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Showing content with the highest reputation on 03/11/2021 in Posts

  1. 1 point
    Try checking G_FinalChoice -- from what I recall they use it to determine which one is LS path [set to 2] or DS' [1]. As DP mentioned above they're triggered on the Temple roof, and from my documentation the LS one fired with k_punk_bastesc, while DS' with k_punk_bastjoin.
  2. 1 point
    This is very interesting. Finally someone using an existing battle tested modern engine for the basis of tools and a game engine update rather than creating one effectively from scratch. Not to disparage those other projects, some of those are interesting too due to what they add to the knowledge base. Just seems like those are more about writing a game engine from scratch and less about making something that's useful for the long-term. Really hope that with the implementation of the replacement "engine" that it doesn't just stick with the limitations of old. With Unity you could add a lot of features that the games just don't have, along with bypassing arbitrary limitations imposed by the original developers -- likely due to Xbox hardware limitations. Otherwise all you're doing is re-implementing the game "engine" and not adding anything new to modders or players of the games. Anyway, thought I'd chime in with my appreciation.
  3. 1 point
    Im still searching. Even if theres a strong resemblance with the Falcon from the outside, i think the interior needs its own identity here. Im not yet clear on how it will look, so im open for suggestions too. Malachor should be just pure evil looking, i think Exegol would be a good reference. About Skyboxes: Kexikus v2 are very much recommended & compatible; although there need to be adjustments ( most noticably for Onderon, Nar Shaddaa). So i think at least for Nar Shaddaa i'll have to create a new one - in my view it just needs that glittering skyline flooded with a myriad of adboards & lights. Since creating those will be very time consuming, i'll concentrate on releasing a finished product without the skyboxes for now.
  4. 1 point
    The lowest loop of vertices that connect the head to the body need a weighting of 1 with respect to the necklwr_g bone. The second row of vertices from the bottom will then blend the weight of necklwr_g with neck_g (I just do 0.5/0.5) and then the third loop can finish the blending by applying a weight of around 0.1 - 0.2 for necklwr_g. So it seems you need to play around with the blending a bit. Adding an additional loop at that area can help as well.