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Everything posted by Jorak Uln
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Interesting - do you know in which novel? @DP: here you go:
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No, no. Crixler's pack only contains 9 colors based on vanilla textures. What I want to do is to do give every one of the ~200 sabers a SWTOR variant of each color. Like seen here with different green lightsabers: As you see, it's all about the subtle differences, and my guide are the Dulfy blades posted in Post 1. But i'd need more SWTOR pics to make 200 blade textures, so I'm thankful if you could provide me other blade pics (2013-16) than listed above (already searched the net...) Edit: Nice to have you back, SH! Are you already in Alaska?
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For a not yet revealed project im doing the saber colors for SLM 2.0 from Kaidon Jorn. Unlike the original mod now it contains subtle new colors for every lightsaber. That makes 200+ colors in total which is insane. But since its part of a bigger mod i want every LS to be unique. For that, I would need your help: This is my reference so far: http://dulfy.net/2012/05/07/endgame-color-crystals-post-1-2-and-how-to-obtain-them/ The above guide is from 2012 so i'd like to ask especially the SWTOR players here but also any other one of you: If you see a lightsaber blade that is not included in this guide, could you do me a favour and post a pic of the blade color here? Thanks very much! In return, I'll post my progress of course.
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@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 sub-level 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?
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Thanks. I'll try that method then. EDIT: One problem solved - the next one arrives: Some colors, like black or dark colors are not really managable on sabers - so my idea is: Is it possible to (edit some 2da lines etc.) to change the lightsaber blade model to sth. else (=Kotor 2 doesnt recognise it as a lightsaber) for example to use cubemaps?
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@DP: A holo-window? That's way too high tech for the old enclave... ---------------------------------------------------------------- Here is something totally different: I experimented with lightsabers and finally got them in a new shape: Old shape: As you see, the tip is too "round" for my taste and the cylindrical shaft isn't very saber like. New shape: Fixed that. Now I tried some rare sabers from TOR: empeth saber original: http://tor-fashion.com/wp-content/uploads/2015/11/Aeden-Remn-Inqui-9.png
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Hi there, some guys and me are working on a mod that includes the SLM 2.0 saber mod from Kaidon Jorn as a ressource: http://deadlystream.com/forum/files/file/551-schematic-lightsaber-mod-slm/ this mods adds different lightsaber "classes" like Coruscant Battlemaster saber etc. - every of these classes has its sabers in the 9? vanilla colors. Additionally there are unique LS for the Party Members and unique enemies. Now the optical flaw of this mod is: Regardless if you have a Dxun Veteran LS in green or Coruscant Battlemaster green or anything else in green - the bladecolors dont change. e.g. you have ~ 100 sabers and 12 colors or so. Now i want to give every saber a different color - how can i do that?
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VP: are you familiar with placing models? Im not into that stuff at all, and since the two guys who helped me on it are not here now - DP is busy, aneeryrlue seems to be too - what about you? Can you help me out placing a big plane model with the size of the yellow tex there?
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@ VP, Kex: well, judging by the entrance the enclave sublevel is only approx. 3-4 meters underground, so taking Dantooines undulating landscape into consideration, the windows thing might technically be possible. But my first thought when i saw the yellow tex, was to make a family tree from the Sunriders with the names in shiny metal. And to get around the repetitive structure that would require modeling. Edit: you seem not so fond of the windows idea, right? Even if it takes away some of the musty atmosphere?
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Ive a slight issue on Dantooine and would appreciate your opinion & ideas on that: as you know, the Jedi Academy Ruins Library looks like this in vanilla: Now my issue is about the yellow texture on the walls. Its very repetitive, so i have to hide it somehow. Here i tried to give it the same old gritty tex as the rest and while its looking like an old library, its also totally boring: (when playing K2, i always wondered about Obsidian giving the Enclave sublevel such a musty atmosphere) Old Version: New Version: As you see in the last pic, while the "windows" make the hall much more atmospheric , there are obvious flaws: the contrast between the shiny windows and the old architecture is way too strong, further the windows only use a fake exterior that is distorted when moving close. So any suggestions?
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Time to revive this thread, but now for Kotor 2: As Fair Strides suggested, i edited the 601dan.are changing the Grass_Density for more denser grass. Unfortunately, in the .are file seems to be no value to increase the grass distance: so the scene looks like this: I would really like to increase the grass distance - would it be somehow possible to increase it (buildings are visible from far distance - for example by changing the "status" of grass to building??? ) I thankful for every suggestion you guys can give me on that.
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@LucytheAlien: Well that's true e.g for my K1 Overhaul series. However, if you might take a look at the TSL Origins one - with the exception of the Harbinger - the modules Telos, and the upcoming Dantooine & Nar Shaddaa are quite near the original look. Concept art is a good reference too, but also don't forget that technically lots of techniques nowadays were impossible back then for developers. For example ambient lighting or the vector based animations e.g. on light sources or panels and engine based limitations have their influence on the end product. That said i doubt that Obsidian/BW would create the games with all that simplistic designs 1:1 if it were in 2016. So i feel some changes e.g. from metal tile floor to rubber floor are even necessary to shrug off the age of the games. And that not only recreating but importantly redesigning process takes its time which is also the reason i assume why lots of textures so far haven't been covered.
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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?
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to get back to topic, well, ive thought about this several times, what if Kotor is retextured in HD with exactly the same designs, characters, panels and whatnot. Basically like Skyrim HD. And came to the conclusion - it just wont look good. Especially TSL is full of recycled textures that are wrongly placed and in particular the panel designs are really bad. You just have to throw a lot of them out of the window by hex editing the area models and put in tex that "would fit" that world. And about retexturing the characters - i have a program called Substance Painter which allows you to "paint" textures/noises etc." directly on models, problem would be just that you get 5 different textures (= heightmap, specmap ...) (instead of one for each Kotor model) when finished work. If its possible to get that thing to work you can retexture armors etc. in realtime while seeing them in 3D.
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Malkior actually did not only do Skyboxes but also edited different sets of lightmaps for the exiting Night & Day mod, which is currently on hold, but i could imagine that we would be able to tackle that one again at some point in the future, now that we are 4 guys doing skyboxes which will only push each others skills and ultimately benefit Kotor Modding.
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Maybe you wanna try out Malaks jawpiece;)
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Made a more K1 inspired version of Dantooine with thick rainclouds: Thoughts?
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Did you render each part with different cameras with 90 degrees FOV to make it seamless? If not just look at the tutorial link in one of the PMs.
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@Squall: thats a very good start looking forward for more As you see, the sun lighting is a bit extreme, did you use post -rendering auto -exposure? Just make sure, that you dont use that feature after rendering, since TSL reacts very sensitve if the lighting is to bright - so sometimes its good if you turn down the brightness with Photoshop or Gimp etc. a bit.
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@Squall Lionhart: good question. I personally dont have any Steam version of the game, so idk.. Actually i was a bit shocked when i heard of that bug, since it looked good in both of my copies, the Retail & the Collection edition. I hope the other that the Steam version doesnt have more of these "hidden surprises" though...
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No. It was made entirely from scratch - the Eden Prime pic was just for inspiration.
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Working on some skyboxes as well, so here a sneak peak of what to come: BEFORE: AFTER:
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Nah, thats Eden Prime. But i like the way they created that skybox and how its blends with that techy tower in the back.
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somehow strongly reminds me of Dantooine:
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Hi, i have the following problem on Gotos Yacht: whenever i try to change texture of NAR_D_WL02 the game crashes. I tried with/without txi, changed the name via hex editing to JAR_D_WL02 but CTD still occurs. It seems the game crashes whenever a different tex than the vanilla is used. Do you have any idea which causes this?