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Squall Lionhart

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Posts posted by Squall Lionhart

  1. @Darth Parametric:

     

    Hm... you know, i actually liked how my windowed version turned out.

     

    And if i decide to go that route i think a red/green filter animation that gets distorted from time to time should do the trick.

     

    On the other hand - would they gel with the decayed and worn out corridors of the sublevel and more importantly, would holograms that huge fit into the Star Wars universe?

     

    Has anyone seen holo windows e.g. in SWTOR or the movies?

    During Revenge of the Sith, when Anakin and Obi-Wan are in the chamber rescuing the Chancellor, those windows overlooking the battle are actually holo windows.

  2. Does anyone want a thunderstorm with a chance of actual rain? I give you... Dxun!

     

    post-11219-0-45065900-1470748862_thumb.jpg

     

    post-11219-0-36760500-1470748863_thumb.jpg

     

    post-11219-0-42475400-1470748864_thumb.jpg

     

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    post-11219-0-86498500-1470748870_thumb.jpg

     

    Thank you Malkior for your More Vibrant Skies mod. That helped me narrow down the names for the 2 zones of Dxun, and on how to do the textures. Dxun is one of the few where the skybox actually looks good all around with the only editing having to be done with making the textures double sided for the Jungle zones. 

  3. Kex said that the seams are more visible at 2048x2048 resolution. Since i assume that is the release size of the SB, can you try rendering them at that res?

    And - just an idea - i didnt had time to test it yet, but maybe it might be possible to get rid of the seams if you choose a different FOV size like 89 or 91 etc?

     

    I did render them at 2048x2048, since Kex rendered all his skyboxes for K1 at that resolution.

  4. For the seams, check out this thread: http://deadlystream.com/forum/topic/2946-skyboxes-a-question/?hl=skyboxes Sith Holocron describes the problem only for the Malachor skybox where it's apparently the most obvious but at least in K1 every single texture was missing a few pixels on each side and I assume it's the same in TSL which might explain your seams.

     

    From what I'm noticing, Onderon's 2nd texture for the skybox actually takes a bit from the first one, looking at the edges of it. If you notice, the cloud layer in the first one at the end shows up in the second one. Wondering how to fix it... since I have set up multiple cameras for a 90 degree view angle. Maybe I'll edit the pixels in Photoshop.

  5. post-11219-0-37362600-1470435602_thumb.jpg

     

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    post-11219-0-20477400-1470435605_thumb.jpg

     

    post-11219-0-34272400-1470435606_thumb.jpg

     

    Slowly but surely it is getting there. Still having trouble trying to get a seamless render, maybe TSL just hates custom skybox renders and is tormenting me. I added a nature texture to Dxun to make it more official, and so far everything is going smoothly.

  6. I'll be sure to definitely do that. Thanks Jorak.

     


    Looks like we'll have several different options for TSL skyboxes between yours, Joraks and mine. Great to see this field finally tackled like that :D

     

    To fix the extremly bright sun, you could also just lower the brightness of the sunlight in the area model. I don't really know how that worked, but it's possible and I used that for my K1 skyboxes.

     

    Otherwise it's looking good already :D The only thing I'd change is Dxun, since it's currently looking like our moon while it should be full of djungle.


    Yeah... I need a planet texture for it since the model VUE has is our moon.
  7. I actually didn't surprisingly, but I lowered exposure down to -.18 from where it was at +0. Will try it after I render the other 3 sky textures. Unless anyone has a clearer way to render the entire thing and take sections to make them much more clear.

  8. Well, I think we can all agree with the fact that Kex's skyboxes are amazing, but he needs a break. So I've decided to take up the mantle to do TSL Skyboxes. Instead of using Terragen, I am using VUE Esprit because it is much easier to learn and use, and render with any kind of resolution. Here's some before and after of Onderon. The one thing that I wanted to do was to add Dxun to the sky mainly because we hear those two are a close shuttle ride apart and I was always wondering why it never showed up in the sky. So here we go.

     

     

    BEFORE:

     

    post-11219-0-13935500-1470393730_thumb.jpg

     

    post-11219-0-23790200-1470393770_thumb.jpg

     

    AFTER:

     

    post-11219-0-59263900-1470393811_thumb.jpg

     

    post-11219-0-66838100-1470393838_thumb.jpg

     

    post-11219-0-09031400-1470393872_thumb.jpg

  9. I could possibly see at least the cutscene alterations/enhancements here coming as a standalone TSLRCM-compatible mod. I can't imagine it would take too much effort to implement them using the proper files

     

    Cutscenes like the one on Peragus where the Exile takes Atton out of the force cage? I would really like to see that implemented.

    • Like 1
  10. Hey Jorak, I know we're doing TSL right now, but did anyone inform you of when you use the Sith Base textures from Kotor I you also alter the leviathan as a result? Wondering if you were planning on doing a Leviathan set when TSL is done.

    • Like 1
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