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Everything posted by Kainzorus Prime
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Well, that is proper weird, then. Like I said, Goto got offed by HK-47 and his two 51 sidekicks, so I assumed there would be an option later on. For lightsiders the destruction triggers fine, darksiders tell Visas to stay behind and leave with Atton, with the planet intact.
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Progress on the HK skins. I went ahead and made more variants, along with tweaking those DP thought of. Still thinking about HK-50 and 51 on classic body, and full TOR HK-47.
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Is there any way to actually trigger destruction of Malachor as a darksider? I've activated the engine cores, HK-51s came by and offed Goto, chose the option of telling Kreia about the generator during the confrontation, chose to follow Revan. And in the end, I just get the two options to throw Kreia into the core, and telling Visas to stay behind and point others that will come to follow, and then I leave with Atton in tow, with Malachor intact. Unless I've missed something, there should be an option of being a darksider and going "Yeah, no. I'm destroying your primary power base."
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A little preview of the TOR HK texture tweaks, Currently applied to Classic 47, Hybrid 50 and TOR 51. Primary improvements include contrast, brightness and color correction of body paint and lights, as well as changes to envmaps - more pronounced imperfections and subtler shine, and a completely new envmap for HK-47.
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DP went ahead and released all the variants - http://www.lucasforums.com/showthread.php?t=220359 I'm still gonna release my texture tweaks later on, though.
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I'll poke him about it and find out.
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Come on people, the faster I can get someone with 3dsmax skills to export the models into the game, the faster I can do the texture tweaks and roll this out for everyone to enjoy.
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A Possible Cause of Lag? [The Thread!]
Kainzorus Prime replied to Sith Holocron's topic in M4-78 Enhancement Project
Put just about 2-3 droids in each section of that R&D area. One droid in a force cage/kolto tank as a prototype, and two others overseeing the terminals around it as designers. Or a broken bits of a droid on a table in the next section as a form of assembly. Basically, go for the lowest common denominator with the visuals, while maintaing the illusion of an R&D facility. -
It's inside the Telos Academy.
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Only the HK-50 style body is ready for the game. Since the Hybrid HK-47 design uses the same body model anyway. HK-47 Classic and HK-51 are only in the .max files at the moment, and will need to be put through NWNMax to be made ready for the game. I've also done a couple texture tweaks over the stock ones, mostly decreasing the overall shine of the body, brightening the eyes and upping the contrast of the entire body texture.
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DP recently released his TOR HK models as a modder's resource, and I'm looking for people to help me finish them up and release them as a proper mod - http://www.lucasforums.com/showpost.php?p=2863503&postcount=79 Now, the models are there, but they're all in 3dsMax specific formats, which yours truly as a Blender scrub can't open. Also, the ingame testing of HK-50 model revealed lack of metallic footsteps when he moves, like the original HK models have. So, I'm officially calling people with more modelling experience than myself to assist here.
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I've seen some forums that automatically edit in the new message into the last one, if it's a double post. Perhaps something like this could be implemented here.
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Yeah, I kinda doubted copying files into the override was that difficult.
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- 102 comments
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Realistic Improved Effects Texture Mod Addon: Lighting Color Pack
Kainzorus Prime commented on Malkior's file in Mods
- 7 comments
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- force lightning
- zap
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(and 3 more)
Tagged with:
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Looking for a unique head to modify
Kainzorus Prime replied to Kexikus's topic in General Kotor/TSL Modding
Deadeye Duncan, Gendar, Dorak, Tannis. -
Lies and fallacies. Item drops were the very first things I've fixed with this mod, so the enemies wouldn't drop their entire inventory when they die.
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There is at least one glitch in Telos Exchange Offices I want to look into. I'll probably update the file when, and if I find a solution, having been unable to replicate the bug previously.
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This narrows things down. I will have a look at this, but I'm kinda baffled, since I never had a single crash in that module. And I'm running a ton of other mods apart from RCM and Overhaul too.