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Showing content with the highest reputation on 04/24/2026 in all areas

  1. Yeah, the ultimate price was this resort villa at a paradise beach for you and the party members to hang around with. All members would hang around a certain spot. Just doing nothing much really, just like on the Ebon Hawk. Like having a sparring match with the hand maiden on the beach, having Hanharr kick a beach ball out in the ocean... Visas and Mira sun bathing at the pool... Atton hanging in the sofa, Boa Dur working on the tv set... dumb things like that. One other crazy idea was you could play the "pod" races from the game on your console in front of the tv. It would just load one of the races via a script... If that's even possible The corridor that goes up was the "loading/ spawn point", it would then transfer you back to the Hangar Bay at the ramp of the Barracuda. Walkmeshes can't cross each other, not even when you're higher up. It blocks you off like a wall. Don't think I ever got the waves to behave properly, it was one of the many emitter tests areas I made. We just lobbed this extra level in for fun. The whole mod was setup to be just a bit of fun and giggles. Very not in line with the theme of the game. Me and GloveMaster had many wild big modding plans... Ah, the fun times of being younger and having loads of free time.
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  2. Aye. It's been a nice trip down memory lane as it were with everyone contributing in surprisingly-chronological order for the most part. Mind you, with remembering how much progress was made, I'm actually thinking I could take some time soon (around birthday and school stuff) and finish up the missing bits for an actual SG release. Might be a few things left on the cutting room floor, but it'd be what it'd be with time as it is. I think I'm looking forward to this.
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  3. Well Aqualaris was reused in the Edge of Darkness mod by @90SK which I did some upscales for as well. I would suggest limiting the posts to Scrapyard Games stuff moving forward though as that's what the work (and the original post) is primarily about. If folks are interested in the other materials that @Quanonwas kind enough to offer, I am sure folks will make their own threads (or Discords) to discuss them in greater detail.
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  4. I suppose it's time to throw in my contributions and experience with Scrapyard Games. I got the files way back, though I'm pretty sure it was far after 2012. I think I got them around 2018 or afterwards, so they were already old by then. The scripts were indeed a bit of a mess, but were coherent, and I really appreciated the notes that were left behind on things that were planned, worked on, and not finished. My areas of knowledge were mainly scripting and level building (not the modelling, collisions, or texturing), so I explored each of the areas and noted the issues I'd need to address and things I could add. Most were minor tweaks here and there. Most of my work was in scripting for the arena battles, including randomized spawn locations around the arena's 8 cells around the central area, randomized enemy loading (and building several varieties of enemies to spawn in this list), and tweaking the balance to be challenging at higher levels. Especially given the power that players can wield from modded items. Eventually, I'd shared these updates with SH and we managed to wrangle Quanon back around for a spell to re-do the Scrapyard Games levels now that there'd been a few new advancements in tools that made a lot of area work pop more, along with better guides for lightmaps. After a few iterations, back-and-forths, and tweaking, we managed to get some solid re-built levels together. I think there were still some minor things I'd wanted tweaked, but I got sidetracked and then too much time had passed. I believe one of the last things I'd wanted to finish up was trying to get the level maps to line up with the player's direction and movements like the normal levels do, though the settings in the level files were archaic in this spot for me. Come to think of it, I never did check the work that was to get the party to Scrapyard Games, though I recall the idea was a projector or holocron of coordinates that would get onto the Ebon Hawk while on Nar Shaddaa... Whoops. 😅It's been a few years, but I believe I still have all of the files from our last round of level work. The installer would have been the last step.
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  5. Version 1.0

    15,769 downloads

    These are basically High Definition upscaled assets for the first Kotor title. I was inspired by the games original awful stoneage 800x600 artwork and NDIX's groundbreaking work. Mod does not touch every original GUI element, and as such is not yet feature complete. For one, most LOADING SCREENS are still missing HD versions. They will come eventually. My hope is people find these as pleasing of an improvement, as i did. Instructions, such as they are, are in the README. As, this is my first mod, any ideas, suggestion, criticism, repackaging improvemts are highly encouraged. The Mod has been created with 16:9 aspect ratios and 1080/1440p in mind. I shall do my best to fix any potential problems. REQUIRED MODS: Universal Widescreen (UniWS) Patcher - http://www.wsgf.org/article/universal-widescreen-uniws-patcher KotOR High Resolution Menus 1.3 ndix UR - https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/ K1 Main Menu Widescreen Fix 1.1 By DarthParametric - https://deadlystream.com/files/file/1173-k1-main-menu-widescreen-fix/ Recommended MODS: HD NPC Portraits 1.1 by ndix UR OBVIOUSLY THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
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