my skybox model however: These fire and smoke emitters in the distance are from another part of the level (crashed ship) and are usually not visible from the landing zone. However when I use my skybox model, they suddenly show up and I have no idea why. They are not part of this model and the skybox has the same size as the vanilla one so it's not like they were previously hidden behind the skybox geometry or something like that. I have not edited the vis file either. If anyone has any idea what might cause this, please let me know. I'll attach the ascii and compiled model to this post. 401dxnk.zip Having finished the Dxun skybox leaves me with only one skybox to make: The secondary Dxun one. Apart from that I still want to experiment with the lightning and maybe cloud movement for Telos and I want to improve the Manaan underwater skybox model. And then there are some skyboxes that I still want to tweak a little (mainly Nar Shaddaa and Tatooine). Maybe some more will show up when I go through the levels again to check for any mistakes before starting the final renders. But I'm slowing reaching the finish line
  8. 1 point