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Showing content with the highest reputation on 07/13/2018 in all areas

  1. 2 points
    @DP: regarding the envmaps earlier in this thread i found out a trick lately. Basically you can use ANY jpg/png etc. picture as envmap. The important part is, when - lets say - looking at Sapiens Cubemaps; they all have a .txi file with the entry "cube 1" added. E.g. the Baremetal.tga also got a baremetal.txi. But when you now delete the baremetal.txi, and only use the baremetal.tga, Kotor/TSL doesnt recognise it as cubemap while it acts like one ingame - and it works wonders with shiny surfaces. In general less contrast between the different colors in the picture is better to get a matte shine, by adding a bit gaussian blur to the picture. What you might wanna try out is to make the dirt, screws areas non-reflective on the Triumvirate armor for further fidelity. Other than that, im really hyped for your project - it would be totally awesome to see more of not only the Kotor armors but some of the other iconic armors & jedi robes replacing the outdated vanilla K1/TSL ones.
  2. 2 points
    Trying out a new Republic officer uniform: Although of course that introduces a bunch of new problems with holograms: I'll have to lop off the arms at the shoulders and have them as separate meshes. Not sure what to do about the neckline. Either the neck shows through the collar, or the collar shows through the neck, depending on hierarchy order. I'm also not a fan of the boots. I think I'll swap them out for something more suitable.
  3. 2 points
    Have you read this article about TLJ yet?
  4. 2 points
    Billy Dee was available (and willing) for VII, JJ just didn't care enough about Lando to add him in. Rian thought of Lando, but he "Had to be" DJ, and that wouldn't fit Lando, so Lando had to go (re-write you HACK!) It's pretty clear if Carrie Fisher was still around JJ wouldn't have called Billy Dee for IX, passing him before. He's just there to replace the carrot that passed away. Talk about insulting. For that reason alone no-one should watch IX. They have their mouth full with "diversity" and other nonsense, but they overlook Lando Calrissian and our interest and fandom of him ENTIRELY only bothering to add him once all others fall away. Again, it's insulting of the highest degree, and they expect us to praise them for it. No, no way in hell.
  5. 1 point

    Version 1.4

    11,176 downloads

    Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me. Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You have anointed my head with oil My cup overflows Psalm 23: 4-5 Peragus Tweak 1.4 DESCRIPTION: I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are as follows: - Random tan corpses have been replaced with actual dead miners. + Non important characters have randomized appearances. + Security, Administrator, Med, Dock officers have individual corpses. + Coorta and thugs have individual corpses + Miners in the dormitories now match their appearances in the holorecords. INSTALLATION: Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh. UNINSTALLATION: navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.
  6. 1 point

    Version 1.0.2

    6,879 downloads

    Have mercy on me, O God, according to your unfailing love; according to your great compassion blot out my transgressions. Wash away all my iniquity and cleanse me from my sin. Psalm 51:1-2 Spectral Ajunta Pall Canonical Appearance DESCRIPTION: This mod replaces the silly, non-intimidating Dark Jedi Ajunta Pall with a scarier, more canon-accurate version. His weak gentle voice has been tweaked too so he is a little more intimidating. INSTALLATION: - Use the TSLPatcher and select the install option UNINSTALLATION: - Run the TSLPatcher with the uninstall option - Delete these files from override: -- p_ajuntah.tpc -- p_ajuntabb.mdl -- p_ajuntabb.mdx -- p_ajuntab.tpc -- p_ajunta.tpc -- kor37_freedon.utc -- ajunta_mask.tpc -- ajunta_maskb.tpc CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.
  7. 1 point
    Hey Kotorians (yes I want to make that a thing) – I am excited to be announcing a big update to the Kotor community. The short version is Deadlystream and /r/Kotor are moving forward with a merger of our communities. So what is happening? Immediately we will begin co-moderating Deadlystream and /r/Kotor. I am being added as mod to /r/Kotor and Snigaroo is joining Deadlystream as an admin, while Goat is joining as a moderator. We will be expanding staff cooperation in the coming months. Moderation of the /r/Kotor Discord will be shared and modding channels have already been added to the discord. This will become the official discord for Deadlystream going forward. Additionally, wee will also be cross-posting content across communities to encourage /r/Kotor subscriber engagement on Deadlystream and working on increasing modder participation on /r/Kotor. We hope these actions lead towards growth for both communities. What about rules? Each community will still have a unique set of rules, processes and procedures to follow. Deadlystream’s forum based community and the reddit community are very different beasts, each with a different need we fill for the community, our rules will never be 100% aligned but we will align where it makes sense. We will have more information announced over the coming weeks while Sniggles and I work on our integration ideas and planning. Speaking of rule updates, we do have two changes that will be implemented beginning today and they are as follows; · Our rule around porting of content being banned This rule is being replaced by the following rule: · Mods and Assets that are of the same game series (ie KoTOR 1, KoTOR2 and SWTOR) can be ported between games and uploaded to Deadlystream. Porting from other copyright game assets is not allowed, although any fan created content (even from other games) can be hosted at Deadlystream as long as there is no copyright on said mods, files and/or assets. You will still need to abide by all other mod hosting rules. -All mods submitted going forward will require all modder's to fill out 1 additional field, this field is called "Contains Port Content", it is filled out by selecting either yes or no from the drop down menu. -Any modder that has ported content will also be required to fill out a second field called, "Source of Ported Content", this will be a free text field that the modder can describe where his ported content is from. · Rule 19: "All content on Deadlystream must be uploaded by the original creator/owners of the content. Uploading content that is owned by someone else is strictly prohibited, unless explicit permission can be demonstrated by the uploader. If you are found to upload content that is owned by another person without explicit evidence of permission, the first offense will result in a warning via PM and removal of said content. Any additional infractions will result in a permanent ban. Deadlystream Staff will from time to time reach out to authors of content not currently hosted on Deadlystream to see if there is an interest in having their content uploaded to Deadlystream. This activity should only be performed by Deadlystream staff members." This rule is being changed/updated to: · "All content you upload must have been created by you or given permission for use in your mod by the original author. In the event that there is a mod (which you did not create) that needs to be uploaded for preservation to Deadlystream, the following will occur; - The community member will message a moderator via PM with the mod attached and any other information about the mod and about where you downloaded it from. - The admin will follow the “Guidelines for Re-uploading Abandonware Mods” (look for this in the coming days). - If admin sees that the mods meets the guidelines, admin shall upload said mod. - The uploaded mod will have a disclaimer stating “it is not actively supported and that responses to support requests should not be expected.” Please note: Removal of a mod upon request from verified mod authors will be honored, please reach out to an admin for assistance.” Snigaroo, myself and the rest of the staff are very excited about what the future holds for Kotor and our communities. This is only the beginning, there is much more to come. May the force be with all of us! -Tyvokka
  8. 1 point
    Can't help you with an in-game appearance, but I took your latest attempt and made some minute touch ups up my own to fix some unnatural horizontal lines near the bags under his eyes and beard corners, as well as getting rid of a bubble near his brow ridge that was betraying the fact that it was a mirrored texture. Revan_Head_d_v3.tga
  9. 1 point
    Hey ebmar, wanted to say you did a great job on this. Selven has a great new look and I definitely needed three people to take her down on Imp difficulty. It was almost as hard as the Gadon fight, as it should be. Great addition. I did have a couple questions and critiques, most having to do with her pistol. Firstly, how does Damage Bonus: Physical, Random work? Random as in completely random? What's the ceiling of the damage bonus that it could get (because I can see it getting far too powerful far too quickly)? Next is how does the Piercing Damage bonus affect the gun? I thought that Piercing/Slashing/Bludgeoning were leftover code and didn't affect the gameplay at all, or at least not in any relevant way. Last thing regarding the pistol: there's no (visible) bonus for upgrading the Hair Trigger on the weapon, and you also can't see that the gun has been changed at all (in the gun's description) when you've upgraded it aside from On Hit: Slow. My only other critique is that for the point at which you get it in the game, the vibrosword is a bit too powerful. It's the best melee weapon you'll have until you start to get some really good lightsaber crystals (at least post-Dantooine). I'd tone it down just a bit (simply removing the Damage Bonus: Physical would do wonders for its balance). Overall, great job and thank you for making it. I hope you keep working to improve the fantastic foundation. Edit: Just realized it's likely that I was playing a previous version. I'll have to check out the newest update. Double edit: One other thing I forgot to mention is that 2 out of the 3 times (third was with the new update) that I've fought her, as soon as I kill her, it's introduced a graphical glitch where the screen goes black but the game is still running fine. It's quickly fixed by saving and loading, but it's something to fix if possible. Update (1.2): see comment #8. Update (1.3): This mod is now more than up-to-snuff. It does well to keep the original balance and feel of the game while simultaneously adding much more weight to an otherwise underwhelming character that could have, should have, and now is, something really dang awesome. Very well done. 6/5. Stick it in your override and keep 'er there, this one's a mainstay. Congrats and thanks, ebmar. 😁
  10. 1 point
    Mellowtron was kind enough to give me permission for I'd like people's opinions on this being included in the K2CP?
  11. 1 point
    https://i.imgur.com/2D56Azi.jpg
  12. 1 point
    I think it would be fine to leave it a Vibrosword...I'm not actually sure which is correct, so whichever the wiki says lol Also, did you see my edit to change a couple values? I should have made it a new post to give you a notification, but I didn't think about it. Finally, instead of adding the Energy damage vs droids, how would you feel about changing the +3 Slashing Damage to +3 Energy Damage? I'm glad you liked my changes!
  13. 1 point
    Technical difficulties resolved. Progress continues. These are my half-assed updates of the game textures for the new mapping. Not sure if I'll do brand new ones for K2, but I'll come up with four variants for the K1 port at least.
  14. 1 point
    Oooh, nice. The whole city would make a nice loading screen backdrop. One thing I never worked out is why Obsidian didn't paint a hole on those defence canon barrel ends. Surely a black circle wouldn't have proved too taxing. They could have at least pointed them in the opposite direction so it wouldn't be directly facing the player. It bugs me every time I see it.
  15. 1 point
    One or two weeks ago, I decided to quickly finish Onderon, thinking that there were only some tweaks to the TG scene and the fixed skybox models left to do. Turns out that I had forgotten about the turret scene and the swoopracing. For the turret minigame I had to add the palace model and alter the visible terrain as the vanilla one didn't fit my skybox design at all. So that's done now except for some lightmap tweaks to make the palace blend better with the vanilla geometry. The swooprace is another thing entirely. I didn't even know there was swoopracing on Onderon and my Onderon landscape doesn't really work well with the swooptrack as that one seems to start outside of the city and then gradually enter it, so neither my normal Onderon skybox nor my skyramp skybox work well for that module. I tried creating a third one from a different point of view but that didn't look great either. I'm not quite out of ideas yet but we'll see how it goes. Anyway, I wanted to share what I have. So here are two renders and two screenshots:
  16. 1 point
    Not if you consider SWTOR as canon! From Wookieepedia . . . Don't mess with poor Trask. It's bad enough he had to be a tutorial spouting sacrificial lamb. Don't pour salt in the wounds!
  17. 1 point
  18. 1 point
    And here is the ingame shot: Getting there took quite a while. First I had to get the grass color right which is a really annoying thing to do as I can't just take the colors from the texture due to the different lighting in Terragen and the game. But I got there after about 10 iterations or so... Then I noticed something that I already knew but had completely forgotten. The TSL Dantooine skybox is rotated compared to the K1 skybox, so my reused K1 terrain was also rotated ingame. To fix this inconsistency, I had to rotate the camera in Terragen, but then I also had to move the sun accordingly so that it stays where it's supposed to be. But then the sun disappeared behind my clouds and it's impossible to rotate the clouds in TG which was a real shame in that case because I liked those clouds a lot. Many cloud iterations later, I got new cloud shapes that look good again, so those are what you see in the screenshot. Now I just have to fix the 3d grass in the skybox and fix the actual skybox model. Currently the horizon is still way too high.
  19. 1 point
    (If anyone's hunting for the Discord link and can't find it, it'll be put up later this weekend, but you're more than welcome to join now from here!) Hello everyone! Although I hope many of you will also read some of the announcement on reddit to learn a little bit more about the premise behind what we’re doing, I know many of you probably don’t like reddit, or at least its format. For those who don’t, I figured it’d be a good idea to present myself here and explain why I think what we’re doing is a beneficial move—and, if I can, to allay any concerns you may have. Although I’ve spoken to and cooperated with many of the modders here before as part of my work on the mod builds, I was a hanger-on in the community a long while before the first mod build was ever posted, back well into the filefront days. At that time I modded for myself, in much the same way that I continue to do even today, the builds being a reflection of my interests. I mention this because I want to reinforce that modding KOTOR is and has been important to me, as important as I’ve claimed it is in the reddit thread. I mod my games because I enjoy the process of doing so, and I rely on and respect the mod community for producing the content which I utilize. If I believed this merger would in any way limit or harm the capability of you folks to do the work you do, I wouldn’t have agreed to it. This merger is happening because both of us, Tyvokka and myself, think that there will be a clear benefit to both sides in the process. That does NOT mean that the rules, culture, or expectations on either site are significantly shifting. Although there have been rule changes both on reddit and here on DS now with the implementation of this merger, we don’t expect any further changes in this vein. Our goal is not to homogenize or forcibly integrate either of the two communities, but to create a sort of fluency and ease-of-communication between them. In other words, we seek to have two separate communities that willingly cooperate with one another, not a single mega-community, which I think would be both impractical and unhelpful. The actual “merging” will therefore remain a primarily administrative one, wherein we hope to share the burden and work together to improve both communities, but with the goal of retaining their uniqueness specifically in mind. The sole exception to this is the Discord, which we hope will serve as a nice, casual mixing zone for the entire KOTOR community, including users and groups not affiliated with either reddit or DS. So, what exactly do we plan on doing then? I’m going to give an answer which might sound worrying, but I hope you’ll come to see as actually encouraging: we don’t know yet. Now, don’t take that as us having no ideas, because we have plenty. For one thing, as soon as wiki functionality here on DS is fully up I’ve already agreed to migrate /r/kotor’s wiki here, which includes many troubleshooting guides which we’ve refined over the years which some of you folks might find helpful—the mod builds, too, will eventually be cross-hosted. But as for everything else, we’re going to take things slowly and play them by ear, because we’re not sure how to best proceed yet. Our end goal is to allow the Deadlystream community to harness the large userbase and skills of the reddit community to help test and develop content for mods, while also encouraging reddit users who may be interested in developing their own mods to give it a try; on the flip side, we would also like to see mod and feature suggestions from the reddit community engaged with more actively from the folks here on DS. For direct interactions, with the exception of the Discord, that’s *all* we’re looking to accomplish at this time. How we get to that end goal, though, is a matter yet to be formalized. That’s because we want to try to find the best possible system for both sites, and are going to continue to take suggestions and test options until we find something that works, ideally without causing any hassle. We’re not committing to anything right now because we want to hear suggestions, thoughts, and questions first, and then we want to see whether our first ideas shake out well or not. If they do, more power to all of us—if they don’t, we’ll go back to the drawing board until we get it right. But whatever the final outcome is, I want to reiterate that it will be a system which will be minimally invasive. I take the shared administration of DS seriously, and I want to make sure as much as I’m sure everyone else does that there’s no “help reddit” quotas, influxes of members who haven’t the faintest idea of the rules of DS, and so on. We will change whatever needs to be changed to make sure that this integration goes as slowly as it may need to, with best possible outcomes on both ends. With that said, I think I’ve written enough. I wouldn’t at all be surprised if most of you had additional questions, and if you do have them please ask; I’d be happy to go into more detail about anything that you may be concerned or confused about, including any questions you may have about me personally. I’ll end by saying I’m excited at the prospect of working more directly with the mod community as I did working on the builds that released today, and I’ve got nothing but hope about where both sites go from here. P.S. – For those of you who do hate reddit’s format but would like to use the site, the best thing I can suggest is to disable the redesign from your account preferences at the top right, then download the Reddit Enhancement Suite (RES) extension. It gives a lot of additional user-controlled features that can make using reddit tolerable.
  20. 1 point
    A few days ago when I was driving home, we had this really beautiful sky that you sometimes get when a storm is coming. The next day, I thought that something like this might work really well for TSLs Dantooine. So I opened Terragen again and tried to replicate what I saw the day before. It was actually surprisingly easy to get a similar result but it took some more days to get a version that worked as a skybox ingame as most tries just looked off in some way. I only have a low quality test render of that latest version, but I figured I might as well share it here: I'm currently rendering a higher quality test version with the updated terrain I created for K1s V2 Dantooine skybox. Once that's done, I'll probably have an ingame screenshot as well.
  21. 1 point
    Probably not. I suspect someone would have uncovered something in all these years.
  22. 1 point
    The models will be included in the download, but I'll make sure to include instructions on how to use them. If you need that right away, let me know and I'll cook something up.
  23. 1 point
    Well yeah, that's what I do for the actual skybox textures. Those are done for K1 Dantooine and I have a WIP sky/coloring for K2 Dantooine. What I was talking about here are the actual ingame models/cubes for the skyboxes. I made one of those and now I have to copy that one into every module of both games (yeay...). That's what's up next for K1s Dantooine so that this skybox is fully done except for the final renders. I could show you a comparison but you wouldn't actually see anything on it except for the improved sky, but that's coming from my better knowledge of Terragen and not the new models. But I might be able to explain it: The skyboxes are obviously cubes with five textures assigned to the five visible sides of that cube. The problem with the skybox models in vanilla is that their edges don't always line up properly and that the UVW mapping is also less than perfect. And since that is different for every planet, I prievously had to stretch my textures to fit that so that no pixels are missing and I had to do that individually per skybox/planet. On top of that came the fact that the vanilla skyboxes are not centered vertically, i.e. the horizon is not where it should be which I had to account for by editing the rendered skybox as well. All of that was a lot of individual work for each skybox and lowered the quality due to the stretching. With my new skybox models, I no longer have to do any of that. I can just take the full quality renders straight from Terragen and they form a seamless skybox.
  24. 1 point
    I'll update this thread when I have something to show, no need to ask. I have started working on the skybox models and decided to replace them all with my own model that has a proper UVW mapping. I tested that new model on Manaan, where I rendered all skybox textures in full resolution but not quite full quality. You can see the seamless result here (that's a corner of the skybox model): I also applied these model changes to Korriban and finished that skybox: And as I said before: I'll always post a render of each finished skybox, so here's the one for Korriban: Next up is creating the models for Dantooine and Telos to finish these skyboxes. I'll also work on Tatooine some more to get that one to blend better with the 3d ingame terrain.
  25. 0 points
    No, a vibroblade it is- hahah! [an overhaul is a overhaul indeed. In fact, I actually have made some changes to the files there so, a rollback would be a pain on my nerves- lol!]. Oh no, I haven't seen the edited post last time I checked it. I have just seen it minutes ago actually. No, worries- no harm being done anyways. Ah-ha! That is a one nice idea- thanks for the input! The pleasure on me!