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Showing content with the highest reputation on 06/28/2020 in Posts

  1. 2 points
    View File New Force Power: Retribution New Force Power: Retribution By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to the game: Retribution. It is based on the ability Anakin has in Battlefront 2 from EA. The Power does not check for any saving throws, and it's accessible at any level with any class. But as a counter to this it will consume most of your force points if you are low level. The Power works for both games, just be sure to select the appropriate directory in each case. Includes: · Custom animations. · Custom sounds. · Custom icon and description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: Keep in mind this mod changes both the throw and choke animations (making this last one fireforget instead of looping), so it will not be compatible with any mod that changes the supermodels within those animations. BUGS: Sometimes not all the enemies will be affected by the Power if they are behind you or really far but inside the Power radius. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 06/14/2020 Category Mods TSLRCM Compatible Yes  
  2. 2 points
    The pillar facing changes were already implemented alongside adding the missing lamps.
  3. 1 point
    It's always been one of my main goals to stay true to the vanilla look. Whether I've been successfull in that endeavour you can judge for yourself by looking at the screenshots posted in this thread.
  4. 1 point
    We also made a tiny glorious appearance on Steam. ( :
  5. 1 point
    Uhm, not to disappoint you but there's actually more smoke in the second version. It might look like less because I recorded the second one from a different location but it's actually four plumes now where it was three before (two of which were still static in the video).
  6. 1 point
    I did just that. Tweaked th column some more. It's only that one particular direction where I have a lot of smoke and that's the direction of the Industrial Zone. As you can see in the video below, there's much less smoke in the other directions and I might even reduce it further for the other modules.
  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
    Thanks for the response, Mephiles550! Once everything is working correctly I will try to make a video of this. I can say the black Vulkar module works great on Xbox! No issues at all! There is only one last thing to fix, and that is why do any new .mod or .rim files never work?, pretty much any new area on Xbox will not work. I have full faith it will be figured out.