sELFiNDUCEDcOMA

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Everything posted by sELFiNDUCEDcOMA

  1. I don't recollect doing anything to the walkmesh at all, it may have been "lost" due to the export / import process. I'd have to have a look at it all again to see if that may have been the issue or not. Do recall trying to simply replace / update the static mesh of the mdl file rather than using than generating a new one from the Max export, not sure if I accidentally also tried to update the walkmesh as well. As I said, have to look at it all again as it has been a while -- means figuring out some processes again -- but it would be nice if it ends up being that simple .
  2. Pieces of crap like this one that refuse to look better no matter what texturing tricks I use: Don't have a compiled list or anything, but generally they are K1 ones that weren't used all that much in K1 and aren't used at all in K2; like the generic kiosk types that look like they were done by an intern. You can see from that example that not only is it low poly, but also the texture is poorly mapped. I'd change it but it seems like there are issues with replacing placeable meshes, in that if the camera moves over them, you will see them pop out of game existence. Not sure is there is a setting or something I've missed for Max or MDLOPS, but from what I tried I hadn't been able to make them stay put. Though, I'm pretty sure I can get them to stay in place based on the work I did with updating the Czerka sign placeable mesh. However, I think that solution in certain situations, may cause problems :/. Still, I think it's worth updating these regardless, as like other K1 placeables that aren't used in K2 that I've already updated: If they aren't already used anywhere, then they won't affect anything. So when they are placed, you can make sure to place them where they won't cause a problem -- I think. That way I can make use of them, or, they can be made use of by others as a modder's resource if this mod is installed.
  3. No, it's not quite abandoned yet. Had an injury a while back which left me unable / unwilling to use a computer for a long while until it got better. Since then I've been playing catch up with work along with placing my focus on other projects I've wanted to get done for a long while now. Though I did do some work on textures before the injury, it was just some placeable work for models that really need NEW models to make any improvement at all. Realistically I've hit a bottleneck on how quickly I can make progress now and I have to decide what I'm prepared to do if I want to move ahead with this mod at all. Especially as initially there will be a lot of work with little to show and I have to weigh up what benefit there is to me in doing so, when I could be doing other things that I may not prefer to be doing, but, do pay the bills -- or are more likely to help on that front in the short-term to mid-term.
  4. Yeah, going through 20 pages of posts to find the info... Is kind of part of what I meant . Anyway, this was far more helpful.
  5. Are these (minus Darth Bandon) all TSL mods?.. And, could you edit your first post to have links to the Nar Shaddaa and Korriban mods at LF -- or where ever screens may be found, thanks . Trying to find stuff via LF is a real pain, why I tend not to frequent the site.
  6. Thanks. It would be nice if it were. Thanks, nice to see that my work can change people's minds -- really need to see if I can change the title of this thread, though, as it won't just be texture work in the end. Nicely spotted. Specifically it is Peragus that now has a nebula, asteroids floating in front of it, and, the correct Peragus artwork that matches all other instances of when it is seen -- I decided to use the one replaced as the basis for the corporate-art floor mosaic. It's not perfect as I'm limited to the mesh that's in place, but still, it is the small details that can end up making a big difference. Probably shouldn't of made a point of it on hindsight, as it is a distinct fix, perhaps not as stand-out as others, but one that makes my mod unique. Doubt it will remain "exclusive" to my mod for very long, though .
  7. Right, oddly did not try to think to do that even though I use Chrome. Odd results... They still need to work on this I think . It does look better in game but I didn't think it looked right. I was planning to switch it with another alternative texture I was using for something else, but, wanted to see how it was used in game -- in the right context. I just decided to go with my original instincts and switch them anyway:
  8. Some other stuff I was working on up until the end of last November:
  9. Thanks Zhaboka; and for being so quick of the bat with the praise . Thanks MrPhil, makes the extra work I've had to do to make it more unique worthwhile. I did not notice the "big change" you spoke about, because I don't remember vanilla enough, though should you provide a before shot, I'm pretty sure I'd find-it :-P Yeah, I figure most people won't notice it until I point it out; I'll wait until later to do that. I like this spot of light on the floor (specular uh? not a word I'm familiar with, being french myself, but hey, whatever, I'm pretty sure I get just about enough to know what you mean ) Specular is the reflected shine you get off of surfaces, most noticeable with hard shiny surfaces like metal. In particular the specular will move about as you move about the environment; with various features of the texture being highlighted. You can see if clearly with the metal roof tiles in that shot I pointed out as well as with the raw rough rock texture used for the walls in spots. Bit hard to tell as they're static images and all, much more noticeable when you're moving about the game environment. The prison looks so much better! Yeah, that took quite a bit of work to look good. Surprisingly. Thanks. Damn straight! It's cool to see how our styles diverge when comparing the screenshots side-by-side. Yep, let's keep it that way Your visual theme reminds me of an early 1990s action film (something like, Escape from New York or Fortress 2) Never thought of it that way; though I do have a soft spot for late 80s and early 90s action sci-fi flicks like Running Man -- like the black humor they had. BTW.. Fun exercise: do a quick google search of your screenshots and select the "visually similar images" button. As far as I can tell, there is no such button.
  10. As SH messaged about updates and I needed to take some screenshots anyway, I thought I'd post up what I had been working on up until late November last year:
  11. Will this affect the TSLRCM areas such as the HK factory? The HK factory uses the same textures as those found within the secret facility within the Telos restoration zone -- minus the new ones created and used by TSLRCM. Any other changes to things that are "global" like placeable textures and entities that have been changed by the mod that appear within this area will also be changed. Could the standard player character clothing model remain? If my memory is correct, that is all done by the appearance file. In theory you can set it back to being the robe models as per the game; not sure I will however as it means creating and managing multiple appearance.2da files. Especially as it's a bit complex as I wanted to use the default clothing "slot" -- or model letter -- for another purpose. I'd have to think through what issues there might be with that that aren't immediately obvious. I'm not too fond of the "nippy" Luxa myself. Could it be changed? Possibly, but, the time I spend on it is time I can't spend on anything else. Might see if I can do something quick though -- probably won't look that great. For the last two, I'm not asking you to remove it entirely, as I'm sure plenty of people will love the changes. Instead, could you do like you did with the Ebon Hawk garage and add two alternatives? That way, everyone's happy. Yeah, if I hex edit the Ebon hawk model files there may not be "alternatives" as each will be used for specific meshes .
  12. Darth Hayze is kind of right; you would of been better of phrasing it differently. If you just wanted to do this for yourself, then there is no issue, but, you'll find that a lot of modders -- not just with to do with KoTOR -- aren't interested in helping people to port stuff from one game into another. Not because they necessarily look down on it, but, because various sites do not like it one bit. For example one of the best sites for Fallout 3 and New Vegas mods is Nexus. Any mods that aren't kosher will get deleted and the modder will be banned. They have a system in place where other modders are rewarded essentially for reporting on others. You release or even talk about your mod that uses assets from another game for a New Vegas mod on that site and you'll likely get banned for it. Anyway, to get the model into New Vegas you would have to use NVmax plugin to get it into proper Max -- not Gmax, unless you can find another plugin that can save it out as a format that Blender might be able to use. Save it in a format that Blender can open, and then use the plugin tools for that to get it into New Vegas. I would actually suggest you look at the nif plugin for Max that is available instead. Especially if you can get a student copy of Max, though it may work for Gmax as well. And then do all your work in Max considering how much of an illogical pain in the arse it is to use Blender IMHO. Though my real suggestion for you if you intend to make this mod publicly available is to use another robot model altogether. One where there is no issues in you using it within a New Vegas mod. Maybe have a look at the existing mods found via Nexus to see if you can find an already game ready robot model that you like and use that in your mod instead. Then spend some time learning how to modify textures so that you can customize it to your liking. The other option is a longer route in that it involves creating your own HK-47 model from scratch to use in your mod instead. There shouldn't be any issues with you using that in your mod as it is simply inspired by HK-47 and is not a port of another game (and company's) assets. FYI: if you do use someone else's New Vegas robot assets, make sure you track down all the sources for that model as it may be a port of someone else's work. In which case you may need to get permission to use it from the original author. And don't just take the modder's word for it, as many of them try and pass of other people's work as their own; I know of one guy who has been banned from Nexus several times -- he keeps on creating new accounts but is found out every time. Nothing worse than doing a lot of work in good faith only to discover that you need to start from scratch because of some twerp -- another reason why a lot of modders won't help with porting, because they see it as not just being a waste of your time, but potentially a waste of others as well .
  13. New games tend to have a visual stutter to them. I think all graphics cards do, but in particular, for ATI cards its much worse. That's one example I can think of that I can do without . What the hell, two more: 1) AMD chips run hotter requiring more cooling which also means more noise; 2) my ASUS motherboard when I put my PC to sleep, sometimes, doesn't come back out of sleep requiring me to manually turn it off and then re-start of everything -- though it's a hassle as you then have to reload everything, it probably also helps move my system towards being corrupted and needing a clean re-install; possibly even permanent damage to hardware from a forced restart.
  14. Sent a couple of versions of the grass to you to try out. Yeah, I still use an ATI card for the (aging) dev rig; think it was perhaps a Catalyst driver update that did it. All I know is that it didn't work before but does know; I also always assumed it was due to ATI's OpenGL support specifically that was the issue, especially considering that KOTOR still has the problem for me. About the only thing I know for certain is that I will never buy an ATI graphics card again nor an Asus motherboard and AMD CPU... Too many "issues" that I've had to fix or put up with.
