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Showing content with the highest reputation since 11/26/2019 in Posts

  1. 13 points
    Hi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
  2. 12 points
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  3. 10 points
    Thanks for all the comments everyone. I think I will go with style 1 so that the screenshot page does not become a chaotic blinking mess. However, I will also provide a link to some sort of comparison that allows a manual switch between the two shots. And there will of course also be normal screenshots without any comparison that show the new skyboxes in full. Apart from that I've been making good progress. The main Telos render is now finally done and I'm also making progress verifying that everything is working as intended.
  4. 10 points
    After looking around on the forums, I realized that editing the GUI of KotOR (and possibly TSL) is quite painful and most people use K-GFF (very great tool, but not visual). I then found xoreos-tools (part of xoreos - a very cool open source project). So this weekend, I started up making my own version of a tool which should help a lot with the process of laying out things nicely. The project is not fully complete, but it is ready for some beta testing! A few features so far - Visual display of all images (I think) + bounding boxes - Supports drag + drop / resize - Nested view for only what you care about (cleaner than K-GFF) - Cross-platform - works on linux / windows / mac (with caveats) - Light / Dark Mode for all of you who look at too many bright things (like I do) Getting Started Guide: https://github.com/amcolash/kotor-gui-editor/blob/master/README.md Release Page: https://github.com/amcolash/kotor-gui-editor/releases Source Code: https://github.com/amcolash/kotor-gui-editor Changelog 0.0.4 (9/17/2020): First Public Release
  5. 10 points
    After a long fight against the Korriban wastes module I finally finished the last BoSSR skybox: That leaves two mod skyboxes to do. I think those shouldn't take long but then again I thought the same of the skybox above... I'll keep you updated. In the meantime I also changed my mind and added some traffic to all Coruscant skyboxes: I'll do the same for Nar Shaddaa and probably Taris as well to better sell the cityscape of those planets.
  6. 9 points
    I just completed the last render for this project. Everything is now done! That does not mean the mod(s) will release today or even tomorrow or this week though. I still need to build the mod archives and installers, verify that everything is working as intended and make screenshots etc. None of that should take too long now that the bulk of the work is finally finished but I won't give a release date. It should be soon though. In the meantime, here's a screenshot of the last skybox I finished. It's for the Green Grass for Dantooine mod.
  7. 9 points
    Hello DeadlyStreamers! To think all it took was a pandemic and an overly long SWTOR content update to get me to announce the 2018 Mod of the Year winners. And of course, keeping in tradition with my minimum effort work ethic, here they are: Best Texture Enhancement: Best Content Restoration / Addition Most Helpful Community Member @DarthParametric and of course Mod of the Year Each winner will receive their new Mod of the Year 2018 medals. Also due to the nature of the nature of the 2018 Mod of the Year winner, I'll be awarding two versions of the medal - one black and one gold! So what's the deal with Mod of the Year 2019? I don't know yet. Due to all this COVID-19 business, sounds like I'll have more time for DeadlyStream business. I think it'd simply be a matter of choosing the categories and then starting up nominations. We'll see.
  8. 9 points
    I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
  9. 8 points
    I'm currently working on the turret minigame in KotOR I. My goals in order of priority are: Make the game more challenging Scale the challenge of the minigame with your difficulty setting Improve graphics, effects, and audio Diverse enemy types Remove "random" encounters and make it so the battles occur: Once when leaving Taris Once when arriving per planet Once when leaving per planet Once when escaping the Leviathan Once when approaching the Star Forge Optional challenges Unique stages - not always be six interceptors flying the same loops around you, but different numbers and types of ship, different skybox and eyecandy, different movement for the Ebon Hawk, different objectives (escape, survive, destroy x many fighters in a certain amount of time) Persistent health - don't take too much damage, or it will be there next time you fight! You must go to a specific location to receive ship repairs, or leverage your own (or companions) repair skill to "heal" the ship Experience gains for destroying fighters A questline with T3-M4 that allows you to upgrade the ship's health A vendor to install more powerful and unique-looking turrets on your ship While all of these goals are achievable based on what I've observed by going over the data, I know that it's easy to over-promise and under-deliver. Therefore these are mentioned as "possibles". Those in bold above are almost complete. I mention the other goals because I'd like to describe how these could be achieved if my other commitments make it impossible for me. So, I will go over the more ambitious goals in case future modders are interested in how to implement the changes. Remove "random" encounters and make it so unique battles occur This one is pretty easy. At the moment all minigame encounters use exactly the same module: M12ab. Even the battle that occurs over Taris, with it's unique skybox and background Leviathan is still just M12ab. What is actually happening is some scripting that occurs when the encounter is being loaded. When going in to the minigame, KotOR is evaluating your global variables to determine what skybox and audio cues to use (or in the case of the HK-47 practice, whether to apply the holographic visual effect) - in the case of the Taris escape, an animation is actually playing on a loop around you that gives the appearance of the starfield, Taris in the distance, and the Leviathan hovering nearby. This animation can be found in m12ab_01a.mdl/mdx. I've cut out a section of the animation to show you the awesome model that comes in the mdl: In order to create unique encounters, my thoughts are to either create new modules from copies of M12ab, or to use expanded scripting to make the existing module more flexible. I haven't yet tried duplicating the module and seeing how it would effect things, but that's next on my list. If you wanted to go very basic though, you could just use MDLedit to modify m12ab_01a.mdl, and change the LSP_planettari01 texture mentioned in it to some other planet texture. I'm completely new to modelling and haven't animated a thing, so just how far I am able to go with this and how much I can learn is anyone's guess. However if there are any talented animators out there who wanted to create a unique animation for a space battle encounter that takes place prior to boarding the Star Forge, you can find an *awesome* Hammerhead model from KotOR II in 104PERg.mdl: Unique Stages This would come down to scripting. It's possible to decompile all scripts apart from the heatbeat script (thanks to Thor110 for decompiling all the others). Inside the scripts, you can play around a lot with when the encounter ends and under what conditions. Even in the M12ab.are file, it is possible to do a lot with the nature of the encounter. To give you some examples of what is definitely possible: Spawn fewer enemy fighters - this is a simple matter of deleting the enemy structures in the .are: Make the Ebon Hawk fly around - this can be done by changing the track listed under the player structure. You could "hijack" the track of an enemy structure, or create your own custom one in Blender. I've had an absolute blast give the Hawk the m12ab_mgt06 track, making it progress at 1/4 speed, and playing the turret game in a moving ship, with interceptors flying all around me Make the enemies faster This can be done by editing the enemy tracks in blender - just shrink down the animation to play over a fewer number of frames. At the moment, the interceptors in my modded game are flying around 33% faster, and boy oh boy does it make the game better GIve enemies more hp, more powerful weapons, more rapid-firing weapons, or unique models Again, just a matter of making changes to the .are. At the moment, I have 4 normal fighters and 2 "elite" fighters that are colored the same red as the Sith heavy troopers. The elite fighters absolutely rip you apart - they deal +33% damage, fire twice as fast, and have double the hp, so I'm having to actually think in the game and prioritise targets. Make the enemies chase you while the Ebon Hawk performs evasive manoeuvres This is just a matter of editing those tracks. I'm no animator/modeller but this would appear to be the most achievable change to make to the game even as an amateur (though it does require that unique copies of M12ab can be created and function, something I have not tested). What you could do for example is create a simple track that would float up and down and side to side, then copy that and move the track back and to the side by a certain distance, maybe give it an additional keyframe at the start so that it gives the illusion of following your ship movement rather than mirroring it. Naturally if the interceptors were behind you the whole time they would rip you to pieces - at this point I am playing around with the possibility of scripting to adjust the frequency of their shots. Inaccuracy is a good variable to adjust - it is a percentage chance to miss you, so this would make prolonged fire from interceptors survivable. Rate of fire is another that would work in this type of situation, it is something like number of shots per second - however in a tail pursuit this may make the fighters shooting you seem a bit odd if they are either constantly rapid-firing or firing on a precision perfect shoot-wait x seconds-shoot-wait x seconds pattern. There's a lot more I want to say about modding this minigame but I've just looked at the clock so it will have to wait. Suffice to say that there is a LOT of unused potential in KotOR from this game, that was very likely left on the wayside by BioWare due to time constraints.
  10. 8 points
    I stepped away from my machinima for a bit to fulfill DP's request. It was easy peasy using the mapper function that KotorMax has, I just had to adjust some things and deal with some controller errors but this is what I got: -Both throwing grenade animations: -Using shields: At first I tried naming them cthrowgren/cthrowgren1 or throwgren/throwgren1 but they didn't play so I had to do the same as Selkath and convert the model to an F type. Then I renamed the rest of the animations to their humanoid counterparts. Let me know if they are any good and I'll submit them to the download section.
  11. 8 points
    Even I have to do a tentative release date from time - if only to convince myself to finish it. Cast list subject to change or expansion.
  12. 8 points
    Welp it's been a little over a year since I created this thread. Since then I built the LucasForums Archive Project to aid in my KotOR research. I thought I would share it here in case anyone is interested. It isn't anywhere near complete, but there is quite a lot included already. I may attempt to add more at some point in the future.
  13. 8 points
    So the trophy heads in Davik's estate on Taris. They are pretty dire, and I always mused about replacing them at some point. This is the vanilla room: The heads themselves are just stuck directly on the wall, with no obvious mounting/backing board like you normally see with hunting trophies. In addition, I never understood why they put the weird arch things in there, blocking the view. It's the only room that does that. So I had a look through what TOR had to offer. I couldn't replicate it 100%, since the vanilla heads are Rancor, Dewback, Wraid, Tuk'ata, Ronto, Kataarn, and Iriaz, but TOR doesn't have the last three species. Here's what I came up with: I got rid of the arches and plugged the gaps in the sides with some new lights, while moving the overhead lights up to the ceiling. The substitute heads are a Reek, a Nexu, and a Tauntaun. And since I know a lot of people don't like the TOR stuff, I also made a version that replaces the original heads with the ones from the regular vanilla creature models. Still low poly and terrible textures, but slightly less garbage than the originals. But they do at least match the same species types: The heads now match their actual creature size in the game (at least the vanilla species). The original versions were scaled down, the Rancor especially being comically small compared to the description Calo gives of bringing it down (big enough that he was able to perch on its shoulders). Although it is now so big (the size of the one you see in the sewers) that it can't actually fit on the back wall, so I had to come up with some struts to mount it out in free air. The wall lightmaps might need to be cleaned up, and I'm also not really feeling the mounting/backing boards. It just a chamfered cylinder with a procedural wood texture, since I wanted to keep it simple. I'm not sure what I should do about it. A different material/texture? Maybe more of a shield-type shape?
  14. 8 points
    Hi everyone. Sorry to the mods for the double posting and I hope the screenshots are not to much. So before we start a short update: Now witness the firepower of this fully armed and operational batch station. So yeah I learned batch a little which helped producing the progress. In order to give an overview: All saber hilts are updated by hilts from @Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models and textures and icons go fully to him! Update for Kaidon Jorn's: Revan's Tor Saber 1.1 to use the new blades Ambient light for lightsabers 3d models for blade core and inner glow symmetric lightsaber blade planes with a modifed version of @Sithspecter crossguard saber UV layout. (in principle compatible with his unstable textures) black core sabers are possible homogeneous brightness of the blade (no more brighter blades when viewed from the front) all sabers are fully upgradeable (added black core crystal) (Cross guard are updateable but don't have a unique crystal yet.) Now to the to do: Need permission from Sithspecter to use th UVs. I only modified them but he created them so I need his permission. I hope you are all right man! Need Icons for the crossguard saber Test: Someone to test the .uti with the english version of the game (I am only owning the german version) Test the K1 version at some point in the future Hope that some talented texture artist is willing to update my blade textures with good ones Possible update with a full set of unstable saber blades if Sithspecter gives the permission to also use his beautiful animated textures. Known Bugs: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix sorry. The lightsaber hilts will peak through the blades. (See some posts before. DarthParametric sad it is not possible to fix it.)
  15. 8 points
    As I mentioned last time, I was going to tweak the Tatooine skybox some more even though I had considered it almost done quite some time ago. The reason for that was that I had never been able to really match the skybox lighting and sand color to the ingame terrain. I had come closer with V2 than in my initial release but I wasn't really happy with it yet, so it had been on my agenda to go back and fix that. You can see that in the following image. As you can see the shadow parts of the dunes are way too dark so they don't blend with the foreground terrain at all. So I set out to fix that and now, approximately a hundred iterations later I finally arrived at a result I'm happy with. The lighting in the game is very cheaty with several different light sources creating that yellow-orange-ish light, making it impossible to replicate that with two suns and a uniform sandcolor as I had it in the skybox. I considered changing the ingame lighting for a while but that didn't turn out any good so in the end I just cheated myself. I added a third sun that lights only the ground and recolored individual parts of the sand dunes to get the correct colors in every direction. It took a lot of iterations but now I'm really happy with the result. While doing so I also realised that the skybox terrain didn't match the ingame one either. You can kinda see that on the screenshot above although it was more obvious in other places that the skybox dunes were just too small. So I widened those as well. That cause issues with the overcomplicated and unflexible way the terrain was set up. This was after all the very first terrain I ever created in Terragen and hasn't really changed much since then. So I basically rebuilt the terrain. You don't see that in the end result but it's working much better now. But I guess that's enough talk from me and you want to see some screenshots. So here you go: It's the same perspective as before but the terrain and skybox blend much better. And just for fun, here's another screenshot: That's another skybox checked off and thus almost finishing K1. Only Manaan underwater and a few fixes here and there remain.
  16. 8 points
    Anticipation building for the announcement of the winners in 2021.
  17. 7 points
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  18. 7 points
    Thank you all for the kind words! I'm glad you like these. I have since finished Yavin 4 and I'm really happy with the result: It's slightly less of a jungle than what we see in the movies so that it blends better with the modules usd in the mod. But I think that works really well too, so I'm fine with it. Now onto the last completely new skybox I want to create: Ord Mantell
  19. 7 points
    Haven't posted here for a while, time for an update. Regarding my Ahsoka Tano mod I've posted about a few months ago, progress is good. The head is complete and working well in-game. I've also worked on her outfit of the S7 finale. While it is well under way, I need to finish painting the textures before moving on to skinning the model. Since the oufit seems to bear Mandalorian patterns, I think I'll make the outfit available in-game (probably technically working as a disguise) as a reward for completing the hand-to-hand combat challenge in the Mandalorian camp on Dxun or something like that. I don't want to release the head separately and then go back to update the file to include the outfit, but I'll drop a "beta" version of the mod containing just the head here. Feel free to report any bugs on this thread or by DM. Moving on, the other day I've posted a pic of a WIP model I'm working on. The idea behind it is to create all new models that'd replace the boring default commoner clothing for the PC. I'll create upgradable items with interesting stats to give the user an incentive to actually use the new clothing other than just the new aesthetic. While I've teased the male model the other day, the female version is actually pretty much done. I've literally spent dozens of hours working, scrapping and recreating the damn thing, but I've now come to something I'm very happy with. And here it is. But wait, you might be wondering.. ..and yes it do! Next step, finishing the male model! Ahsoka_beta.zip
  20. 7 points
    There is no irradiated skybox in the original M4-78 but I changed the models so that there is now. And yes, it will change once the radiation is cleared. Sure thing. Here's an example. You can also see some more screenshots in other posts I made over the last months or so. As to the questions of why I'm not releasing K1 yet. There's no specific reason for why I want to release them simultaneously, but that's the route I want to go. One reason is that I still need to make screenshots and stuff like that that will take some time and I'd rather focus on getting all skyboxes done first before I go down this rabbithole so that I can then make all screenshots for both games at the same time. Depending on how long finishing TSL takes I might decide to release K1 earlier but not before I've finished the add-ons like BOS:SR and I haven't even started those. With the exception of Taris that I mentioned before, they shouldn't take too long though. I'll keep you guys posted. We'll see how it goes. Rest assured though, it won't be long now (at least compared to the 3+ years this project has been in the work now... )
  21. 7 points
    It's a compass pointing to Bastila's location. It's part of the whole "You need to gather your party" mechanic, nothing to worry about.
  22. 7 points
    Looking at that, the UVs are uneven, but they are roughly in the right place for the texture. Looks to me like your eye texture is rotated 90 degrees. K1_PFHB04_Eyes_UV_Fix.7z PFHC04 on the other hand is something I can't really fix. If someone else wants to take a crack at fixing the smoothing, be my guest: pfhc04-kotormax.mdl.ascii Otherwise, you'll have to live with the vanilla model for now. Come back in 6 months after bead-v has done his MDLEdit update THAT HE HAS NOW TOTALLY PUBLICLY COMMITTED TO DO WITH NO CHANCE TO BACK OUT OF IT. *cough*
  23. 7 points
    This mod is made by Pascal Gilcher, and it works on any game which has Depth Buffer access. The mod in the beta stage right now, and only available to patreon users, but it will be available for free for all once its done. This mod adds Ray Traced Global illumination to the screen space(depth buffer) to lit the scene. Global Illumination is consists of 2 things, Indirect shadows(ambient occlusion) and Indirect light. I will post bellow few comparison shots bellow, it worth mention that it is very option heavy, for example you can choose how long your shadows are, or how bright or dark indirect light are, and I choose setting which I felt are right for this game. Comparison shots: http://www.framecompare.com/image-compare/screenshotcomparison/DPKWPNNX http://www.framecompare.com/image-compare/screenshotcomparison/J2F0CNNU http://www.framecompare.com/image-compare/screenshotcomparison/DPKYLNNX http://www.framecompare.com/image-compare/screenshotcomparison/J2F1JNNU http://www.framecompare.com/image-compare/screenshotcomparison/DPKY7NNX
  24. 7 points
    And exactly one month later, Kashyyk is finally done. If I had not decided to add some fancy shenanigans that would've taken much shorter but I like the result even though you can't really see much of the skybox. And here's the entrance to the Wookiee village that you can actually see now (that's what was taking so long to get right). And finally, the usual render of just the skybox: Not sure what I'll work on next. The only big one still missing is Dxun and then there are some other skyboxes that still need little tweaks but I'm getting very close to actually finishing the vanilla skyboxes
  25. 6 points
    Here they are! The comparison gallery for the TSL release is ready. Have fun looking through those pictures: https://kexikus.github.io/HQSkyboxes_TSL_Comparison/
  26. 6 points
    I've always been a little bothered by the sith war sword being a reskinned version of the vibro double-blade, so I'm working on an alternate model for it. :: UPDATE :: 11/22/2020 Still working on this, I've been getting sidetracked with other projects.
  27. 6 points
    It's been a while since the last update but progress has been going well. The main thing still left is to render all the skyboxes. There are not many left but Telos is currently taking a long time (200+ render hours already and not done yet). After that the rest should be much faster though. And I also started assembling and collecting the final files for the releases as well as checking all modules again to see if there are any issues that need fixing. At the same time I prepared the screenshots for all locations. This also includes comparison screenshots and that's where this post comes in. I could use some opinions on which type of comparison you prepare, so here is the same scene in three different comparison style. I do have a pretty clear favorite but I'm still open about changing my mind. Style 1: Style 2: Style 3: Let me know what you think!
  28. 6 points
    Progress has been going somewhat slow but still steady lately. But I figured I might as well show some of the stuff that has happened. Let's start with the full quality Coruscant skybox, shown here as part of the Coruscant mod, but it's the same that's also used in vanilla: Next up we have one of the three Korriban skyboxes used in BoS:SR. This one is the same as the TSL Korriban skybox. One of the others is the K1 vanilla Korriban skybox and the last one is unique to BoS:SR but I haven't started that one yet. And finally a screenshot of what I'm currently working on (apart from rendering the TSL skyboxes): BoS:SR Taris The lighting of all these layers doesn't quite match yet but I'm getting there. And as a final note for today: I'm pretty sure that I want to make skyboxes for Yavin IV and Ord Mantell. But I have to look at their modules first to see if that's possible with the quality goal I have in mind. If it is, both of them shouldn't take very long.
  29. 6 points
    I just cannot stop myself from tweaking stuff. So while preparing skyboxes for and doing the final renders, I reworked K1 Korribans colors. Not because the old ones were bad but they strayed quite a bit from vanilla, making a seamless blend much harder. So I tuned them closer to vanilla and thus got a way better blend and overall look. Here's what it looks like now (final high quality renders and correct colors): And the old version with low quality test renders:
  30. 6 points
    And that's a wrap! (Or at least almost) So I started the final renders in full quality. The results are amazing if I may say so myself, but check for yourself (click on the images to see them in full size): Apart from doing all the render work, there are still some small things to fix and Telos to finish. For the latter I need to decide whether to go with the lightning or not and I also want to tweak the clouds some more. And then there are the mod skyboxes I want to create. Most of those should be pretty straightforward but a few will need more work. Among those is M4-78 which is also the one I started with. Here's what it currently looks like. The sky is working pretty well already but the buildings are obviously still missing. Let me know what you think.
  31. 6 points
    My test stuntman is very happy with the results.
  32. 6 points
    Get ncsdecomp working properly and you'll be our new best friend.
  33. 6 points
    Hahaha it was terrible. So-bad-it's-funny though, so it's not all bad. Much worse than TLJ. I defended some stuff in TLJ, there's nothing really to defend in this one.
  34. 5 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  35. 5 points
    Not bad, @Salk. Better than I expected, honestly I don't think your accent is a problem at all, as there are plenty of characters with different accents throughout the game. Mic quality is really the only obstacle. But @Sith Holocron is also a serious contender, and I think the hired VA did a great job too. Here's my edit, with carefully edited bass/treble, fade in/out and silence: nm35aavict23000_Salk_km_edit_v2.wav
  36. 5 points
    I got the VO from the actor and I must say it's quite good although I believe I have done a decent job myself so I'm not at the moment sure which one I should go for. Perhaps you can help me make a decision. I will upload one line delivered by myself and one by the actor so you all get to chime in and tell me about your preference. UPDATE: Here it is. I do have a cold and don't have a good mic or anything remotely professional so the audio quality's difference is noticeable. But it's just an initial test. I think the actor did a very good job. My only concern was that I didn't hear much pain in his voice as you'd expect from a tortured prisoner. nm35aavict23000_[Actor].wav nm35aavict23000_[Salk].wav
  37. 5 points
    Quanons modding tutorials A long time ago, on the LucasForums, I made some tutorials. Most where about 3d models and how to get them working in the game. Mind the long time ago, most of these tutorials will mention older modding tools. Still, they might contain some helpful knowledge and a few handy tips. The files aren't ordered, most names should give you a good clue though, what the tutorial is about. Most are old AVI videos, the quality isn't super. Other files often contain a word doc and some extra gubbins you can open in 3Ds Max. Not much is said on how to model in 3Ds Max, for that, far better videos and instructions can be found on youtube and on the internet at large. Even I use it frequently to learn new tricks or speed up my work or to troubleshoot a model. Also, keep trying and trying, you don't want to know how often I had to. Happy modding! And enjoy the nostalgia trip. Links to my Mediafire: http://www.mediafire.com/folder/4xndcfs4zrm3d/Kotor_Tuts http://www.mediafire.com/file/kw7btvf80epzcyp/Lights%26Render.pdf/file http://www.mediafire.com/file/uo4di9y8bjt4gac/Creating_Lightmaps.pdf/file
  38. 5 points
    Thanks guys. Some very early tests on Bastila and trying to wrestle against the often unflattering eyelid animations, vanilla hair for a placeholder. edit: 2nd pass on her head model, adjusted a lot of things and corrected eyelids.
  39. 5 points
    I did just that. Tweaked th column some more. It's only that one particular direction where I have a lot of smoke and that's the direction of the Industrial Zone. As you can see in the video below, there's much less smoke in the other directions and I might even reduce it further for the other modules.
  40. 5 points
    Try to set "m_bIsBackgroundGeometry" to 1 in this nodes: trimesh Top, trimesh Side04, trimesh Side02, trimesh Side01, trimesh Side03. And then compile. Should help with visible fire, smoke and npc's in the distance
  41. 5 points
    Oh wow, it's been a while. After Kashyyyk I went straight to work on the Dxun skybox and arrived at a result I liked pretty quickly. But then I saw the the landing/takeoff videos again and noticed that my terrain didn't match those videos at all. So I set off to fix that but never got any results that I liked. That killed my motivation pretty quickly until a few days ago when I finally had a breakthrough. Dxun is now almost done but not quite ready to be shown yet. I have a mockup version of another idea that was floating around in my head though: The idea is obviously to have some sheet lightning on Telos. So far I only have this singular lightning that's reappearing again and again but I intend to add some more variety. Those take a long time to render though so that will still take a while. And I still need to complete the model as well. That shouldn't take long though. Anyway, let me know what you think of this idea.
  42. 5 points
    Veeeery interesting. I'm seeing the same thing in all files, so I hope it's the culprit. Basically, every NCS file I've worked on uses global variables initialized from constants. However, the files you've given me all include a global that's initialized from an engine routine! I'm wondering if DeNCS is choking on that. 0x00000c67 RSADDS 0x00000c69 CONSTI 32289 0x00000c6f ACTION 239 1 0x00000c74 CPDOWNSP -8 4 0x00000c7c MOVSP -4 // 239: Get a string from the talk table using nStrRef. string GetStringByStrRef(int nStrRef);
  43. 5 points
    First, let me go ahead and say that not only is this possible, it's actually extremely simple. It's also extremely tedious to set up as the global default, unless you're building from the ground up anyway. Now, a little background info: When I was younger and more naive (read: four years ago), I had the idea to start working on a massively ambitious project (read: total conversion mod) all on my own just to see how far I could push the envelope when it comes to modding. I was no novice when it came to ingenuity in KotOR modding, having already cut corners to introduce the community to a mod that had been wished for many times since the release of TSL (insert shameless PartySwap plug here). It quickly hit me that there was something else about the KotOR games that bugged the crap out of me, and that was that they were fully voiced - with exception to the most important character in both games. I quickly decided that would be the next hurdle I tackle. It didn't take too long to figure it out. That's right - I've been semi-selfishly sitting on this information for four years. Why? I don't really know, maybe because I wanted to present it to the community in a large project that I was happy to be a part of and blow everyone's minds. But it has become clear to me that others have been looking for a way to make it work, and I'd be remiss to not share my experiences with this particular endeavor. With all that said, here's a bit of a disclaimer: All instructions in this tutorial are given under the assumption of modding TSL, NOT KotOR. The reason for this is simple - TSL scripting, especially when it comes to dialog, is a lot more malleable. I'm not saying this is the only way to pull it off, it's just the easiest to illustrate. The first question is "How do we enable the PC to be a valid speaker?" The answer: We don't. Simply put, any time you type 'PLAYER' into the Speaker tag line in a DLG node, the dialog will crash. This alone has turned others in the past off of pursuing this endeavor. "So, we can't use the PLAYER tag to make the PC talk, and we can't assign a new tag to the PC, so how do we make this work?" This is where one's fundamental understanding of how dialogs work comes in handy. There's always one performer in a dialog that doesn't need a stated speaker tag, and who is that? The owner. So necessary workaround #1: Make the PC the owner of the dialog. This presents a new problem, however. The game is coded to always assume whatever other valid object is in the command chain in game scripts that fire dialog is supposed to be the owner, whether it's the object starting a conversation with the PC or vice versa. You know what the solution for this is? Remove those objects from the command chain. So necessary workaround #2: Make the PC start the dialog with their self. That's right, the PC is going to be starting up conversations with him/herself that you will need to invite all other participants into through the use of the Speaker/Listener tags - and those tag lines are going to be used a lot, unless you literally want the PC to be talking to him/herself. The way to set this up in a script is quite simple: AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(), "name of dialog")); Note: I'm including a Modders Resource (jb_func.nss) that functions as an #include script, which already has this function set up as a custom function, so all you need to type up is PCStartDialog("name of dialog"); jb_func.nss Any dialog fired by this function will have the PC speak all the entry nodes with blank speaker tag lines. Yes, you are still required to put VO on Entry nodes, not Reply nodes, which means having the PC speak a line of dialog that the player chooses from a replies list requires creating an entry after said reply with the VO information attached. Of course, this particular solution only covers game-triggered dialogs so far. What about click-started dialogs, the ones triggered by the player? This is where we get into potentially tedious territory. See, player-triggered dialogs are fired by the game gathering the name of said dialog from the objects Dialog string entry. This data call is hard-coded - we have no access to it through scripting. The obvious solution would be to set up a custom script for that object's OnDialogue event, but when one such object becomes a hundred or a thousand, that's a lot of OnDialogue scripts. This is where I came up with a different solution, which proved to be quite ingenious. Simply put, convert the player-triggered dialog to a game-triggered dialog. So necessary workaround #3: Make the dialog re-trigger itself. Note: Regarding the steps below, If you want to skip most of the work, I'm including here the script that I use to re-trigger the dialog, as well as a new dialog template to start from. Sadly, you'll have to do the globalcat.2da editing yourself. a_load_dialog.nss a_load_dialog.ncs newdialog.dlg How do we set this up? First, you need to create a global in the globalcat.2da. It can be a boolean or a number, doesn't really matter. For the sake of this tutorial, I'll be using a boolean and naming it "dialog_pc_owned". Next, create a blank entry at the very top of your DLG. Set its first conditional to "c_glob_bool_set", set the String Param to be "dialog_pc_owned", and check that "Not" box. Right now, this node does nothing but always fires. What we want to do next is make something happen. Specifically, we want to set the global, so in the first script field, insert "a_glob_bool_set", set the first parameter to 1, and the String Param to "dialog_pc_owned". This means the next time the dialog is fired, it will ignore this top node because the condition isn't being met. Obviously, there's still something missing. We need to trigger the dialog to fire again under ownership of the PC. So leave the DLG as is for a moment, and create a new script - I'm naming mine "a_load_dialog.nss". Now, in order to avoid compiling a ton of different versions of this script, we'll be making use of the String Param in the TSL dialog system. So if you're using my include file, the script would look like this: #include "jb_func" void main() { PCStartDialog(GetScriptStringParameter()); } Compile that bad boy (make sure the include script is in the override folder in your game directory), then go back to that top node in the DLG file. Insert "a_load_dialog" into the second script field, then in the String Param field, insert the name of your DLG file. So now your dialog will re-trigger itself with ownership belonging to the PC. We're done, right? WRONG! This is where I reckon I'll lose most of you, because it's a bit difficult to put into words, so please bear with me. When you trigger a dialog like this, you're setting a variable that wasn't set previously so that you can call it to re-trigger itself. The downfall is that variable will not automatically reset so that the top node triggers every time. In order for this to work, that top node needs to trigger every time, which requires resetting the global after the dialog re-triggers itself. How you set this up in the Dialog file is completely up to you, but my preferred method is to create a second blank entry underneath the first one, set the first script field to "a_glob_bool_set", first parameter to 0, and String Param to "dialog_pc_owned", then let that node be the master root for the rest of the actual dialog tree. That's all there is to it, obviously the rest is on you to write the dialog and acquire the VO in the typical way. I hope this helps, folks. Until next time... DarthTyren has spoken!
  44. 5 points
    Mercy of the Sith holocrons? You don't know us very well, do you?
  45. 5 points
    My time is limited but I will see what I can do. However, I do have a request for the admin folks... For those modders that aren't on this site (like Quanon for example), I'd like for a new screen name to be created - such as "JumpStationZArchive" - so no one here gets undue credit for uploading the mods. Credit should always remain with the original modder and having my name (or anyone else's) attached to it lessens those modder's work. AFAIK, administrators can still change the ownership of the mods from one person to another but moderators may not be in the same boat. If one or more administrators can both create the pseudo-member and reassign the uploads to that account, I'd be willing to start work on this. As I don't have time to go through every mod, I will not be listed compatibility for any of these mods nor provide representative pictures. I will assume that each and every mod that I upload is incompatible with either K1R or TSL. In stead of a representative picture, I'll post something like this for each of the JumpStationZ archived mods. As I go through the mods, I'll also look over the documentation for each for spelling errors and also change the TXT files to either RTF or DOCX for modernization purposes. Sound good, admin types? @ChAiNz.2da: Does the above logo meet with your satisfaction? Addendum: I have been informed through back channels that @jc2 is still quite willing to do this. I commend him for his efforts if he does wish to continue and he can use the above logo if he likes. (The font used above is "Verdana" and matches what @ChAiNz.2da used in his original logo on his site. IIRC, Verdana is a standard font included with Windows.)
  46. 5 points
    First low quality test for the new Kashyyyk skybox: Pretty happy with how this turned out. I still have an idea to add some more depth to the entire skybox but that will take some more work first. The tree(s) in this skybox were modelled by myself and use leaf textures by Yughues. I also worked some more on the Dxun skybox and got it pretty close to where I want it to be. I'll get you a screenshot once it's actually done.
  47. 5 points
    Rim support has been added and I've been working hard on overhauling the UI. I think I will hold off on releasing a beta until I get a 2da and GFF editor added in. Getting close to that though!
  48. 5 points
    Shall we have a laugh on Christmas Eve Eve? I think we all could use one. (Keep your eyes open for the Santa cameo!) BTW, more on topic: is it possible that we don't have to quote the entire quote by @dg1995 every time it's cited? Perhaps some selective quoting is in order if it is going to be referred to constantly. Just my two cents. Happy holidays!
  49. 5 points
    I liked it. I think it did the best it could with the time it had to make up for the flaws with TLJ, answer the questions opened in TFA, keep a similar tone and style to the other movies, and close the entire series out. With how much it had to deal with going in, I think it turned out nearly as good as it could have. I really wish they had had a coherent plan from the start. This trilogy really suffered from the improv.
  50. 5 points
    I think 2K19 Ultimate Edition sounds better.