Jorak Uln

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Jorak Uln last won the day on November 3 2019

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About Jorak Uln

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  1. Well, back then when did those 2 Telos iterations, the role model for Telos was Deus Ex Mankind Divided. However, now, there's much more inspiration to draw on at the Star Wars Universe like BF2 or Jedi Fallen Order. Also, since I wasn't totally convinced how it turned out, I decided to redo the overall design again (for the last time i hope), to sth similar to this, which is the exact way I would imagine Citadel in 2020: I respectfully disagree. I've taken a look at Halo 2 Anniversary, and while its good, i feel it could/should have been taken further. For me, if you're talking about a "perfect" overhaul = Remake. E.g. something like Resident Evil 2 Remake - which is something totally out of reach for KotOR though. What we can do is to be inspired by Games like above and make textures from scratch which is much better in my opinion than just 1:1 using the vanilla designs & colors. (if you want to see how it looks first hand i could send you some files too) ----------------- When talking about designs, I completely understand that going for non Star Wars games like Mankind Divided is not a good idea, things should feel authentic after all. That means for me you should feel your in the Star Wars universe on every corner of the game - as I said above, now i finally have enough resources to get the inspiration from to do that - a bit like the SWTOR overhaul back then but with a much greater pool of realistic designs to draw on.
  2. Very, very interesting indeed. This could be a major breakthrough for Kotor similar to those dx11 mods for games like Gothic or Morrowind. Even if SSR has visual artifacts its should be very cool for wet surfaces. Is there by chance a possibility to display "wet puddles" or rain?
  3. This definitely has a lot of potential. I think at least to some degree its even possible to eliminate fake lightsources and only illuminate areas with RT. I wonder if/how those rays react on shiny (cubemap) surfaces - are reflections similar to those shown in Unreal Engine 4 possible?
  4. I wasnt aware that it works for Kotor/TSL - this is certainly a most awesome turn of things! Especially when combining it with texture packs... Just to understand correctly - the lighting of animated textures like adboards & panels is reflected in Realtime, right? That means, in theory if you mod an area e.g. Nar Shaddaa pitch black with only the light sources emit light, every change to intensity of lit objects (like lights switching on & off) would dramatically impact the environment, right?
  5. I really like the sky - excellent job done here! About the model placement i'd love to see a bit more of the horizon - to make the scenery look bigger, maybe change the height of some front buildings and place some further away behind for that effect? On the yellow windows i could get you some colored variants if you like; also that lights of the big front building look a bit outdated for todays visuals, just as a thought maybe its better to use different kind of windows for that one? But all in all this is a major improvement and already no comparison to Sharen Thrawns old one.
  6. Yeah, it's still not on par with the other planets, but it's getting there - the upper Cantina was actually mdl edited into Oblivion to separate it visually from the lower one. But all in all Taris still needs most work that's why there are still no screenshots here. Beside that, I'm trying to implement an animated SB for the Leviathan Bridge with twinkling stars & hyperdrive animation like newer games use - current resolution is 8k with stars a tad too clunky but trying to reach a subtle effect like here:
  7. I would recommend you to deinstall my other mods, just to be sure. This mod however will be released as a whole, since it's edit so much content (I also plan to hex edit some duplicated vanilla texture spelling for increased performance at same visual quality). That means it's completely incompatible with any other planet texture mod. Only armor, lightsaber, headtextures & partially skyboxes will be compatible. Which is basically a good thing. Consistency is very important to create a believable world and I'm trying my hardest to get every inch fitting in or reminding you of the Star Wars universe, BF & the movies are a great help in that regard.
  8. Well glad you like it! Things like wind & vegetation effects would be certainly cool but probably not possible... However, filling the skyboxes with numerous objects would simluate variety to some degree. Dantooine btw. is done with Naboo in mind: Mod: For the Crystal cave im still thinking about emulating the shimmering effect on the rocks here: Still WIP:
  9. Despite the sparse updates recently, the texture production is going pretty well actually. For the upcoming K1 Overhaul I will open a thread soon, but I can assure you guys it's a massive, epic mod that blows any of my previous mods out of the water. Literally. For instance all textures (already > 7 GB) have been remade over the years from scratch, and it doesnt use repetitve tex either - e.g. some computer panels using the same vanilla texture like the Sithbase ones are now divided into at least 6 totally different animated panels with original designs from the movies. original vanilla panel: Ep VII: Mod: Panel EP VII: Mod: Or this lock mechanism inspired by BF2 is only used for a tiny texture to make the SB door panels feel more realistic: To get an appropriate feel to Taris Lower City i also made some cyberpunkish Light tech and such: But there's much more to come!
  10. While I like the idea to preserve the original look by remastering the visuals it's - at least in my eyes - not enough anymore. Kotor is getting pretty old by today's standards and remaking textures is the only real option when you look at how detailed Dark Hope did those.
  11. I'm just a total noob when it comes to 3d modeling and in the time that it would take me (way too much time) to get into the new software; so I solved the issue the old school way in the meantime. I was just hoping if s.o. had a quick idea to get rid of this issue, but since its only 3 rooms to edit in the end, it's perfectly fine.
  12. @ebmar Thanks for the info! Though that seems only to work for one texture name in general - e.g. when you want to rename all instances of the texture and not specific ones (at least i didnt saw an option to do that). Anyway, in the meantime i tried editing things with the old school method with HxD and suddenly this weird Door bug is happening when editing instances for LTS_Nwall04i at m02aa_01a (replacer= JTS_Nwall04i): (location = south app. where the ithorian is) already checked if some name spelling is incorrect or if the files are in Override:
  13. Hi, to fix some issues with my mod i'll rename a ton of specific tga textures at Taris Upper City to use different textures ( e.g. LTS_Bwall01i -> JTS_Bwall1ai etc. ) which is basically impossible with HEX editor only via trial & error when i dont know how to navigate precisely. A while ago i heard that its now possible to navigate to specific textures exactly, but i cant recall how that works anymore. Do you guys know how i can rename those files directly? Im glad if anyone could help me out on this!
  14. Just when i thought this guy couldnt get any more creepy you released this... Outstanding work as always!
  15. Thanks, Malk! The guide here confirms it too: " Which games are supported by this shader? Unlike Nvidia's solutions, this shader is not restricted to a limited amount of games. Any game where Reshade can get depth buffer from is supported." Now, as we know, reshade does work with Kotor, however, it would be cool if someone could find out if depth buffer works with it.... As we know, RT graphical enhancements are unbelievable, and could get us the illusion as if Kotor was released on an engine like Frostbite 3 or Unreal 4. Some vids from minecraft & quake: Minecraft: https://www.youtube.com/watch?v=NehSihoHCpc Quake: https://www.youtube.com/watch?v=vY0W3MkZFs4