Jorak Uln

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Posts posted by Jorak Uln


  1. MANAAN Complete Overhaul (animated)


    This is the next part of an ongoing series.
    The purpose of this mod is to shrug off the years from old Kotor engine, and bring the much more up-to-date design choices from SWTOR to Kotor. All textures have been made from scratch.
    The Overhaul also contains sophisticated SWTOR orientated high Quality animations and cubemap based lights & shine on surfaces.

     

    3.0 Huge Update! This one completely blows previous versions out of the water - added revolutionary tech window animations, changing color animations while moving and much more..
    Highly recommended!
    to upgrade redownload ALL parts.

     

    Installation:

    Download the mod, extract its contents with an archive extraction program such as 7zip or WinRAR, then move the contents to your game's override directory.

     

    This mod uses cubemaps, so there could be minor incompatibilites with mods that uses custom cubemaps too. ( but i actually dont know any mod that does that)
    Just to be on the safe side, i recommend to install my mod last.
    Beside that it should be compatible with everything that doesnt retexture Manaan.

     

    Credits:
    I want to thank Darth Sapiens for his wonderful Cubemap-Ressource pack, which enabled me to do a lot of things that would otherwise been not possible.
    I also want to thank Darth Parametric for hex editing mdl files from the Hraekert Base. That allowed me to use more variety in retextures.


    • Submitter
    • Submitted
      08/21/2015
    • Category
    • K1R Compatible
      No

     

    • Like 1

  2. Did you manually replace each instance, or just do a simple replace all? There's also a LMA_wall01c, which would have been changed to JUM_wallc with a replace all, assuming it is used in the same model. Do a search in the edited file for any instances of JUM_wallc.

    I did a search for wall01 in each .mdl file, and changed LMA_wall01 to JUM_wall01 manually - no replace all. (there seems to be only 1 LMA_wall01 instance in each mdl)

    Note that i didnt made any changes to either LMA_wall01c or the .mdx files.  


  3. Hi all, 

     

    hope you guys can help me out on this:

     

    i tried myself a bit on hex editing the Hraekert Base Manaan.

    For that i opened all m28aa - m28ad .mdl files and renamed LMA_wall01 (with Hex Workshop) to JUM_wall01.

     

    then i exported the m28aa - ad .mdx files (unedited - there is no LMA_wall01 inside) directly from Kotor Tool into Override together with the edited mdl.

    Of course i had a JUM_wall.tga there as well.

     

    But when gone ingame, the new walls were visible, but also missing textures like here:

     

     

    post-11673-0-79891300-1440065663_thumb.jpg

     

    post-11673-0-02202100-1440065666_thumb.jpg


  4. Manaan is almost complete - only minor things are to change - but one texture i couldnt find:

     

    the blue tech tex in the middle:

     

    post-11673-0-73798000-1439756517_thumb.jpg

     

     

    ---------------------------------------------------------------------------

     

    heres a new style of animations i tried out:

     

    post-11673-0-34473300-1439756577_thumb.jpg

    • Like 1

  5. Its good to see the progress  - i especially like the layout experiments of the gui - for example you could also try  to change the portraits to be in the middle and only the heads displayed (like Mass Effect) -

    but one thing i would like to see are some glowing edges & glossy effects - these would make the textures look recently:

    (im not working with PSD so i dont know the really good tutorials but sth like this:)

     

    http://www.hongkiat.com/blog/glossy-emblem-text-effects-photoshop_tutorials/ 


  6. @Juli:

     

    Nice work. Im excited what you will do next! 

    Its very interesting to see how you model the different face areas and the more muscular approach of sion...but the bones at the back could be in 3d as well -a frightening thought actually...

     

    Are you planning to give him a facelift too? His face never looked "convincingly" terrifying for me; 

     

    but Drewton once did some changes to it: 

    In post 28 you can see the resolved unforgiving look in his face:

     

    http://www.lucasforums.com/showthread.php?t=194921


  7. I'll keep experimenting and see what works.

     

    Finally started messing around with alpha masks in .tga's.  I've never needed to use this kind of format before.  I tried dropping PNGs into the override folder, and of course the game didn't use them.

     

    0ZdwPcF.png

     

    So I did a quick mockup.  At this point, I'm really glad I keep my original documents, because if I had to remove those individual pixels by hand I'd give up now.  Truly, though, I'm happy with the results.  These critical strike icons are at 256x256.  I still think that 128 scales better, but that's just me.

     

    Also; to whoever it was at Bioware who decided that icons should use Targa's:  Why?!?

    You removed the black background by hand??! With the right tools it should be a matter of seconds, not hours...

     

    Honestly, dont bother with it - if its too much of a hassle to remove it  per hand, then just work on the mod like before and release it with black borders. 

    Some guys can make it transparent after release - or me, although im not sure if i find the time.


  8. Like making the border thinner? Changing the shape? 

    What i had in mind originally was just keeping the contours of the lines but removing any trace of the actual panel, know what I mean? Like blacking out the panel but keeping the lines intact so you could make them different bright neon colors or whatever.

     

    But, I got stuck messing around with edge effects and also came up with a replacement for my beloved copper border...

     

    attachicon.gifK2_00002.jpg

    What would be really cool is a complete change of the shape of the gui elements  (e.g. horizontal Healthbar, circular portraits  etc.)

    Drewton did it long ago - so its definitely possible..


  9. One thing I find about a lot of Sci Fi textures is that in the future, there is no concrete.  I'm glad to see these arch's have a stoney texture to them.  Great work!

    Thanks. 

    Well, but in the meantime I've done numerous improvements,(hope you like them as well) - they come also with a change in the arches material to match the cubemap overhauled floor.

