Jorak Uln

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Everything posted by Jorak Uln

  1. Thanks! So for K1 my install path is D:\Spiele\Star Wars® Knights of the Old Republic® COLLECTION Now do i have to write A) "Path"="D:\\ Star Wars® Knights of the Old Republic® COLLECTION or B ) "Path"="D:\\Spiele\\Star Wars® Knights of the Old Republic® COLLECTION Also which version of the registry editor do i have to enter (my Windows is 7 x64)?
  2. I have to re-open this thread since i reinstalled Windows and could only find solutions for steam and Kotor 2. I have the Kotor Collection and want to setup Kotor Tool for Kotor 1. What do i have to write into the registry to get it working? my install path is: D:\Spiele\Star Wars® Knights of the Old Republic® COLLECTION Thanks for any help on that!
  3. Jorak Uln

    Rakatha Prime

    My PM folder was full. Deleted some, so now you can send me a message.
  4. Jorak Uln

    Rakatha Prime

    Im really excited to see the finished overhaul! So, how much textures do you still have ahead of you?
  5. Two questions lurking in my head since a while now - 1.would it be possible to learn some of the more powerful feats & force powers through teachers instead when leveling up? (And of course make them non- accessable through the lvl up screen)? 2. And would it be possible to increase the damage of the vanilla force powers? (like giving force wave more dmg, longer stun or force heal "healing over time" effect...
  6. @Kex: Believe me, I tried that already. It doesnt work. In fact, any conventional texturing leads to splitting the black core into a myriad of planes when moving. @VP: I think I'll include the black ones for variations sake, the animation "holds" the core planes together and in game. it looks not very great but solid enough. Another thing: Do you know if its possible to change the speed with which the LS are lit? (To get individual effects like the Unstable Arbiter blades from TOR, for example.)
  7. I have to think about a proper solution regarding saber sounds. In the meantime, I really tried my best to improve the previous shown lightsabers, utilising a black core/colored core that constantly changes its form and blurs from time to time. (It's my attempt to get around the engine limitation with black particles) I tried everything to make them look good - and for variety sake - I should include them in my pack, as I run out of ideas. Can you guys give me an honest opinion on them?
  8. My first mod were the Pazaak animated textures 2 1/2 years ago, which turned out better than i expected but only because i practised a lot of texturing on the K2 helmets before my first release. They looked awful - e.g. for the force shield one i just took a ressource with a fire texture and plastered it onto that helmet... and i remember i was also doing a lot of practise on the PLC panels as well - took me at least 100 tries until they looked like something. The first tries i didnt show in the forum - were horrible, but step by step it got better until much later the mod was released.
  9. Thats exceptional news! Well I'll try that out. In the meantime, I want to present you with ... the worst sabers in the galaxy: Seriously, for my mod I've done all kinds of variations of the "classic" SWTOR blades already, but since "black" colored ones are impossible to get look right in Kotor, I have to search for alternatives when re-texturing 200+ blades. So as seen in the video, there are all the questionable ones of my pack included, every one of them will contain a full set of 9 colors Since I want to make every SLM saber unique, I would have to include these ones as well. So I'd like to hear what you guys think of them. Especially what about the blue one?
  10. Why is it not possible to deflect blaster bolts? Is there perhaps another route to get around that by assigning a hex edited custom named sound file?
  11. I think the color mentioned in the Atton dialogue and shown by Atris only affects the standard (=Vanilla) sabers right? If that's correct then my mod shouldn't affect it, since its built around Kaidon Jorn's old SLM 2.0 mod.
  12. Thanks folks for the suggestions! It worked. Beside that, I've mentioned different saber soundsets for the lightsabers to make them more unique. Kex had the idea that I should assign different baseitems.da... Is that possible and if it isn't, does anyone have an idea how I can assign these sounds?
  13. With the txi the texture is displayed at least, but why is it working without the txi for the vanilla textures? I ask because the "blending additive" changes the brightness and hides all subtle differences. Is there any way to get custom named blades working without txi (=just like the vanilla textures)?