  15. Checking out the problem / fix, well, if that's the issue why grass in particular has issues appearing in-game then that is so easy to fix it's not funny -- you can do it with one or two effects filters if you can't be bothered using your eraser to clean it up. Not the best thread for this, but, kinda wondering whether anyone had issues with my Telos grass textures, as it has a bit of the "not so invisible" pixels as part of that texture as well. Which is not surprising as it was like the first texture I created for TSL and was still learning how to use various tools. Wondering if so as I'd like to make sure that all the grass / plant textures show up nicely in-game and all. FYI: A year or so ago I had to re-install everything when my SSD died, which meant updating all the drivers and such for my graphics card. Prior to this it didn't work for me, after, the grass showed up perfectly -- still doesn't for KOTOR though. Might be worth checking to see whether everything is up to date with your system. If you're like me, you'll do this once and then leave it be so as not to be hassled beyond generic Windows updates .
  16. I've never read that particular SW novel; actually, haven't read that many beyond the Darth Bane trilogy by Drew Karpyshyn. I find most of them to be formulaic and rushed in order to meet the market needs of the publisher or circumstances. Like Drew's Revan novel which really should have been a trilogy of books rather than one condensed book created for SW:TOR -- Revan as a character and the corner stone as it were to the Old Republic era of the SW universe, really demanded more than one underwhelming book. As it is, it's a failure in my opinion. So I really can't comment on the Charric effect. Bowcasters I think traditionally -- perhaps not in all SW sources but on average -- has a greenish effect. But, I think it should be whatever you like in the end; plus, "lore" changes quite a bit and is often based on things like art direction more than any logical reason -- that is beyond technical issues as to why Luke Skywalker has a green-bladed lightsabre in ROTJ. Though it's probably not a good idea to stray too far from canon, I do also think that some people take canon a little too seriously .
  17. Very nice Malkior. Those weapon FX screens reminds me that I still have to finish off my own .
  18. It's not "impossible" just a major pain as the current tools don't appear to be very good at it. Mdlops when it exports the models appears to dump anything it doesn't "understand" about the model; in particular those things to do with area modules which use different features to something like a weapon model. And even if it didn't, then NWMax sure does. So, you can edit the mesh to make such changes, however, it may not appear correctly in game if the game even wants to load it up. I haven't done that much in the way of creating new areas for the game, so there are likely steps that you need to take to get things to export and load correctly. But, these may not work with existing area models and such. Anyway, you can't really use the council chambers as is as the obelisk and chairs don't have collision detection. Meaning you can pass right through them. The statue does so you can't, and the best fix I think for the chairs is to replace them with placeables which would also come with collision. Placing them in a half-circle would then help alleviate the "statue in the way" issue. You can still have additional chairs, you'd just use some other chair placeable to make it clear that these are for assembled visitors and not for the Jedi council themselves to sit in. One reason for the inversion is stylistic, in that if you had it as default it would look rather odd with the surrounding marble/jedi symbol border and the statue within the centre. You tend to expect borders to be dark, not light. I also prefer it inverted as it helps support themes to do with their own corruption (hypocrisy) as at it centre surrounding the statue is dark marble reflecting what is at their arrogant core past their puritan facade.
  19. I actually think that it being similar to the republic army symbol is more a reason to keep it as is. Anyway, I think the obelisk (now statue) being in the center of the room is functionally a problem, but, I can see why they wanted to have the exile stab something. It would perhaps make more sense if the chairs weren't all the way around but actually just a half-circle. That way no one seated has to try and look around a statue right in the middle of their view if trying to see someone speaking directly opposite themselves. The statue would then be there for the "visitors" they have called to appear in front of the council -- not primarily for their own egotistical narcissistic needs. But, that would require making a custom chair placeable and then tediously positioning them as replacements before "removing" the others. Still, might be worth going at a later date...
  20. Well, I did say it was based on the symbol; it's inversion is on purpose. It may be similar to the Republic Military symbol, but it is not the same nor does the wiki page state when that symbol started it's use. Plus, perhaps they had more than one reason for getting rid of it... In short: I ain't changing it, no matter what you think of it or the reasons you give -- I like it the way it is and that's how it is staying .
  21. Well as I have finally gotten around to doing the last of the fixes and texture work for Coruscant, I thought I'd post up some screens for it. Originally I wasn't going to do much beyond the skybox textures, not until I had a crack at Malacor as some of the textures are used here. But, it is a very small self-contained level that allows me to test some things out and still have it all completed within a short time-frame. And thought it is only seen briefly, it is still an important element to the game if undersold as it was.
  22. After much fiddling with scripts and waypoints... Yes: