Jorak Uln

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Everything posted by Jorak Uln

  1. @Malkior: glad you like it, im a "fan" (at least in movies) of that atmosphere - a big city, dusty,foggy, high crime rate, yet cozy and lights everywhere... No seriously, im quite happy how it turned out, only thing i'd wish for would be some models placed inside the cantina to enable me doing holo ads to spice the whole thing up...
  2. Here some before and after screens from the flat ceiling lamps that Malkior mentioned (gosh, i forgot Vanilla Kotor looks that bad): Vanilla TSL: after: Vanilla TSL: after:
  3. @Kexikus: Thank you i'll try that. --------------------------------------------------------------------
  4. The point is, i want to make my own mod out of it (it might contain even other sources) - so i need 1 installer. That said, how can i merge them?
  5. Hi guys, for my upcoming project, where i want to give all lightsabers from the follwing mods new SWTOR Lightsaber blades textures; i need to merge these two mods from Kaidon Jorn: SLM 2.0 http://deadlystream.com/forum/files/file/551-schematic-lightsaber-mod-slm/ and Default Hilt Replacement Mega Pack 8.1 http://deadlystream.com/forum/files/file/496-tsl-default-replacement-hilt-megapack/ So my questions are: 1. Since SLM 2.0 leaves default blades untouched - are they compatible with each other? 2. are they compatible with TSLRCM 1.8.5 and M4-78EP 1.2 Beside that, since im not into .2da editing could s.o. help me merging both files into one archive?
  6. Im not into skyboxes and would be take way too much of my already limited time for me to learn it... So actually i hope Kexikus will try on that one. My idea though is orientate on Mass Effect Graphics more than SWTOR. While ingame TOR NS looks very colorful, its also a bit unnatural. I prefer the "criminal vibe" you get from a more desaturated Omega, a foggy skybox with lots of small window lights and a few neon advertisements here and there.
  7. Well Taris is basically covered but the undercity/slums still need a lot of attention . Atm, i more focused on TSL, but that way the improvements i find out will be in Kotor later as well.
  8. Looks much better already! I've experimented with cubemaps since a while too, with different variants, but my program works with opacity instead of alpha channel. Here some things i discovered: 1. Basically if i make a tex with 30-40% opacity (~65 % reflective) its super shiny already: Floor tex WIP: If you watch the floor closely, you see that I didn't use any of the games/Sapiens cubemaps, but just a Screenshot image: The trick is to declare envmaptexture CM_ME3 in the name.txi as usual but just to drop CM_ME3.tga into Override (without adding a CM_ME3.txi - that way Kotor does not recognize it as a cubemap). That way you can use any image you want as envmap without being limited to the vanilla Cubemaps. 2. What is great for metallic textures -if you use cubemaps though is CM_baremetal from Darth Sapiens: watch the window frame and the pipes: The possibilities are really endless. I'm excited for what you come up with next...
  9. Ok, so far ive only renamed textures in the mdl files - so i havent done self-ilium yet. The texture to be illuminated is HAR_Lt01. What exactly do i have to edit to self-ilium the lights?
  10. as the picture suggests, the lights at the Harbinger are not all glowing. How can i get the red marked lights in the pic below to glow?
  11. welcome to the forum, Dak! I used your mods for years - especially before i went modding myself - and im glad to see "one of the old guns" here;) your armor retexture looks quite good, i like that worn out look - but would it be possible to make some areas shiny (e.g. transparent with assigning a cubemap)?
  12. Ive played into it a long time ago (i think it was still version 2.x) (i had played Jedi Consular into late game but Knight and Sith Sorcerer only about lvl20 and know KOTF only from youtube). A few things i noticed: To play a "light side" Sith is way more entertaining than Jedi. Also the story seems to be much better written too. But what really bugs me is the size of the maps - they are much too oversized and all the grinding quests like kill 30 droids or bring & fetch 20 materials XYZ are totally unnerving if you get them over and over again. Nevertheless there are some cinematic moments that are quite cinematic and memorable. Overall the narrative is - even if they are different games - from my perspective - the old Bioware like and much more thought through than the writing in the "offline" MMO Dragon Age Inquisition.
  13. Yay. Congrats to the release. I cant wait to test it out!
  14. You might want to ask Fair Strides - hes the expert. Btw, im glad you try on these - vanilla swoop race is way too easy. For motivation, it would be cool to give special prizes like rare items etc.
  15. No. The belt textures are from Kotor 2, but Obsidian didnt have the time to make appropriate models for them; im not really into the NWN scene, but they seem to use new cloak models utilising the belt slot & other trickery, so that could give some sort of new inspiration..
  16. well - textures from other games can be emulated, models too, wouldnt it work for code/scripting as well? To use very similar entirely self-made assets but not exactly the same to get around the porting issue?
  17. There are belts textures left in Kotor tool.
  18. Ive came across this "project", and while im not sure how serious the author is taking it, one thought was quite remarkable: "Pretty much every Placeable object in KotOR is now in NWN, the very wonderful Estelindis converted the majority of all the character head models" .... http://neverwintervault.org/project/nwn1/hakpak/original-hakpak/kotor-heads http://neverwintervault.org/search/node/kotor While, its great to have the assets (like animations) of Kotor in Neverwinter Nights, for me the much more interesting question is: Does it work vice-versa - to get features of NWN to Kotor? Like new talents, restoring the belts etc.?
  19. @Sith Holocron: I had that thought also since a while, but we have to wait until Kex has more sparetime and if he likes to give it a go.. What always bugged me a little about ST skybox were the huge illuminated areas and the lack of "classic" windows; the buildings look way too small for my taste. To make a realistic skybox we likely would need 3d models in the same size/position of vanilla, but with small windows like in your pic and some ads on top of the buildings.
  20. Haha, thanks! Glad you like it! When I first played Kotor 2, I liked the music of NS most. It just fits the criminal vibe of that place so well...
  21. Thanks. For easy translating I recently discovered the Aurebesh translator, but on the hard part - as I mentioned previously in a PM - is there a chance you might reconsider doing a new NS skybox? Would be really cool! Graffiti in Huttese sounds cool, probably something for the refugee sector - like some kind of gang logo etc. But the big holoboards at the entrance sector should contain more serious advertisement - only question would be if it should stay in the current, more subtle ME Omega style as it is now, or that extremely colorful SWTOR billboard style?
  22. @Malkior: Your yellow lights edit looks great! Did you just edit the texture or also other files? About the Jekk Jekk Tar, I feel it looks good brightness/color wise. However, screenshots could be misleading - if you want to test it, I could PM you. Btw, I’m thinking about some particle effects to decorate the cantina entrance hall (where the password bouncer is). These effects could be fire like at Omega/Afterlife or also some animated ad boards...similar to these you see at the ME3 citadel... The question is - would that be too immersion breaking for the original art style?
  23. Damn, you guys wont give up Alright, alright i try change the aurekbesh to sth meaningful.... About Harbinger: On the Harbinger there are 2 kind of yellow lights in vanilla: Some of them glow and some not. Currently the yellow lightline is very subtle animated - you can see it ingame. For the non glowing ones i need to hex edit them assigning another texture to them. The problem is, i can make those ones crazy flicker in contrast, but how do i get them back to glow? Via txi command? On the walls i agree, i could assign a bit more contrasting textures, maybe some dark metal applications. @Malkior: Yay, what about Dark Star/Moon for the big cantina at NS? Too Mass Effectly?
  24. For clarity reasons i decided to post my TSL texture Overhaul progress in a separate thread; well here are some screenshots/ vids of Nar Shaddaa and Harbinger. Im glad for your opinions, new ideas & advice. Harbinger: (note that the floor tex still contains that splashy vanilla tex that i cant find, if someone knows the name please post/pm me) Nar Shaddaa:
  25. Whoa! Awesome work DP! Its like having hairworks for Kotor now... Only thing thats needed would be a coiffeur ingame.