    Now the arches/walls use a highly reflective stone/metal like surface - a bit difficult to see, but very noticable when moving ingame:

     

     

    post-11673-0-32548600-1439605102_thumb.jpg

     

    post-11673-0-01682400-1439605105_thumb.jpg

    • Like 1

  10. Glad to here that a majority of the planets are already close to completion. I was worried that this mod series would be the kind that takes a long time to finish. But a question: will you be retexturing the Ebon Hawk too, both interior and exterior?

    Actually every planet needs its time - and it would be fatal quality-wise to rush them ;

     

    thats the reason why i work non-chronological on different planets simultaniously  - where ever im inspired - 

    so i did some textures for the Ebon Hawk already...but they dont turn out well yet.

     

    Safe to say that its unlikely the Hawk will be released soon - looks like the next release will be Manaan.

    About exterior textures i dont think too much - the interiors are more important atm.

    • Like 1

  11. I have a request.

     

    When browsing through KSE (3.3.3.?) i found sth. interesting:

     

    Under "bonus feat" there was this entry: Quicken Spell.

    Already  known from Neverwinter Nights the Automatic quicken spell enables the player to do an action every round.

    e.g. gameplay / combat is much faster.

     

    It would be awesome if someone could manage to implement that into Kotor/TSL - it would give the combat system totally new possibilities -

    Almost realtime combat with e.g. high level enemies like Sion attacking  you constantly....

    • Like 1

  12. Also from my side, I want to welcome you to the forum, Juli!

    Its always nice to have new modders around - you said you're doing textures mostly, im curious more in the world retexturing, or skinning direction..?


  13. Yeah, that's something I've been trying to figure out.  I've never worked with a Targa before.  I was hoping that they would be like PNGs, and that I could save them as interlaced, but that didn't seem to work.

     

    Tomorrow is my off day, so I plan to spend some time making more icons.  Hopefully I can figure it out by then.

    if i understand correctly, that you just want to convert the .tga files into .png? 

    Well thats simple. Install XnView for Linux & convert them.

     

    Out of curiosity, i dont work with Photoshop, but how do you work on these? Can you import images? 

    And im not sure - regarding color brilliance - how precise the alpha channel method is - is it possible to select only the shape of the feat and cut it on a transparent background?


  14. I'm open to that. What exactly are these re-textures, Jorak?

    Update: removed the droid from Dantooine as it barely spends any time in that section.

    to clarify, I'm not talking about new skyboxes, but my texture pack series - currently , Taris, Dantooine, Tatooine, Manaan also at 80 % finished.

    (if you're interested to try out, I could send you Manaan, where the landing bay is finished)

     

    http://deadlystream.com/forum/files/file/575-sith-base-complete-overhaul-taris-manaan/

     

    What I mean is just, that your rendering your skybox with my textures (instead of the low res vanilla ones) installed...


  15. While that might be something I'm interested in doing down the line, I've yet to scratch the surface of all the icons for the game's original feats and force powers.  This is a topic that I'd be willing to come back to further down the line.

     

    Edit:

     

    itdMPcz.png

     

    Tested the Flurry icons in KotOR I.  Unfortunately, the game is very low resolution without  widescreen fix, and I don't have a widescreen fix available to me at this time [the woes of trying to be a Mac gamer].  If anyone else is interested in testing the icons, let me know.  So far, I've discovered that imgur won't host Targa format, and after trying to attach them to this post, I've been chastised by the forum gods.

    one thing, the new icons have a black background, but if you watch the vanilla ones below, they dont - any chance you can make the back transparent?

    • Like 1

  16. @tjsase: 

     

    very interesting project here! Good work on the skyboxes.

     

    How do you make the skyboxes? If you look at the Dantooine scenery for example, the world textures are vanilla - so i wonder would you be able to do that with custom textures (e.g. from a texture overhaul) too?

    Im asking because i currently overhaul K1 textures, and just want to know if you plan to do Kotor as well? If so, you could use my textures for it if you like.


  17. @Nomnisang:

     

    the icons look great! 

    and actually they are very easy to get into the game:

     

    1.Download Kotor Tool.

    2. open ERFs Texture Packs

    3. open swpc_tex_gui.erf

     

    here at i_  you find all talents, 

    and mostly on g) the different gui elements.

     

    4. just rename you retextured files exactly like shown in Kotor Tool. Then flip them vertical (Kotor1 +2 flips most files) and put them into Override folder. Done!

     

     

    Im looking forward to this project - are you planning to do the gui interface as well?


  18. Whipped up a male version, using PMHB03 as the base. I thought the nose was a good starting point, and he is in both K1 and TSL. I was going for the look of this guy in SWTOR - https://i.imgur.com/XTCnbLF.png

     

    DP_Nautolan_Male_Head_WIP_01_TH.jpg

     

    Still have a few tweaks to make, but should be able to finish that up and UV map it tomorrow.

    Very very nice DP!

    The only difference between  the SWTOR version is the front lekku  - the tentacles are a bit longer than in your version. 

    But no matter which version will be ingame, either way im really impressed with your work -

     

    just one question remains:

     

    to get more diversity in the game, will there an option as  NPC head replacer as well?   


  19. @1Leonard:

     

    it looks promising - im looking forward to the next heads...

     

    Im not sure how much editing on the model your doing/planning to do, but  211darthrevan443 i already told about Makehuman, a software to create very detailed

    human/alien models - with full blender/ 3dsMax export - it might be fit you too:

     

    http://www.makehuman.org 


  20. But it was definetly worth it, they look great.

    Glad to hear it. When i started doing it, i wasnt even quite sure, if the work would pay off...

    I figured, that the pipes had to be done separately in higher resolution, then minimized to the intended size and adjusted until in correct position- it was the only way to ensure they look crisp.

     

    -> 200 nodes alone with combine bottom/top & transform -rinse and repeat. Ugh, never again....