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Everything posted by Jorak Uln
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im glad you found it...still, with more experience now i would do them maybe more fitting to my Overhauls, but its always a matter of time....and animations just need a ton more attention than normal tex... ----------------------------------------------------------------------------------------------------------------------- Some guys were not too happy about my attempt to recreate the black tech texture from here: resulting in some kinda "spaceship" texture: so i finally decided to redo it again - boy that was a lot of hussle and no fun:
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Nice one, Rece! I like the natural skintone of the transitions... Regarding texture making, did you got your hands on a windows copy yet?
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@Malkior: Nice that you like it. Regarding the PLC well i try to include the ones you encounter on each planet into the overhaul but im curious which one do you mean? EDIT: the Quote function doesnt seem to work..
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Since a long time i tried out on the force cage again, -copied the weird txi infos from kotor tool- and managed to get around the opacy issues. Now the only problem that stands in the way is the awkward vanilla animation. Has anyone an idea to get rid of that?
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Here you go. A slightly less saturated version:
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thanks! -------------------------------------------------------------------------------------------------- i played around the Sith Base Kolto tank animation and add quite some refinements like slow change of the liquid consistency, air bubbles and color: OLD image: NEW video:
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oh, i just meant this: BosSR has levels extracted from Korriban - so you did a Korriban themed Skybox for it - which is nice! But, as described here: http://www.lucasforums.com/showthread.php?t=175101 its possible to retexture Mod A (with extracted levels from Korriban) with a totally different exterior - for example like shown in the pic above. For your skyboxes that means, you can do whatever you like - you can add lakes in the distance, it doesnt matter, basically it gives you the possibility to change the visuals to that degree, that you dont recognize its originally a level extracted from Korriban. edit: sorry im just a bit overworked right now, so the explanation was a bit complicated...
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Cool one! Especially the second one... I probably wont have the time, but i read that its possible - even if these mods use existing Tatooine/Korriban? levels, to assign further texture variants to them (even if you already use a texture pack for all planets).... So just for you to know, when making skyboxes for modded planets/areas, your not limited to the vanilla setting - e.g. the 2nd scenery doesnt have to be in desert, but could be very well be changed for e.g. sth. totally different like here: http://images.fotocommunity.de/bilder/bach-fluss-see/fluesse-und-kanaele/steinwueste-7f0abc3c-7cb7-4d30-9b9b-2338e4fe7f81.jpg
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about DS transitions: since Purebloods dont change their entire Skin tone when approaching DS, i think it still should be obvious, which Pureblood is "good" and which one "evil". To do so, by comparison i figured that the some had dark shadows around the yellow sith eyes which made them look a lot more intimidating: http://bestgamewallpapers.com/files/star-wars-the-old-republic/enraged-vindican_wide.jpg I think that might be a way to go dark side, and contrasting to that to stay with the red eye/red skin standard look for LS. Beside that, makehuman has a download size of 181 mb - idk if thats possible for you? And before you finish the model i think it would look ages better if you could fix the tentacles to have round proportions.
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Well thats a very nice start - i like it! The tentacle could use a bit more structure and the face a little more detail though - but that might be something makehuman could solve... anyway, its promising!
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What about trying out the Make Human program? With the blender support it seems to be pretty neat making aliens:
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Thanks! Glad you guys like my work! to your question: No, transparent doors are definitely not intentional. So can you take a look into your Override folder - there should be 2 files: LHR_dor01.tga and LHR_dor02.tga = door textures. Most importantly you should have 2 txi files as well: LHR_dor01.txi and LHR_dor02.txi = these files determinate the specific cubemap, a layer under the textures that gives that shiny effect. So in both txi files you should have the line envmaptexture CM_baremetal. Further there should be a file CM_baremetal.tga and CM_baremetal.txi in your Override folder as well.
- 38 replies
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Difficulties with a head model
Jorak Uln replied to 211darthrevan443's topic in General Kotor/TSL Modding
sounds great! I'm excited with what you can come up with... Perhaps you can even recreate the character design from SWTOR? That would be heading the same direction like the modding projects Kexikus and myself are working on... -
Difficulties with a head model
Jorak Uln replied to 211darthrevan443's topic in General Kotor/TSL Modding
Very impressive! Which program did you use to do the head? I recently found an interesting article from the Baldurs Gate Reloaded team, who made outstanding custom heads for Neverwinter Nights 2. Since afaik the game engine seems related to Kotor, this program might interest you: discussion thread: http://forum.bioware.com/topic/509890-baldurs-gate-ii-shadows-of-amn-reloaded/ Program link: http://www.makehuman.org -
Difficulties with a head model
Jorak Uln replied to 211darthrevan443's topic in General Kotor/TSL Modding
Well, I assume you mean model animation? That you have to ask DP. What i do is texture animation via .txi with cubemaps. But feel free and ask around, Fair Strides may also have some ideas - and beside that - its great to have one modeler more around - i would really like to see some more SWTOR stuff here... -
Difficulties with a head model
Jorak Uln replied to 211darthrevan443's topic in General Kotor/TSL Modding
I'm mainly into texturing/animating but not 3d modeling; but Darth Parametric has also lots of experience with "unusual" ways of getting different models into the game like he describes in his Droid Foundry, so you really should PM him. -
Difficulties with a head model
Jorak Uln replied to 211darthrevan443's topic in General Kotor/TSL Modding
Darth Parametric has plenty of experience with model import. You might also ask Quanon or Sithspecter as well. Good luck! -
Here you go: further here are some other panels redone: Control Center before: after: before: after:
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You mean the bigger characters at the bottom, eh? I assumed they were some sort of sith dialect, wasnt aware that theyre Klingonian origin.. Anyway i thought they look out of place already, lets see if i can find sth different...
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Well i use winrar and when i packed the file, i tried "normal compression" and ended up with an archive much smaller in size, but when i extracted/installed them, the visual quality ingame was greatly decreased. So to prevent that, i always "save" the files as they are in winrar, without compression. Im not into file compression, and as long as i dont know what the compression really does, i prefer to leave it that way, also because i believe that the change of the filesize (in compressed state) comes with a prize - loss of information, and especially on complex textures with depth it will affect the lighting most likely...
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- mass effect
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Dont compress the files! I made the overhaul to ensure no less than maximum graphics quality for K1, I tried a compressed variant already and its utterly underwhelming - the textures just don't look as crisp and without depth as before. There's a reason why the file size is that big and I never will compress any of my mods - I made my mods with very careful attention to the details, designs & animation and also techniques like SSAO so believe me, you guys won't do yourself a favour if you change them in any way.
- 38 replies
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- swtor
- mass effect
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(and 2 more)
Tagged with: