-
Content Count
710 -
Joined
-
Last visited
-
Days Won
62
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Jorak Uln
-
You know that this is not my mod? So far ive only uploaded my work to Deadlystream.com; but ive seen that the author on playground.ru have taken several files of my Overhauls without asking, mixing it into her textures and claiming it as her own. Further she has uploaded my Complete Overhauls without any comment that the files doesnt belong to her. I appreciate if people like my textures, but stealing them is not ok.
-
Hi guys, what you read in the following could be the beginning of a total new combat style, further i could imagine new enemies given some of these feats... per accident i stumbled across this thread at LF (first post!) http://www.lucasforums.com/showthread.php?t=208462 it looks sensational, including new dropping system, very cool new feats, but Tamer Bill isnt at LF anymore, so i wanted to ask around if someone has contact to him - and, even better - wants to work further on his mod.
-
Taris is a very big metropolis - endless miles covered with hi tech skyscrapers - basilcally comparable to ME 1 Citadel. If youve played it, you might remember that atmosphere was pretty unpersonal, even cold but at the same time fascinating, you wanted to reveal possible secrets of the place... and Upper City should feel big, busy , unpersonal - the total contrast to the dreamy, peaceful Dantooine. Edit: I should request an expansion to the Upper City- think a shopping mile (with various items from other mods) on some location visible at the skybox, and where you travel with one of the spaceships near sithbase, should be cool...
-
Dont forget that there will be a whole bunch of Animated trees and signs with very strong colors like these: http://tor-decorating.com/wp-content/uploads/sites/7/2014/12/swtor-life-day-holo-tree-gold-2.jpg The floor will get some fine-tuning but the towers - at least ingame - definitely look better now than the old yellow ones. Maybe ill send you some files for comparison later. Sith Holocron: Heres V2 with vanilla floor:
-
hm. Ingame the 2nd version seemed more lively to me - i will have to think about it. And i think a more greyish metallic look might fit in the end better than a yellow one, because additional colorful animated trees & signs are planned as well. @Sith Holocron: what do you mean with color scheme? The towers as well?
-
Ive done a lot of hex-editing to get more variety on floors and walls of Taris Upper City and also used multiple cubemaps for more realistic looking towers: Before (without hex-edit) After Floor 1: (hexed) After Floor 2: (hexed)
-
My Projects In the Pipeline (mostly texture related)
Jorak Uln replied to Malkior's topic in Work In Progress
@ Malkior: Im glad to see you back on the skyboxes again! The clouds are looking a huge step better now, still theres some seam visible, maybe you could as Kexikus if he has a tweak to get rid of it. About the resolution: Kex has said sth. about rendering only a quarter of the desired skybox, then the next one etc. and put them together with PS, so you can emulate double resolution. About the clouds: Is there the possibility to make them look more 3d via volumetric shadows? And i get the feel that your still not using the full array of Terragen 3, like the use of Depth of Field, Fog etc. Im unfortunately not an expert in this, but this article here (still working with T2) uses different tools like Depth of Field Pro for post-rendering and especially the shadows look stunning: http://www.archer-designs.com/tutorials/making-of-golden-forest/ Maybe it could be useful? -
-
no. You can absolutely do that. (=first all txi, then the rest). The XnView install is only for getting the animations right.
-
@Kexikus: thanks for the feedback; i think for now ill leave Manaan how it is, also because i cant do it any better atm; maybe ive some fresh ideas later.... the PLC files might be included in a separate pack - have to find out how to make them occur locally - but thats also sth. for later -------------------------------------------------------------------------- in the meantime, here some screens from Dantooine tell me what you think: v1 tall grass, dark rocks: v2 diversified, shorter grass, brighter rocks V3 diversified, full grass
-
Thanks! You too - your videos really are an asset for the community its like football without fans. The modders need you guys around.
-
@DrMcCoy: Hey you seem to be an expert for the technical mechanics - you might seen it already but what i did basically is this: As you see, i used the envmap (or whatever it is) as background, to simulate the distant horizon. SInce its intended to be a computer screen generated image there are some technical animations implemented. However, a weak point id like to change. When you watch the background, the image is still distorted. Do you know how to get rid of that? (You might want to check out my Manaan textures ingame for that)
-
Glad you like it. Well, inspiration you can find everywhere - i like how smooth and eye catching the Bioware particle effects are, in Single Player games like Mass Effect they put a lot more effort into to get them look right than in MMOs like TOR. Nevertheless the TOR designs are highly artistic and what i try to do is to imagine - how would certain effects from SWTOR look if it were a SP game? Btw, have you tried doing some modding yourself?
-
View File Complete Effects Overhaul alpha The goal of this mod is to give the various ingame effects a more recent look, i also highly recommend to use it in tandem with my Complete Overhaul series. This mod is currently in alpha stage; since my goal is to tweak every effect until it looks right, it covers the most common fx effects for now: Included are: Fireball Beam Effects animated Force Storm Drain Heal Force Stun Adhesive Grenade Various muzzle flashes Installation: Download the mod, extract the archive with an archive extraction program such as 7zip or WinRAR, then move the extracted files to your game's override folder. Compatibilty: This mod is compatible with all mods except the ones which change the fx effects - like Hi res beam Effects or Fire &Ice Whee etc. Enjoy! Submitter Jorak Uln Submitted 09/09/2015 Category Skins K1R Compatible No
-
-
Version 0.1a
31,518 downloads
The goal of this mod is to give the various ingame effects a more recent look, i also highly recommend to use it in tandem with my Complete Overhaul series. This mod is currently in alpha stage; since my goal is to tweak every effect until it looks right, it covers the most common fx effects for now: Included are: Fireball Beam Effects animated Force Storm Drain Heal Force Stun Adhesive Grenade Various muzzle flashes Installation: Download the mod, extract the archive with an archive extraction program such as 7zip or WinRAR, then move the extracted files to your game's override folder. Compatibilty: This mod is compatible with all mods except the ones which change the fx effects - like Hi res beam Effects or Fire &Ice Whee etc. Enjoy! -
What i meant was not to redo the animated textures from Mass Effect and import them into Kotor - thats something i tried in a earlier stage a while ago - but when you take a look at SWTOR, the only thing that i dont like visually is the blurriness in some animated tex. On the other hand Mass Effect 3+4 are very crisp. So the idea i had since my new Overhaul series was to use the designs of TOR but with the crispness of the newer Mass Effect games; so since its a lot of work i just hope it fits your aesthetics - and since SWTOR is Kotor how it should be - from a visual point - DPs mods fit right in.
-
When Bioware invented SWTOR in 2011 they tried (and still try) to find a way to bring the character/world design from the Kotor games to present state. Actually it doesnt matter if SWTOR is good or not, but the quality of the texture design and the level of details is truly artistic and remarkable. Unlike the Kotor games you dont find random designs at all. I always felt that pairing up these textures with the innovative animations from Mass Effect (but faithful to the Star Wars Universe) would make the most out of both games and i have to say im glad that great modelers like DP here working in this direction. ---------------------------------------------------------------- @ DP: some facelift for the aliens like Duros/Twilek would be cool! As a side effect that way the new models could be given a hi-res skin as well.
-
To clarify is not a window. My intention is an animated screen that simulates a rainy sea on manaan. (and yeah - an aquarium...) Ive added a loading UI to make it more techy - so check it out in Update 3.0 which is online now - and dont forget to give me some feedback.
-
Why? maybe you guys should take a look at the Mass Effect original here: as you see it somehow looks more "tech"
-
I tried to animate the "cubemap" but since its not really a cubemap (no cube 1 in txi) its not possible unfortunately. About the rain - well why not? Its a computer screen, not real-time, and could be a lava planet as well Seriously i think the Manaan/rain/windows motive might be a better choice than underwater, look at it in a sense of a weather forecast, still the transition has to match that. @Rinku: Remember they are not real windows, so there should be more holographic elements than realistic ones...
-
Thanks for the input - but i hope you guys realize that this is the most important part of the animation: in vanilla Kotor there are no windows at all: so as you see in the hotel are only solid walls - my idea in contrary was to simulate the sea of Manaan on sth. like a big screen -> the rain on the windows is an illusion as well; thats the reason why i chose the aquarium that slowly faded into the windows. The inspiration came from the ME andromeda trailer, but obviously there the transition between tech equalizers etc. to the planet showcase is much more smooth. In short, i dont have to chose the aquarium animation, it can also be anything else, but the most important thing is that the transition between windows/ tech animation is looking good - basically that you see its an illusion created on a big computer screen. It was very difficult to create especially the windows part, -which is final now - so im open to any ideas you can give me on the transition (aquarium etc.)!
-
Here are some further tinkerings with the newest animations - by the way, its not vanilla Manaan that your seeing in the background - its a "fake" cubemap, simply a normal tga that i gave a CM spelling but no txi. Also the wall behind is changed in the last vid: animation ME4.2: animation AQUARIUM:
-
Ive tried that already - but i think its better to leave some empty spots. ------------------------------------------------------------------------------------- Now something special that took a while ... inspired from the ME Andromeda Trailer i tried a similar one to Manaan. Its still WIP, so some polish is needed - ideas r always welcome -still its the most difficult and i think the best animation ive done so far: P.S. couldnt resist to include the awful Western music from the trailer as well - Sith Holocron, is that you singing by any chance ?
-
Hi, when you take a look at the CM(=cubemap) files at Kotor Tools ERFs, then you see that not every CM is the same size. Some are column like and the SKY ones are square(512x512). What i need specifically is to know how make a square cubemap. My idea is to take a panorama pic from Manaan and make a square CM out of it. But when i take a screenshot in .tga format Kotor 1 crashes. Any ideas? EDIT: Found it out per accident. Basically you can use any .tga. Example: If you want to use a custom cubemap CM_CustomCubemap.tga , the trick is just to drop CM_CustomCubemap.tga into Override, and not to assign a CM_CustomCubemap.txi . Then in your texture example.tga you just assign your .txi as usual adding the following line: envmaptexture CM_CustomCubemap That way it seems you can use any .tga as cubemap.