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Showing content with the highest reputation on 05/11/2020 in all areas
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5 pointsIt's a compass pointing to Bastila's location. It's part of the whole "You need to gather your party" mechanic, nothing to worry about.
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4 pointsAs I mentioned last time, I was going to tweak the Tatooine skybox some more even though I had considered it almost done quite some time ago. The reason for that was that I had never been able to really match the skybox lighting and sand color to the ingame terrain. I had come closer with V2 than in my initial release but I wasn't really happy with it yet, so it had been on my agenda to go back and fix that. You can see that in the following image. As you can see the shadow parts of the dunes are way too dark so they don't blend with the foreground terrain at all. So I set out to fix that and now, approximately a hundred iterations later I finally arrived at a result I'm happy with. The lighting in the game is very cheaty with several different light sources creating that yellow-orange-ish light, making it impossible to replicate that with two suns and a uniform sandcolor as I had it in the skybox. I considered changing the ingame lighting for a while but that didn't turn out any good so in the end I just cheated myself. I added a third sun that lights only the ground and recolored individual parts of the sand dunes to get the correct colors in every direction. It took a lot of iterations but now I'm really happy with the result. While doing so I also realised that the skybox terrain didn't match the ingame one either. You can kinda see that on the screenshot above although it was more obvious in other places that the skybox dunes were just too small. So I widened those as well. That cause issues with the overcomplicated and unflexible way the terrain was set up. This was after all the very first terrain I ever created in Terragen and hasn't really changed much since then. So I basically rebuilt the terrain. You don't see that in the end result but it's working much better now. But I guess that's enough talk from me and you want to see some screenshots. So here you go: It's the same perspective as before but the terrain and skybox blend much better. And just for fun, here's another screenshot: That's another skybox checked off and thus almost finishing K1. Only Manaan underwater and a few fixes here and there remain.
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1 pointEncountered a small bug today or at least a small issue. The "uvdirectionx" and "uvidrectiony" parameters for animated UV maps have a smallest possible value of 0.001 but there are actually vanilla models like the Manaan underwater skybox that use smaller values that are rounded when importing them into Max. The same is probably true for other parameters as well but that's where I noticed it.
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1 pointHey everyone - come make fun of my raid team (no, seriously, the memes are strong with us):
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1 pointView File Bastila on Korriban - K1R Version Bastila on Korriban - K1R Version By Fair Strides Description: This is an old favorite of many players, and now we've simply made a K1R version that "meshes" better with the game. Though I honestly don't see a difference that broke the old mod with K1R, I did think it could be done in a way that wasn't as jarring. In the old version, Bastila was selectable despite saying that she wouldn't be going. In this version, you can choose to have her available or not. There are only two new player lines and no voice-less Bastila lines. Installation: Simply run the TSLPatcher and direct it to your KotOR 1 folder. Uninstallation: Delete the following files from your Override folder: k_sup_galaxymap.ncs fs_bast_disable.ncs ebo_bast_vision.dlg And replace the dialog.tlk file in your main KotOR folder with the dialog.tlk file in the backup folder made by the TSLPatcher. Submitter Fair Strides Submitted 07/01/2015 Category Mods K1R Compatible
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1 pointAfter 86 hours-10 minutes of accumulative game time, 952 saves in a span of year and a half, I finally - legitimately - finished my Darkside K1 playthrough -- [!Spoiler Alert!] I've got mixed feelings about it, lol. I feel awesome, proud, crazy - all things 'bout, as this was the first time I finished the game legitimately; without skipping any of the dialogues, doing most of the side-quests and also - do most of the walking! Yeah, if not because ZimmMaster's Movement Animation Fix for both KOTOR and TSL I'd definitely not doing that, lol. So many mods from fellow modders I have used with the playthrough -- namely DarthParametric's, JCarter426's, Sithspecter's, Kexikus', Dark Hope's, xander2077's, VarsityPuppet's, Sith Holocron's, Inyri Forge's, jc2's, and I'm sure pretty much everyone I have used theirs -or at the very least, tested- on my end. I have to thanked them a lot for their awesome work which I learned along from as I did the playthrough. And If you're interested on seeing some of them in action while also following the journey you can take a look here at The Playthrough gallery. And not to forget I had to thanked the modding tools authors, namely Fred Tetra, TK102, stoffe, bead-v, ndix UR, Fair Strides, and anyone that is not mentioned - I am grateful to you all. So, what I've been waiting for all this time - as the next step will be playing TSL [legit for the first time - as earlier runs was me just running around the module and mod their stuffs], and if things went well then I will take a break this week to contemplate on what mods I will use with the playthrough - aside of TSLRCM and K2CP that comes in mind firstly. But I'd surely take different approach in how I will play it compares to K1. With previous K1-playthrough everytime I saw something that I don't like [or broken] I tend to go and fix them. Now I will enjoy TSL as-TSLRCM-K2CP-is and mind about my nitpick later. I think that pretty much sums it - and above all that I'll have to thanked The Almighty Force - which gave me chance to finish the playthrough, and both BioWare & LucasArts for developing one of -if not- the best RPG I've ever played. The game's awesome, many ups-and-downs - I like how I can blend with the main character and feels like I'm them. Granted, some of the player's response wasn't the best in the world but I am passionate on how the game was paced. All said and done - many thanks to you that have been reading this, and may the Force serve you well! -eb P.S. also on this break I will take a chance to review some of the mods I have used and do things that I should have done back then, lol [mod updates, patch-requests etc.]
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1 pointTry 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
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0 pointsNewbies picking up giant projects, it never works out (statistically, no offense meant). I'd suggest you set your goals lower and do some smaller mods first, and then ask yourself again if you're willing to do it when you have more experience. I also doubt one person alone could do it without getting overwhelmed.
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