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sELFiNDUCEDcOMA

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Everything posted by sELFiNDUCEDcOMA

  1. I haven't tried to mod any of the sound files yet -- there is one piece of cantina music which drives me up the wall I'd like to change in particular -- but I know that they are not straight out WAV files but rather something that Obsidian cooked up. Unfortunately. So you need to apparently save them as a "raw" WAV file in order for them to even play in game. You would put the respective sound files within the correct folder: StreamMusic StreamSounds StreamVoice In the case of music it would be the top folder listed -- these folders are separate to the override folder. As far as adding new sounds, you can edit the respective module's GIT file settings for ambient music that is played; I believe it has listings for different music options like battle music. You'll find the settings at the top of the file if you use KOTOR Tool to view and edit them and I think they are referenced via an integer value -- like "52" corresponds to a specific entry (row number) found within the ambientmusic.2da file that you can view and edit also with KOTOR Tool. It is possible to add new rows to the 2DA file and then edit the GIT entries to make use of the new sounds, however, you will likely need to save/package the whole module file and place it within the Modules folder. Otherwise the area may not load with the game freezing up. Another option is to script the new sounds in, however, you will still need to remove the original sounds as well. And that's as much light as I'm gonna shed on it as I don't have a lot of practical experience modding the sound files for the game yet .
  2. The original movies along with the prequel movies, Clone Wars animated series, and, the new animated series Star Wars Rebels will all be "canon" with everything else as part of the expanded universe not -- it'll still exists as these will all still make money for Disney and other parties, however, it will be treated like an alternate history not to be considered for new future content. In a way I think it does and doesn't make sense, in that I find much of the Star Wars movies, in particular prequels, dorky and inconsistent. Whereas I find the KoTOR series to be some of the best Star Wars content I've come across (all things considered) -- I also like the Bane trilogy; the Revan book not so much. It also gives an opportunity to jettison the "made for a quick buck" novels and such that were "canon" but are complete trite IMHO . In particular I find the Darth Plagueis book to be disappointing in that that particular story deserved better telling and could have made better use of concepts / themes to better effect. I think the best you could hope for from EA is something along the lines of the Jedi Knight series with maybe a better storyline -- or perhaps not considering ME3. I doubt that they would do a strong RPG considering what they did with Mass Effect once they acquired Bioware -- though there are arguments as to why you wouldn't do an RPG in the same vein like KoTOR. But, that all depends upon the exclusivity of the rights and all -- maybe EA aren't the only ones who will be making games for Star Wars, and a (standalone) RPG -- not another MMOG thanks -- will be made by someone. ... Back on point of what this thread was about, though I've considered the idea of porting K1 over to TSL, it's a moot point for me because I know that in order to get the textures made for K1 -- and aren't already found in TSL -- to look right within the TSL engine, you need to rework them. That means all those environment textures in particular, otherwise, they will likely show up far too bright and faded within TSL -- the opposite is true if you use TSL textures in K1. That means releasing a rather big texture pack of K1 textures to be used within TSL -- that I would image would not be kosher on LucasForums. Further, my goal personally is to first get TSL modded and fix and restore as much as I can in way of textures and models; for that it means in some cases adding in missing K1 textures, in others, it could mean adding in models to go with unused textures in TSL. Then I would very much like to be able to use various assets that are hard or currently impossible to create with the existing tools. Not straight out "port" over but rather use them as a base for something new in order to re-purpose them. So, not to recreate K1 within TSL but to make use of some of the assets within TSL -- likely to be very heavily modified. In the future I think it would be best to port all of the K1 assets to TSL as it will be the best way of experiencing the original game; especially if more advanced modding techniques are permitted to get around various problems of the TSL engine. Techniques that would as far as I recall and understand it, get you banned from LucasForums for just even mentioning it -- which is rather idiotic in my opinion .
  3. I turned it off in the menu so that I could see the other textures more clearly that I was working on; plus, I'm redoing the grass. It won't be to everyone's liking, but the idea is that the grass is not really grass but rather more fungi that kind of looks like grass. I figure in the galaxy there are a lot of thing that look or function like "grass" but actually ain't grass at all; but, everyone just calls it grass anyways. With the ground texture, it's not actually grass, it's a mix of moss / lichen. A continuation of the idea that the Ithorian's are using species like fungi as part of the rehabilitation process to remove toxins from the environment -- ground and air. Whereas Czerka would manufacture large and "cheap" machinery to remove most of the toxins from the environment, arguing that it would be quicker to do so via a "private" free-market approach. The process would end up being more costly due to exorbitant consultation and contractor "fees" and taking a lot longer for an end result that would be a lot worse off compared to the Ithorian's more "natural" sciences approach to heal the planet. None of it will match the pre-rendered videos, but, they aren't that great anyway. More of a concern is any dialogue and such, but, I don't think there should be any conflict there. At worst I can find some combination of dialogue spoken by Bao-Dur that suggests/hints that he isn't the best person to talk to about that -- in that he just does shields. Then add a new topic to the Ithorian in the vivarium that can be accessed once you've visited the surface, that explains all about restoration zone RZ-0031, what stage it was in when Czerka took over, and, what the stage next is to be -- I might even give him a better name other than "Ithorian." EDIT: or I might just add it to either Chodo Habat or Moza, or, additional dialogue options that point you to the Ithorian in the vivarium in order to get the answers.
  4. Telos Restoration Zone (TRZ) is coming along nicely...
  5. Because the sun is setting... Plus, it's not dark everywhere: Honestly, I could come up with quite a few reasons from watching too much Clone Wars episodes for references to: why in the hell did Obsidian NOT use a better skybox and environment art style? as justification for me doing so. But it more just boils down to wanting to do something new with something that looks really tired to me. FYI: I can make it "lighter" as such, less menacing, but, I won't do so until I've done the other textures in order to get the balance right.
  6. Tree concept I'm working on for the Telos Restoration Zone... The idea is that I don't see how apparently every alien world has trees on it, or, that they look exactly like they do on Earth; the only reason they do, is because it is cheaper to shoot things via a natural setting rather than to do everything as an expensive set or CGI production. The other idea is that fungi have had a bit of a buzz of late due to what they can do in way of biofuel and environment detoxification. So, I thought that these trees are actually introduced fungi that are removing the pollutants from the ground environment as part of the restoration process -- partly why they are luminescent. Plus, the trees look really crap in game, like NOT trees at all. This works with what meshes there are to make something that does kind of work. FYI: they're not done yet, I still have some things to try out for the "leafy" branches but they are starting to look close to what I imagined. Also, I still have all the other textures to do too.
  7. How can I put this... I find your ardent post funny if a little disturbing, Disturbed205 . Thanks, I'll have a look at it when I get the chance; bit busy with something at the moment:
  8. Yeah, that should be it; where'd you find that BTW? in case I decide to use it as a source I'd like to make sure I have permission. Nice to hear. Your enthusiasm is appreciated; though, everything has to end at some point .
  9. If you mean the tiny little fighters as part of this Ravager texture, then, yes I can. Need to be sure what the fighters look like but I'm pretty sure I can find a matching larger texture, and if not, then I can just cut and paste bits of other textures, do some painting / erasing with the mouse, and then shrink it down so that it looks like a detailed fighter rather than a speck. But, it also depends upon how they are rendered in game, like, at what size and all -- EDIT: it would have to at least be a 1024x1024 image, Ravager and all. Also, I don't have a save game for it as all my old save games for TSL went with my SSD when it died last year; I'd have to play all the way through to that part saving along the way so I can use them later, or, I'd have to get one from someplace else. But yeah, even if I'm lazy and do an ultra retarded job of it by using my mouse and working at a resolution that is far bigger than will ever be necessary, I should be able to wack something out that is better than what is there currently . EDIT: what's really dumb is that I trimmed that texture down, the original 256x256 with the lower half going unused. You'd think you would make better use of the space and have higher detailed fighters instead of specks. And yeah, I'd actually like to do more animated signs if I can find the opportunity to do so easily enough.
  10. Telos outer structure and planet texture set -- unlikely to change much...
  11. Thanks as always Milestails! Some stuff I started working on after doing those screens... I've also started to improve the structural texture as seen from Telos station looking out: Previous version: I want to see whether I can hex edit it so that the upper mesh and lower mesh can use different textures; but, I'm guessing that they have been linked together as they use the same texture, and I'll need to get it to work by using the one texture only.
  12. Wait, found a few more I forgot about...
  13. Another set, probably the last set of high rez shots of things I've already shown...
  14. Some more higher rez screens:
  15. Recently I adopted a 1920x1080 resolution monitor and wanted to setup TSL in order to take some screenshots in order to set one as my desktop when I noticed the following: Which is not the only difference I noticed in that with others visual errors were pretty much fixed due to the new resolution -- not sure went wrong there, would need to check it to see who I implemented the change. Anyway, I was wondering what resolution people were playing the game in, old box monitor or something more widescreen / HD..? Anyway, some more screenshots taken at the higher resolution if people want to see the difference:
  16. Ah.. When I find the time to finish off Peragus in particular I'll release an update .
  17. Not much that I can show you to be frank; most of it has been research in how I'm going to solve various bottlenecks along with research for quests I want to add eventually. Every now and then I look at this screenshot in particular, and against my better judgement, I start to think about what I want to do next. As disappointing as it is to some, it is still focused around Peragus, as it and the Harbinger represents a part of the game that once the player is finished with it, they never return to again -- so it's kind of self contained that way, along with being very linear. It's kind of a nice big test-case for me to see what I can and can't do; currently most of the "can't" has to do with models as what I can do in that respect is very slow work -- it's very poor as far as "pipeline" is concerned, with much not being possible. Apart from that it is things like getting "generic" things like effects, armor, weapon and placeable models done as this affects the entire game, and not any one planet. None of which I've touched in a long while as I tend to find something pops up that is more pressing for me to focus on -- that or something like an injury occurs or a computer hardware problem occurs that eats into my productive time. But, I figure I should at least complete the things I've started before I decide to abandon it .
  18. With other modding sites, there is a policy of: "if it ain't reported, then we don't delete mods from the site." I know from discussing it with moderators due to an issue I found with mod assets I was using that the "author" gave permission for me to use but who neglected to tell anyone that he wasn't the original author of those assets. They further stated that they don't actively go looking for mods to delete, they only deal with issues when they are reported. Which is probably different to Deadly Stream in that the number of new mods isn't as high -- which means that everyone one can be checked. Another unspoken policy is in regards to game development studios and publishers: "if you don't ask us, then we don't have to tell you about our official policy on the matter." As with the Bestheda example, they don't want to discourage modding, rather, they've gone out of their way to encourage it for a reason. They know that it increases the longevity of their games as well as builds and cements their brand. This longevity also translates to continued sales of their titles many years after their release. Anyway, I'm pro porting because TSL has models from KoTOR but with missing textures, and textures, that don't go with any models as the KoTOR ones are missing; these assets due to this are never used even if they work just fine. Further, they may have been made by different companies, but, they are the same franchise and share the same technology base. Certain assets are hard to recreate as the tools available aren't able to create them. Being able to re-purpose KoTOR assets means you get to add "new" content that isn't already found within TSL. And it's a bit odd to say "no" to such porting of assets from one title to another from the same franchise when I've seen mods listed on other prominent modding sites where there are assets used from one Star Wars franchise used in another -- like KoTOR within Jedi Knight. No one has called them out on it yet . I also think porting all of KoTOR so that it works with TSL would be very cool for those with both the games and who want to play KoTOR on a better and less buggy engine for Win7 (or 8). I know that I like KoTOR, perhaps more so than TSL, however, I'm reluctant to mod for it as I see that TSL is a far better in way of game engine -- at has more potential. Anyway, that's my reasoning.
  19. I know this was brought up recently enough -- just noticed it myself -- but I wanted to see what people's take on this was exactly; especially with LucasArts being acquired by Disney and this NOT being LucasForums . I'm sure there is some "legal" issue here that people rightly or wrongly are stuck on, but, if you were to have a disclaimer as part of you mod, that the mod uses assets from K1 for a TSL mod, and, that you need to have both a legitimate copy of K1 and TSL in order to use the mod, well.. is there really an issue here if you make it clear that you don't support pirating and place the onus on the end user to take responsibility for their actions and that you (or the site) are not liable if you by chance happen to be using the mod without owning copies of both games..? I'm pretty sure this is something that other sites do, where modders use assets from one game within another -- for example Fallout New Vegas and Fallout 3; especially when it comes to mods that uses assets from a DLC. Especially as I think that most of the fans of these games will likely have legitimate copies of both games -- I do for both along with for XBOX -- and if I'm not mistaken, there is a version of the game that was sold that had BOTH games on the same disc, perhaps even launched by the same loader. Which makes things a tad bit more "gray" than black and white.
  20. Not 100% sure to be honest, I'm going off of my understanding of both from more than a decade ago, and back then the Linux GUIs were emulating that of the Mac; I think later on with the more newer Mac OSs Apple used the Linux (Unix) kernel as a core starting point for later OSs -- though I think it would be radically different to Linux by this point; not that I use Macs all that much these days. Kinda like what Google did with Chrome and to a lesser extent what Valve are doing with Steam OS. Anyway, don't want to go off topic.
  21. Yeah, it's not as difficult as it sounds; maybe my wording makes it out that way. To make it a bit more clear, you don't install Linux on your computer but rather use one of those tools to install Linux onto a USB thumbstick flash drive. You then boot Linux off of that. Hardest part is if it requires you to make a change to your BIOS settings, which for some I can imagine is a bit daunting. Most Linux GUIs are modeled on that of the Mac OS, so, it shouldn't be that hard to figure out; still, some user friendly touches are missing as most who use it would be more technically minded and want to do everything via commands via a console. If you Google guides on how to fix or get your files from a failing hard disk, most will tell you to first backup your files from the drive, however in most cases I've experienced, the drive that is failing is the system drive which means that Windows won't even load up. And when it's another hard disk, Windows won't show it via My Computer -- you can "see" it via a hard to find Control Panel option, but, you won't be able to get access to your files that way. Why I recommend having Linux on a flash drive, as it provides you with a GUI file system to access and copy files with along with actually allowing you to see and access the disk in question. Windows won't; also, it's disk tools seem to have been largely unchanged since they were first created for MS Dos. Speaking of which, another option if you can still use your OS and install programs, is to have a look online for your disk manufacturer's disk diagnostic tools if they have them in order to fix your drive once you've backed up what you can -- though I think Seagate SeaTools will work with all drives. These will likely be far better than what Microsoft has decided to go with and tailored to your drive. Anyway, I won't push the Linux option any further as it does require you to do some research and trial and error on your own; it's not for everyone .
  22. I've come to find that Linux is your friend when it comes to hard disk failures -- what Windows will not mount Linux will. Though not ideal for all situations -- as I've found this won't work with my current notebook due to the Windows 8 and/or the proprietary BIOS -- but installing one of the Linux distros as a bootable USB thumbstick will allow you then to load Linux up if you setup your BIOS to boot from a flash thumbdrive. Once it loads up you should then be able to mount your drive and get access to your files; maybe even repair your drive when Windows tools will likely fail every time. It's a bit involving, in particular, as Linux though has a GUI it isn't as communicative as you'd expect -- I suspect that when you tell it to mount a drive, it will auto-repair certain things like file-system errors without actually telling you. Anyway, if you want to give it a shot, I suggest using: Backbox Linux and using either PenDrive or LinuxLive to creat the bootable USB. I've only ever used PenDrive but will use LinuxLive next time around for the persistence and no reboot support. You can use any Linux distro you like but I find Backbox to have a clean UI along with a decent range of apps included. You will need to look at the File System settings to make sure that Linux is mounting drives if it isn't a system drive but an external; if it ain't an external then it should show up when Linux boots up.
  23. The rendered UV map used as an overlay may not be of much help, some of the faces may overlap into a mess of lines, along with various being reversed. Why the dots and lines so as to see how things actually are when the texture is applied to the model.
  24. Malachor is starting to actually look good! Not sure where the topic is as a lot of posts and stuff have happened since last I was here, but, I found the issue with the skyboxes being that they aren't cubed, or sphere, but have tapered edges -- from those I've opened up and looked at in Gmax. I guess the idea was to make them feel more natural, however, as most games use a simple cube (flat) surface to render the textures on, when you try to use regular skybox textures via the TSL tapered edges cubes they get rendered weird because of it. It's got nothing to do with the texture, in reality, but has more to do with how the texture gets stretched and squished to fit something it was not meant to fit. Trying to "trim" the textures and all will not improve it but rather make it worse -- requiring a lot of manual hand tailoring of the images to "fit." Not really sure why they went with this approach, especially, as all the end skybox textures clearly were made to be used with a regular skybox cube. I guess they planned to create and use a tool to render out textures specifically for them but never got around to it.
  25. Bit hard to compare them with the vanilla versions, but, looking good . Nice to see I'm not the only one who has to resort to weird colored dots and lines to work out the UV mapping for textures, too .
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