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Posts posted by Jorak Uln
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Hope you're still working on this mod! It would be one of the most amazing things ever done for Kotor. I can imagine a lot of guys would start doing custom skyboxes for this mod as well once its finished....
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Last weekend I started working on the terrain for the Unknown World and today I got to a presentable version, so here it is^^
Let me know what you think (clouds, a moon and the giant shipwreck seen in the vanilla skybox will be added later).
Nice! Is that a ingame version? The water looks stunning!
Edit: Hows the 3d modelling for the Taris Skybox going?
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Hey everyone,
long time ago i started this thread - in the meantime my first ressource torhead.com has been shut down (they never replied to my PM however); so to take a break from my other texturing projects i went back doing some icons, this time i use this site:
the dulfy calculator which uses all the ability/talent icons from SWTOR:
http://dulfy.net/2014/10/13/swtor-disciplines-calculator-swtor_miner/?link=dGEAAAE8AgEBFwAAAAAAAAAA
I modified that icons with a gradient so they dont use the original Bioware design anymore:
So - would a mod release based on that images be legal regarding porting? The ressources are not from SWTOR itself but from dulfy and they use a different appearance (with gradient)...i would really love to do this mod, but what do you guys think? (Btw, the calculator also seems legal..)
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The outdoor sand texture looks good, I think just easing up on the darks will make it look excellent. The indoor sand I think should appear to be more packed, which is a small gripe considering that the texture in itself already looks good, it just seems a bit out of place.
After seeing the Anchorhead street with that texture I take it back. Looks fantastic out there.
Haha, thanks!
well the problem is, Kotor uses the same texture over and over again. On some places its very bright whereas others are very dark... so its difficult to make it look good overall. Indeed i think that LTA_wall00 is far better than the other sand texture (outside the dunes), and ingame it really looks natural...and at the moment i dont think i could do any better...there are other textures that need polishing...
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And here are some screenshots from the Sky P... ehem Daviks Estate
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That Taris looks awesome! Dantooine as well, I especially like how I can see Xarwarz' texture for Taris' door. Looking forward to more.
Thanks!
Well, i had Xarwarz textures before in my Override folder - that makes it easier for me to identify the exact position where each texture in the vanilla game is located aswell as the correct name e.g. PLC_trim01 etc. - and then i retexture & override... so there r still a few textures like the doors left, that i didnt found the time to work on...but before release all tex will be covered.
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now some screens from Tatooine:
SWTOR:
modded:
TOR sand:
modded:
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Here's a tiny preview on an extra building I'm making. Took some cues from that concept art piece of Taris.
What you guys think? To wide?
Great idea! Im really impressed in which direction its going!
If its too wide or not is difficult to tell though, since i dont know at which position you want to place it... however im totally excited how Taris will look when everythings finished....
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Its good to see that you guys like my stuff. Design-wise i will try to replica more of the Old Republic art style , K1 gives me much more options to do that than TSL, you feel that Bioware took care of the little details, like giving separate lights for the different areas...
Now some more shots from Dantooine, its a different planet and you should see that also regarding the material choice and texture design:
So the lights for example are different designed to Taris:
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Now back to Taris. In strong contrast to the clean, shiny Upper City the region below actually reminds me a little of Omega, a gritty dark place with no law at all:
(screenshots are a little blurred, sorry)
Upper City:
Under City:
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and some from Dantooine:
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Sure, though I still am not sure if it'd do anything, as I'm not very familiar with how the game works with grass.
Great! Then here r the files (floor tex, grass 2d):
http://www.filedropper.com/grassdantooine_1
Im excited what you can create out of it...
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In KotOR 1, it'd be:
KotOR 1->RIMs (for vanilla) or ERFs (for modded)->Modules, then you'd pick a level and look for a .are file that starts with "m". If in the RIMs, it'd be in the .rim that doesn't have the "_s" in the name, and it'd be under "Static Area Info".
Alternatively, just open either the danm13.rim or danm13.mod in the Modules fold with ERF Edit and organize by Type. The .are file should be at the top.
Well, i tried it different ways but couldnt even find the Grass_Density or Grass_QuadSize or any Grass related file...
Since it would take a lot of time to get into that and you are the expert with these kind of editing it would be great if you could help me on that.
If so i would send you the files.
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I would advise looking at and experimenting with the Grass_ fields in the .are files. Specifically, possibly the Grass_Density or Grass_QuadSize.
Could you tell me where to find the .are files in Kotor Tool?
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I recently retextured some Ground cover for Dantooine K1, and it was a real pain on the eyes to see the grass fading away just a few meters in front.
Is there a possible way to increase the amount of grass/ fading distance?
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File Name: Saber Colors Overhaul animated - SWTOR Edition
File Submitter: Jorak Uln
File Submitted: 20 May 2015
File Category: Skins
This small Overhaul covers the standard saber colors in the game. Unlike the other big LS Overhauls it focuses not on hilt textures but on the blades itself.
Ive retextured them in very closely to the SWTOR look and animated them with 64 pics. Ingame you dont realize the animation actively, but they feel very "fluid" indeed.
Compatibility: Should be compatible with the major LS overhauls. Since these focus mainly on the hilts, i recommend to install them first, then my mod and override if necessary.
Install: Unlike my other files no XnView needed, just drag & drop the into your Kotor\Override folder.
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Quick question, are these replacing the vanilla game's textures?
Of course. They dont modify anything else but the saber color. So they are also compatible with other mods that change hilts like Qui- Don Jorn mods etc. If you are unsure about compatiblity, install my saber mod last & override everything.
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EDIT: FOR ALL, that downloaded my Saberfile above, there was a mistake with the red LS, here is the right file:
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I really like the animated Kolto tank. I'm interested in seeing the direction you take with the Sith base, some of the panels reminded me a lot of the Death Star interior in A New Hope. Keep up the good work!!
Thank you! Im little surprised by your association with the death star... as i was more orienting on TOR..which panel do you mean?
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Now to my small saberblade mod - its done now and only modifies the blade colors, so it should be compatible with the major LS overhauls, which mainly focus on the hilt models.
Guys, before releasing it i want you to test it first, just install it into override folder:
http://www.filedropper.com/torsaberblades
The blades contain 64 pic animations so its hard to describe on a picture, the animations ingame look is constantly changing while barely noticable, but you feel theres something very fluid....
Judge for yourself, if i dont hear any complains i release it as is
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Edit: Do you have any intentions to release that bacta tank in the near future?
There will be much more released that just the bacta tank. And maybe also further variants like the Cryo-Tank...
For the Taris Overhaul i feel its important to make the differences between the areas much more visible.
In Vanilla Kotor i could never tell if im at Upper City Apartments or in the Undercity. I want to change that not only texture wise but also by using deformed designs:
So here a short glimpse of the Under City Floor Tile:
Edit: If anyone has a solution/ idea how to solve my texture bug below, please PM me or post it into the thread:
http://deadlystream.com/forum/topic/3214-question-on-cubemap-bug/
(this is important, without that texture my Overhaul would look only half as good..)
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took a small break from Taris and tried sth totally different - i looked at the SWTOR sabers - i havent played it for a very long time - so im not really up to it which ones are the standard and the rare ones...
and retextured some with 64 pic animations; ingame the animation is so subtle that you only notice that the blades are not static...im not quite sure how they turned out:
blue:
Revan Purple:
green:
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I uploaded the files if you guys want to run some tests. Even if the texture is used in various areas of upper city and lower cantina, CTD only happens at the hutt and the dancing girls of Upper Cantina.
Just drop into Override:
http://www.filedropper.com/cmbaremetal
http://www.filedropper.com/cmbaremetal_1
http://www.filedropper.com/ltspwall01i
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I could use some help
And here's why:
Yesterday I did a quick test to see if rendering the buildings in Terragen could work. And it does, as seen in this picture:
The colours are obviously wrong and some of the buildings are cut off in the middle, but fixing that is no big deal.
There is however a bigger problem: Those bulidings don't look Tarisian at all... and that's where I could use some help. If anyone knows of any free models that look like Tarisian buildings, let me know. Or if anyone wants to make like 2 or 3 different buildings for me to use, that'd be great too.
And if not, I'll have to find some other solution
I think most important for a realistic scenery is, if you look at the vanilla tower on the near right, that you make the proportions right and therefore distances believable: That means - the nearest towers should be almost same size , and the ones behind slowly matching the ones of the back.
I know its just a test, but especially when you look at the horizon and compare, the small ones added in front are way too many and should be bigger. *hope that wasnt too harsh*
About my files, i did some tests for the interiors and wanted to solve some issues first, can you wait a few days longer?
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I used Sapiens Cubemap pack with a custom CM_baremetal. There are txi for each Cubemaps with the following content: cube 1
In my LTS_Pwall01i.txi i added following line:
envmaptexture CM_baremetal
When i now look at the info in Kotor Tool there are these two lines:
bumpyshinytexture CM_m02aabumpmaptexture LTS_Bwall04B(i used plenty of Cubemaps for other textures and so far there hasnt been an error) -
I experienced a bug today, when i used a retexture of Taris LTS_Pwall01i. Its the white texture used in Taris Upper cantina on the walls. The CTD only appeared when i used a custom Cubemap via txi.
Without it the game runs normal. If you look at the vanilla texture, its very reflective, so i guess there is a Vanilla Cubemap involved that conflicts with the custom one...
Id really like to use custom Cubemaps, so im glad for any help!
Screenshot (once i turn to the right -> CTD)
Bug Report (only in German, sorry)
Problemereignisname: APPCRASHAnwendungsname: swkotor.exeAnwendungsversion: 1.0.3.0Anwendungszeitstempel: 00000000Fehlermodulname: nvoglv32.DLLFehlermodulversion: 9.18.13.4709Fehlermodulzeitstempel: 548be1bfAusnahmecode: c0000005Ausnahmeoffset: 00916793Betriebsystemversion: 6.1.7601.2.1.0.256.1Gebietsschema-ID: 1031Zusatzinformation 1: be9bZusatzinformation 2: be9bf493184e8a1cc6dbc11c84c53984Zusatzinformation 3: a099Zusatzinformation 4: a0997196efb56d84f9f4ce5a43974546 -
Hi, thats a great idea. Its always good to have more custom modellers around here!
About modelling for example Sithspecter is currently doing Sleheyron from the scratch, so he should have plenty of experience - then Quanon should be into it too (or you can ask Darth Parametric from Lucasforums, but he seems to be very busy...), then Darth Deadman....hope i didnt forgot anyone..
May i ask, which models do you have in mind?
Currently there are some next gen approaches - in form of retextures - in the making to get a visually more sophisticated look - closer to SWTOR - so about modelling on my personal wishlist would be new TOR armors
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I like the coloring you gave the buildings. Now - without that blue tint - the combination of that grey towers shimmering golden in the sunlight gives it a huge amount of flair. Would it be possible to implement different sun positions for the different skyboxes like in Vanilla Kotor?
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@Fair Strides: Thanks for the comprehensive answer!
my goal is to get close to that one:
However i encountered some issues - so is there a way to remove the vanilla animation completely? That would be necessary because otherwise gradient or transparent textures wont work at all...
Second issue is the horrible glow - so e.g. if i assign a complete transparent texture you only see a white glowing tex around the cage and the prisoner not at all.
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hi,
ive looked into Kotor Tool but couldnt find the texture of the Force Cage (in Sith Base Taris). I especially would like to retexture the force field effect.
Does anyone know the item code for it?
Any help on that would be great.
[WIP]K1 The Night and Day Mod
in Work In Progress
Posted
Fantastic! Kexikus is digging into Teragen quite some time, and has teamed up with Quanon to make some 3D models for the skyboxes so they might be an option as well - anyway thats great news, i cant wait for more next gen mods...