  14. A "bug" occured? When I tried out the hex edited custom named blade textures in the mdl, the blades turned black: That only occurred on custom named ones like w_lsabreblue20 etc. Interestingly the vanilla ones like w_lsabregren01 looked fine. Any ideas?
  15. So, hex editing is done to get every saber a different blade color. But I have plans beyond that: I'd like to give them different saber sounds (like activate, slash, humming etc) How exactly can I do that? And further: out of curiosity, would it be possible to implement a system to make LS upgrades like Emitters/lenses change the appearance of the hilts similar to SWTOR Weapon tuning? How much effort would that be?
  16. Theres some truth to it, and ive thought about the holowindowsa bit further: the disciple talked about his investigations about jedi/sith history when the exile arrives... What if he did some of his research right before we entered the room? And we still see some of that on the holo window-screens? for example a simulation of an important space battle etc. that would make sense also since its a bit easier to hide the repetitions with all the explosions going on.. I did a quick test and i feel its a bit more believable if i make the cubemap(=background) animated and changing from space battle to something contrary like peaceful green hills or so. Beside the distortion theres another problem though - with reasonably good background resolution i only can get the whole animation cycle to 144 pics ~6 seconds from space battle to hills -and way too short. I tried out .dds converting animations before, but only got a black screen.. Does someone know how to convert animated tga to dds properly? The 1/4 file weight should be an argument to go for whooping 400 pics in the end -whereas the rendering could be a problem for mere 8 gigs RAM...
  17. JCarter: but at least its now possible to assign a black texture to the blade, which then turns out pitch black instead of transparent. i would call that progress. So i dont know about how particles/emitters work in K2, but could you think of any way to make only 1 plane visible or perhaps assigning a new model to it to solve that ? For example DeadMan made some vibroswords replacements by assigning new sword models with a flickering animated blade.
  18. Lightsabers with visible black cores are possible i found out - theres a significant difference if you attach a .txi to the tga. Now Kotor 2 seems to recognise black as solid black color: however, as you see there are (still) flaws: My suggestion would be to reduce the LS blade to 1 plane, which turns with player movement... Possible?
  19. If our mod project works out as intended, you won't always choose the lightsaber with the coolest visuals anymore...
  20. For the Community. Hah, seriously - of course I'm doing this for me;) But if you seek quality, it sometimes helps a lot to see things from different perspectives and to try also things out that you originally may not have intended. But since I liked my windows anyway, I even have a valid reason to go for holo ones... But that said its great to have you guys around here - it is just awesome to discuss things with you: to hear different viewpoints and constructive critique. Edit: About the SW pic: The beams of lights are actually because this is a real library somewhere in England. But if you take a look at the "books" , it is high tech after all. Well do you know if its possible to get around the cubemap distortion? The more complicate but effective way would be making 2 models: 1 model as window frame and 1 behind it with a bit of space between. Here's a clip of pretty high tech Star Wars holo windows behind Palpatine: (I never understood how Dooku could lose that match, btw)
  21. again - nice work! As i said before, why dont you make your own WIP thread? Believe me, it keeps you motivated and sometimes even push you work further
  22. What exactly looks weird to you? Is it the background(=cubemap) behind the windows or is it the windows itself which doesn't fit that room & architecture of the Enclave Underground? You know, its really difficult to get in particular this texture look right - since its like 10 times the same in Vanilla. Any attempt of conventional texturing like a painting you would see 10 times in a row and additionally with the edges cut off.... So, since its technically possible to have holo-windows in the SW Universe, and since it hides the repetitiveness so well, we should consider this option. The other option would be making a new model and place it exactly in front of it - or as Kexikus said, placing Bookshelves there; or simply use my "old version" texture there, but that looks rather dull in-game...
  23. Watched the scene one minute before. Are you sure, these are holographic? btw, any thoughts/suggestions about the animated version i posted above?