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Showing content with the highest reputation on 09/06/2020 in Posts

  1. 2 points
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  2. 2 points
    Alright. I will put it in my to-do list then.
  3. 1 point
    This is the WIP-Thread for my High Quality Skyboxes project. As you probably know, the skyboxes in both KotOR games are very low in resolution and also not always interesting. These mods attempt to change this by creating entirely new skyboxes using Terragen 4 and rendering those in 2048x2048 (vanilla uses 512x512). Version 1 of the KotOR skyboxes has been released since October 2015 and can be found here. After its release, I took a break to work on other mods but recently I came back to work on the TSL version and version 2 of the KotOR skyboxes. I've learned quite a lot since version 1 which is why I want to rework some of the skyboxes for KotOR and also, since I now own Terragen 4, I can render them in higher quality which will also be part of version 2. You can follow my progress in this thread and in the following image which I'll (hopefully) update regularly to show where I'm at: Original first post: As the title suggests I started working on some high quality skyboxes to replace the blurry pixelated ones used in both games. I actually wanted to do this for quite some time and two days ago I finally started working on them with this result: [Deleted due to photobucket blocking embeding] I'd say that while the clouds certainly need to be improved some more and I didn't render in full quality and some photoshop work has to be done, they actually look pretty good except for one thing. And that's the resolution. The problem here is that Terragen 3 (which I used to make the skybox) only allows me to render in resolutions up to 900x900 in the free version. And since the cheapest license costs 200$ I won't buy it just for this mod^^ So, I decided to try my luck with Terragen Classic (which I'm pretty sure is what Bioware and Obsidian originally used for their skyboxes) but it has the same limitations and the registration to remove the limitation is no longer possible. So, this mod is pretty much dead before it even started unless and that's where I need your help, someone here has access to a full legal version of Terragen and would be willing to render quite a lot of pictures for me. Or alternatively if someone knows of a good free tool to create skyboxes I could try it with that one.
  4. 1 point
    Hello! Does anyone know if there is a mod that does give unique names to the dozens of datapads found in the game that use the generic "datapad" name? I find rather annoying that the player is forced to read the content to understand which one is which since there are often several generically named ones in the inventory at the same time. I might do the job myself if no one has done it already. Cheers!
  5. 1 point
    I'm sure @A Future Pilot is already rubbing his hands together at the prospect of stealing it for K1CP.
  6. 1 point
    *flips table* I am not fixing the game scripts. I am NOT fixing the game scripts!!! OK, I'll fix the game scripts.
  7. 1 point
    I don't recall anyone doing this, when I did a mod that utilized a datapad I gave it a proper name. The only exception would be the Mandalorian 1 Datapad and Mandalorian 2 datapad within the vanilla game. I would definitely encourage you to do this, should be a few uti edits or perhaps a dialogue.tlk edit.
  8. 1 point
    What's Taking So Long? CPUs and NCS Bytecode NWScript and NCS Control Structures Difficulties and Errors All of this was taken into account when I said I think I can get this done by the end of September. Just thought people might be interested in the gory details. Also, as I work on this I'm encountering what appears to be poorly coded scripts. For example: That last one is doesn't look right. May need to create a second WIP: the Script-Fixing Project. Sigh...
  9. 1 point
    After a long fight against the Korriban wastes module I finally finished the last BoSSR skybox: That leaves two mod skyboxes to do. I think those shouldn't take long but then again I thought the same of the skybox above... I'll keep you updated. In the meantime I also changed my mind and added some traffic to all Coruscant skyboxes: I'll do the same for Nar Shaddaa and probably Taris as well to better sell the cityscape of those planets.
  10. 1 point
    Quanons modding tutorials A long time ago, on the LucasForums, I made some tutorials. Most where about 3d models and how to get them working in the game. Mind the long time ago, most of these tutorials will mention older modding tools. Still, they might contain some helpful knowledge and a few handy tips. The files aren't ordered, most names should give you a good clue though, what the tutorial is about. Most are old AVI videos, the quality isn't super. Other files often contain a word doc and some extra gubbins you can open in 3Ds Max. Not much is said on how to model in 3Ds Max, for that, far better videos and instructions can be found on youtube and on the internet at large. Even I use it frequently to learn new tricks or speed up my work or to troubleshoot a model. Also, keep trying and trying, you don't want to know how often I had to. Happy modding! And enjoy the nostalgia trip. Links to my Mediafire: http://www.mediafire.com/folder/4xndcfs4zrm3d/Kotor_Tuts http://www.mediafire.com/file/kw7btvf80epzcyp/Lights%26Render.pdf/file http://www.mediafire.com/file/uo4di9y8bjt4gac/Creating_Lightmaps.pdf/file