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Showing content with the highest reputation on 06/28/2022 in Posts

  1. 1 point
    Well it's a good example for why you should always use unique tags, at least for anything plot-critical. There are a few vanilla examples where they have to tie themselves in knots to nail down a specific object like a door because there are half a dozen other objects in the level with the same tag. It's no doubt why functions like GetNearestObjectByTag exist. But then again they do rely on duplicate tags quite a bit to handle things like animating placeables, dealing with trash mobs, etc.
  2. 1 point
    I would imagine the first time in a module should be the spawn order, subsequent visits should be based on the stored GIT order. Edit: That was kind of poorly worded. It's still spawn order in both cases, it's just that the starting module GIT ordering is not retained in the game save GIT. So the real question is "how does the engine decide the struct order when creating a GIT?".
  3. 1 point
    Well, it's been a few years, eh?! SH just reminded me that this thread exists. It's definitely been a long time since I looked like I did (not that you could see much back then ). Sooo, here's an updated view. Gods, I can not smile to save my life! Personally, I blame the two front teeth. They're like a beaver's, all V-shaped.
  4. 1 point
    Ive taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
  5. 1 point
    It certainly seems that way. On the other hand, there are parts where the Exile was clearly meant to be in control, such as the encounter with Tobin and Visas' cell. @bead-v, @InSidious, @VarsityPuppet, @zbyl2, and I have discussed it at length on Discord in the past and honestly I don't think anything any of us have come up with makes sense of it. We have various ideas on how to resolve the awkwardness but everything we've come up with is almost certainly not what the developers intended due to some other weird part that contradicts it. How does Kreia get to Malachor? How do the Handmaidens get to Dantooine when the Exile is female? Who rebuilds the enclave in the dark side ending? I have no answers. I think we have to live with stuff happening off-screen for a lot of it for the sake of the pacing. Presumably T3 fixes the ship, and it seems that the party was all thrown out of the ship like how you get repeatedly thrown clear of shuttle crashes earlier. I believe these issues were things that Malachor VI intended to address. @VarsityPuppet@VarsityPuppet@VarsityPuppet hint hint
  6. 1 point
    During the works on Telos i tried a different approach to the Czerka Sign while being inspired by the awesome London conference Signs of Deus Ex: Vanilla: new - shiny appearance/reflections ingame: