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Everything posted by Jorak Uln
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Blastech E-11 Blaster Rifle (ROTJ Variant)
Jorak Uln replied to DarthParametric's topic in Work In Progress
Thats too bad. Hope there will be a solution soon. But im glad your working on the heads - do you plan to take on the different NPC heads as well? And a nice side-effect of that would be the possiblity to do detailed skin with pores & hi res beards etc. -
Blastech E-11 Blaster Rifle (ROTJ Variant)
Jorak Uln replied to DarthParametric's topic in Work In Progress
@Darth Parametric: Yay. Fantastic as always! Im curious, you still have your droids foundry (T3, Protocol etc.) in the makings, any news on them? -
Version 1.1.2
79,177 downloads
Unlike its predecessor, the Complete Overhaul for K1, the purpose of this texture mod is to preserve the original look of the game, while using different texturing techniques to give the old game engine a modern look, emulating shine & vector based animations from the Mass Effect series. Im sorry guys that i cant provide screenshots at the moment, my graphics card is malfunctioning. Installation: Download the file, extract its contents with an archive extraction tool such as 7zip or WinRAR, and move the contents to the override folder for your game. Enjoy! -
And here comes another one.... well, actually i wanted to release my Telos Mod today, but when packing files i still found couple of files not covered yet: 1. the orange/white swoop monitors in the Telos Cantina 2. the blue force fields at Telos Military Base I searched everywhere at K.Tool , so im glad if s.o. knows their code...
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Well, i see your point. I agree, that you should feel more that you're in the refugee sector, but I'm not quite sure if its the mud that defines the typical poor sector atmosphere. Maybe make the panels flicker like in Mass Effect to indicate low energy and adding some graffities (if possible) would be more effective - since the walls are already cubemapped and change noise when you turn the cam...-> they feel dirty) You know, I always felt that Kotor Nar Shaddaa has something from ME3 Omega DLC. It's the same gritty, neon, violent atmosphere - also, if you think of TSL Nar Shaddaa as some kind of suburbs:
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Well it certainly will take a while. Several planets are halfway-done, but i dont want to rush them for release. Secondly, to keep my inspiration high, im doing an Overhaul for Kotor 2 now, and since its in the original style, i dont have to "bother" finding new designs - that saves me a lot of time... ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Now, some more screens from Saqueshs room at Nar Shaddaa, a place that totally reminds me of ME2 Freedoms Progress: Regarding Vanilla/beautification keep an eye on the floor/ceiling: Vanilla Redone: imho the black floor parts really hurt your eyes ingame, so here a more sophisticated interpretation: Vanilla sophisticated: whole scene ingame: Original: Vanilla Redone: Vanilla sophisticated:
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I know what you mean. The thing is, that the textures (the inner floor & the outer ring with the seams) are connected with the walls and using the same texture. That means they are totally patchworked and although hex edited now, i cannot make walls/ floor separately. So if i want it to be completely seamless, the walls would be blank.
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Lightmap editing sounds fantastic Here some thoughts on the lighting of Jekk Jekk Tar: Keep in mind that its a special club for alien races to use all kind of hallucinogens to get heavily drugged. That's their definition of enjoyment. Now, if you want to dope yourself into coma, you won't like to do it in a bright room right? The ambiance have to look right and i think the JJT lives from the heavy contrast between (very) bright lights and very dark shadows. In the vanilla game, it looks way too bright: It would be very fitting, if you could make only the areas near the lights bright and the rest totally dark for maximum contrast. In that regard, note, that my light textures are cubemaps, -> they look best in dark rooms. @Kexikus: Thanks! What do you think about the Telos Apartment floor? Should I use the fixed version/Vanilla redone?
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When you watch the vanilla game closely, some textures look horribly out of place. Now regarding a vanilla Overhaul its debatable, if they should be fixed. I feel that in order to achieve a proper next gen look, i have to make some changes: Examples: Floor of Telos Appartements: Vanilla: Overhauled: Overhauled + fixed: Jekk-Jekk Tar Tunnel lights: Vanilla: New lights: This would require hex editing though.
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If i find the textures... In vanilla this is just a red window, but i changed it to plasma forcefield, to make the dangerous aspect of the deathtrap more obvious. As you know, there are actually only blue forcefields in Kotor, and of course id like to do them as well. Do you know by chance which name they listed at Telos Military Base?
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Installaton of my K1 mods is easy: 1. Download XnView 2. just drag & drop all txi files into Override folder 3. Make a New Folder on Desktop 4. Unzip all my tga files into that folder 5. double-click on on tga to open it with XnView 6. click on File -> View 7. then just select all and press Ctrl + U 8. and in the pop-up window select format TGA and Overwrite. 9. press start. thats it! Xuul explains it in his videos as well.
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@Malkior: Thanks for your kind words and yeah, im absolutely ok if your working on the same thing! In fact, i encourage you and am excited how you will do it... But note, that a good program also makes a big difference - do you work with Photoshop?
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Thanks. I think its not a bad thing if its a little bit darker, Vanilla Telos relies solely on artificial lights and isnt very bright either. --------------------------------------------------------------------------------------------- Remember the Jekk Jekk Tar Arena? Imho, its meant to be as a classic deathtrap - high voltage floor, armored doors etc. Even if i focus solely on vanilla textures, i feel at least the windows, and the horribly low res lights should be fixed. So i tried to make the windows force fields instead, orienting on Omega DLC ones who disintegrate flesh upon contact:
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Maybe i clarify what i mean a bit more: This is the way i do it: As you see there are Step A, B, C. A = my texture from the scratch B = finished product C= the desired texture, this one defines which areas from A are transparent. As you see, C is quadratic (power of 2). so when working on NAR_Met1, i only need to get sth. like Layer C. (i already know in Kotor Tool its CM_baremetal) So hope that was easier understandable
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For my Overhaul i use the vanilla textures to get the right proportions, but from then on i develop the new tex from the scratch. That causes one problem: When the Vanilla tex has transparent/ semi-transp. areas, i dont know where they are. The point is, in general i dont work with alpha channel, my program handles transparency different ways. One of them is to make a black/white texture (with all kinds of grey areas=semi-transp.), which works like a "transparency map" and selects desired areas: example: (this can be also solely black/white...-> many possibilities) Now, when i have the vanilla tex e.g. NAR_Met1 (watch ingame near Fassa at Pylon Areas) i want to ask you guys, how can i manage to see which areas have transparency and which not?? (i need to make a similar map like in the first example)
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As i said before, youtube darkens the videos by approx. 10 -15% ; ingame my textures look that amount brighter and of course higher res. About using the K1 textures - well, only Dantooine/Korriban are in both games, and both textures are not finished yet for K1. Apart from that i intend to use only vanilla designs (and only very few different ones to achieve a next gen look) - that way i spare a lot of time but also preserve the feeling of playing the same game. Somehow that faster development seems to pay off already - at least Citadel looks quite a chunk better than current K1 Overhauls. (it may be the renderer, idk)
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thanks man funny, because when start a new take on Telos, i actually just wanted to get some distance to Kotor - but it turned out much better than expected, so it seems that doing the K1 Overhauls helped me quite a bit to take the next step... About your textures - well i really would like to see more of these amazing lightmap overhauls! Not only would they combine excellent with my projects but also real lighting could be simulated... Edit: @Malkior: Youtube darkens the areas about 10 -15% - i checked it ingame, and Citadel/Polar Academy looks definitely about that amount brighter. The academy lights are actually intended to be without detail, since there are different types: And its good that you say what you observe - only that way i can improve - so more please!
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I'm glad you like it! But about those signs - I'm not sure if I understood correctly - what do you mean by "digging them"?
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Ive been working on the Complete Overhaul series for half a year now, and while it was a good learning experience, it was also tedious to think about new designs for every texture additionally to the retexturing process. Also because i like the atmosphere of TSL much more, i definitely wanted to make an Overhaul for the game. I think that time has come - and while K1 was SWTOR themed this new one will be in a totally different style: Similar to the Xarwarz OTE series i will use only designs from the vanilla game - with one exception: some textures like Billboards/display screens are just generic, they will get a modern approach, as i think they are meant to be. As it is now "vanilla redone", its also important for me what the "Vanilla addicts" among you guys think about it: BEFORE: AFTER: Secret Academy: New Telos Corridor:
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Thanks Malkior. If you find any else, dont hesitate to post them...
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Hi, im searching for a vanilla-esque cliff texture for Telos TEL_rock, and finally got one here: https://social.bioware.com/wiki/datoolset/index.php/Terrain_list The specific texture is listed under natural stone ter_cliff01d. Screenshot: Its apparently a ressource from the Dragon Age Toolset, however its listed on that website. Im really not sure if its regarded porting and due to not owning DA i cant post in the Bioware/Dragon Age forum, maybe you guys could shed some light in this. Btw, its the only texture id use but if someone knows a better one (more true to the vanilla game) would be viable too. Any suggestions?
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I haven't said it yet, but you guys do a phenomenal job with your project and the dedication you put into this over all the years now is really astonishing! That said I honestly cannot say I hope the mod will be finished soon, in fact I stumbled across an old thread about additional areas for Telos (first post): http://www.google.de/imgres?imgurl=http%3A%2F%2Fi243.photobucket.com%2Falbums%2Fff140%2FJCarter426%2FTelos%2520Expansion%25202%2Fsealeddoor2.png&imgrefurl=http%3A%2F%2Fwww.lucasforums.com%2Fshowthread.php%3Ft%3D180947&h=480&w=640&tbnid=BhOo7W2-VkaUBM%3A&docid=bsuAM-SNJKQv0M&ei=AndKVqmsC4L0UPzMh6gC&tbm=isch&client=opera&iact=rc&uact=3&dur=3342&page=2&start=38&ndsp=46&ved=0CPABEK0DMERqFQoTCKm1tPOblskCFQI6FAodfOYBJQ