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Showing content with the highest reputation on 11/17/2020 in Posts

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    I've been playing around with adding some detail to the geometry of the piece: Gonna keep the star forge in my back pocket for something else. I feel as if it's too complex for something of this size actually. I know what I want to change about the base and the "orb", but anything I do with the legs has been kind of meh. Something will come to mind eventually I spose.
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    That makes sense. While I like the yellow windows I can see why you would prefer the old ones. And I definitely see your point about them lacking variation in my case. I did intentionally make them quite dense/small to convey a better sense of scale but I might have overdone that a little. Right now I don't feel like doing that (slightly burned out on skyboxes) but I might actually look into improving that in the future. Since it's only a backdrop texture that is much easier than changing an entire skybox. No promises though.
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    Hello again! It's exactly what Malkior said. The new textures for the docking bays lack detail and depth, despite the higher resolution. The line of window in particular is flat and the choice of making it yellow/gold, rather than sticking to the original grey/black, make it stand out even more. I am attaching another comparison screenshot down here and this time I will try and explain to be more clear about how a different decision could have made already a big difference. If you look at the original texture, Bioware used Texture A for the lowest line of "windows" (as I said, I'm not even sure what they are supposed to represent and that is equally unclear both in the original and the new texture but the original is way smoother). You decided instead to use what is there marked as Texture B (which is Texture A in your version). Sticking to the original composition would have already helped improving the overall final look instead. You may also notice how Texture B and Texture C used by Bioware artists are not really the same and they both add a variation that is missing in the new textures. Generally speaking, I find the original texture (granted, I use an upscaled version of it but it doesn't actually make that much of a difference) superior but it's just my personal opinion. What I did like better though was the perspective that your new textures/models of the docking bay backdrops introduced. It gives that feeling of being more realistic and overall geometrically correct. Unfortunately I couldn't have the best of both worlds so in the end it was either one or the other. About Dantooine's mountains: I do believe you Kexikus when you say that there were already mountains in the original release but their presence was way more subtle and to me, it was preferable. Again, it's a matter of taste, I guess. Technically speaking all was impressive, including the mountains! 👌 And lastly about Manaan underwater: yes, I didn compare the new and the old LMA_Sea04.tga images and yes, I did notice that the color of the sea is not even that brighter but as you said, the much lighter rays of light change the overall rendition considerably. I'm not the greatest TSL fan but I am looking forward to seeing what you could pull out of your magic hat there. I must say, the images you posted during the years (especially Nar Shaddaa) were impressive. I can but thank you again for all you have been doing for these two games and for offering it to us all. Cheers!
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    Manufactured, not designed. Anyone can manufacture weapons suited to a specific race provided they know the anatomical limits/requirements of the race they're dealing with or have a native example to use as a template. Kashyyyk doesn't strike me as a hub of industry, their most famous blade being cobbled together from the steel of a crashed starship, so it stands to reason that some would be imported, but I digress. Glad you made progress.
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    I believe the pictures Salk sent refer to the line of windows on the structure. Yours are a bit flatter and yellowish green which sticks out a bit and looks somewhat less high resolution compared even to Vanilla. To me they look like they were scaled-down versions of the Vanilla windows, but I can't tell if that's what you were intending.
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    Be careful you don't invert your alpha channel.
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    I think I am in love. This just looks so damn beautiful. Makes me hope for sort of a remaster project with these kinds of assets. It would be easier if we all knew how to port models, everyone could work on a limited number of models and we could all finish it together. I know it is never going to happen, but a man can hope.
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    This is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v3: GFF Editor 2DA Editor TLK Editor ERF/RIM Editor TPC Viewer MDL Viewer Audio Player Saving files directly into modules Opening and extracting files from the game's data Search filter on files from the game's data Any number of game directories are loadable at one time Choose between different themes (System/Light/Dark) Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux