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Showing content with the highest reputation on 11/21/2024 in Posts

  1. 3 points
    A few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant. It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender. The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod. But, it might end up being an overhaul for the Coruscant mod, only time will tell. For reference, here is a screenshot of the original level. And this is how it looks now. So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely. I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant. It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures. While it's not perfect, it was the best I could manage with the geometry and textures available to me. I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant. As seen here, there were no barriers at three of the edges of the landing pad, but I added them in. The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows. And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource. Though I am hoping to fix the current issues and get it in-game! Thor110
  2. 2 points
    So I typically use duckduckgo for my searching, but it turns out that deadlystream is never in the search results, even when very specifically searching for it. Now, being aware, this isn't a problem for me since I can just use google for any searches relating to DS. But I could imagine that some people less familiar with the site and using these search engines (such as if using MS Edge where Bing is default) might be confused. But more interestingly, any idea on what causes this?
  3. 2 points
  4. 1 point
  5. 1 point
    Yes, unfortunately the "add column to .2da files and make them work" has always been a modding pipedream. 😔
  6. 1 point
    What the heck, I never did anything with my sad attempt years ago, perhaps one of you will do better. I was hoping someone might make landing and take off videos for deathdisco's Jedi Temple mod. A simple bullet point list of suggestions: Use any music from KOTOR, TSL, or SWTOR that fits your videos. Use this skybox mod for the skybox. Have the Ebon Hawk fly past either (or both) of these windows . . . completely optional: also add these 3 additional textures to your Override folder as well If you're checking out this thread and you also don't have the ability to make movies, why not drop a like on this post to let people know you're interested in this request?
  7. 1 point
  8. 1 point
    Anything with the MG prefix is "minigame", i.e. either turret or swoop (the former in this case). Stunt is a layout only used for cutscene versions of the Hawk. You should refer to the list below for the module names (i.e. m12aa.lyt is the one you want) :
  9. 0 points
    Can you send your spells.2da from your override folder / show a screenshot of the bottom lines please?
  10. 0 points
    KBlender will automatically load all referenced textures as long as you have defined the texture locations in its settings under Edit -> Preferences -> Add-Ons: You can specify multiple folders separated by a semi-colon ( ; ).