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Everything posted by Jorak Uln
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My thoughts as well. The color scheme of v5 fits best. But i must say, i quite like the yellow one as well in another environment it might be cool. Though I feel that the big aurebesh latters should be changed to sth else.... I it interests you, heres the "rolemodel" i used for inspiration:
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Well, often newer games have an exorbitant amount of shine, and Bioware uses non shiny areas like scratches on surfaces very well - so lets hope i find some fitting noise for it... --------------------------------------------------------------------------------------------- Guys, thanks for your opinions & votes - that also keeps me motivated searching for subtle improvements... Currently im not 100% content with my Sith Base panels - i think some of them need more depth, most obviously LSI_lite07: So i decided to install SWTOR since a long time again and - i knew the designs only by screenshots - was overwhelmed about the variety of designs throughout the planets... Here are my changes to the panel animation - let me know if you like them or possible changes: V1: Current animation V2: Yellow Classic V3: Red Classic V4: RED V5: SITH Edition
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But red is also characteristic for the sith... hmm, well i think about it. Originally i intended to do K1 first, but actually im doing always that next, what inspires me. That way i really cant tell which one will be the next release; but with every finished tex i learn sth and by now ive done quite a increasing "pool" of textures that i can use/modify quickly, yesterday i watched closely how the ME3 textures are done and brought a similar amount of shine to the TELOS floors via cubemap (as well as new walls) - ingame they IMHO look quite eye catching but maybe need a bit of noise though - please VOTE: V1: (Before) V2: After V1: Before V2: After V3: New walls, no shine:
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Are the transparent textures on other planets or only on the Endar Spire? Have you installed everything - also the txi files? Do you have other mods with cubemaps installed? It might help if you upload a pic... Besides, the animated textures havent anything to do with the CM files- i use the cubemaps mostly to create shine on textures & intensity on lights - so its important that you just download and install the mod without changing anything... Btw, unlike normal shine the cubemap created one doesnt cause any compatibility issues with graphics cards..
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@Rece: Your heads really start to shine now - i like how natural the eyes and the overall skin tone turn out - however, if you want to go a step further - the skin itself would be awesome if you could add little details: like the freckles here: or some "grainy-ness" on the skin like in this pic:
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Maybe. As SH said, i likely will finish k1 first - unlike TSL the textures in K1 are much less "patchworked" - in TSL you have the same texture like in 5 different sizes at 5 different planets - if you take into account that every planet should have a totally different design style - it makes things far less enjoyable...
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Great work! Im glad you got on the animation route now as well about animated textures - ive recently tried some different resolution experiments - i dont know if your program have a force square size button, but if you uncheck it and make resolutions like 900x900 with 49 pics or 950x950 with 36pics etc. you will get noticable more performance. Cant wait to see more animated ones...
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Well, Xuul and some others have reported experiencing the "upside down" bug when installing the files manually. Since my mod contains a lot of txi based files like animations etc. it seems the Kotor engine doesnt recognize the files correctly when extracted per hand. Theoretically, all my textures are flipped already and should be displayed correctly when extracted directly into Override - but somehow too many users have reported this bug - ive experienced it myself: All of a sudden the animation was stuttering & gone backwards, textures were upside down - but interestingly that happened not with all textures nor was it reproducible either - and with a XnView install it was instantly gone - So to make 100% sure that everything's working a XnView install is necessary.
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Wait a second - are you trying to insult my work? Seriously? Ive told you - twice - that due to a engine bug the installation process via XnView is necessary - primarily because im using animated textures. So stop pestering around or just ask like every normal person when you dont understand something.
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Watch the video above, Xuul explains the installation process exactly. Installation via Xnview is important, because without it (=manual install)due to a bug in K1 engine they end up awkwardly.
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View File SITH BASE Complete Overhaul (Taris & Manaan) This is the next part of an ongoing series. The purpose of this mod is to 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 Mass Effect 3 orientated high Quality animations. Update 3.0 out now! Safe to upgrade from 1.0 - and for those who downloaded 1.0 i highly recommend to get 3.0 since the difference is huge. This is a huge one - to catch the flair of SWTOR all animations have been redone from scratch again - the floor now contains cubemap based reflections & scratches. Further a new kolto animation & a HQ metalic tech texture have been implemented. Installation: Download the file, extract its contents with an archive extraction tool such as 7zip or WinRAR, then move the contents to your game's override directory Compatibility: 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 the Sith Bases either at Taris or 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 Xarwarz for using the hex edited mdl & mdx files from his Overhaul. That allowed me more variety on my panel retextures. Submitter Jorak Uln Submitted 07/15/2015 Category Skins K1R Compatible No
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Version 3.1
95,754 downloads
This is the next part of an ongoing series. The purpose of this mod is to 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 Mass Effect 3 orientated high Quality animations. Update 3.0 out now! Safe to upgrade from 1.0 - and for those who downloaded 1.0 i highly recommend to get 3.0 since the difference is huge. This is a huge one - to catch the flair of SWTOR all animations have been redone from scratch again - the floor now contains cubemap based reflections & scratches. Further a new kolto animation & a HQ metalic tech texture have been implemented. Installation: Download the file, extract its contents with an archive extraction tool such as 7zip or WinRAR, then move the contents to your game's override directory Compatibility: 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 the Sith Bases either at Taris or 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 Xarwarz for using the hex edited mdl & mdx files from his Overhaul. That allowed me more variety on my panel retextures. -
It sound really cool. I think its always a step further to use these effects... But Youtube doesnt seem to display the animation clearly, so i can only guess how it would look like. could you post some pics?
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Hi, i want to replace the glass texture in the background but couldnt find it in Kotor Tool. It seems not to be under LSI:
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The lights were only a quick test, they certainly need refinement - but the most important question is what about the walls? The integrated version or the skeleton(=original) one?
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Another poll for you guys, please VOTE at the top of the thread. the Endar Spire "skeleton" walls design wasnt easy on the eyes, so i made a integrated version and want you guys to tell me which one i should include in Update 3.0 V1: Original Mod V2: Integrated walls, Yellow Lights V3: Integrated walls, blue lights
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I found that tex only by accident...so no worries.. But what do you mean with "only Taris is impossible to show in cutscenes"? What about the other planets? ------------------------------------------------- Update 2.0 is online now:
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Guys, it's neither. Really hard to find but it is: Stunt_Taris.tga
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The glow is not always on the same side - as the ships constantly rotating, the glow appears turning as well. ------------------------------------------------------------------ couldnt resist to upload v6, a saturated variant of v3, for the poll..
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YES. erm, where is the poll button? have read this topic as well but cant seem to find it. http://deadlystream.com/forum/index.php?app=core&module=help&do=01&HID=6
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will be included in Taris Overhaul. (from one Overhaul to another i only cover the planet specific textures)
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v2 is the most natural one, but due to the ships rotation the sun position is changing ingame.
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Guys i need your help with the Taris planet texture - even after the release of the Endar Spire i did several changes to Taris. So please VOTE and tell me why: V1 (Original): V2: (evening): V3: V4: (desaturated) V5: Combination between v3 and 4: V6: version 3 saturated, refined