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Everything posted by Jorak Uln
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Hey, i didnt intend to bring S. Mario to the game! ... actually that might be some cool idea for a fun mod... anyway, here a little showcase of the new effects, ive reworked previous shown textures from the scratch, so the fireball is different now as well as the animated lightning and some other stuff:
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I think CD Project is what Bioware once was - these guys make not even slight compromises in quality at all, honestly forget about Inquisition and play Witcher 3, in terms of storytelling, interaction and atmosphere its overwhelmingly good - i never experienced this to that degree in any other game - ever. about the trailer: well these scenes remind me how cool a offline SWTOR would have been, MMOs by nature are way too big for developers to create a dense atmosphere with multiple cutscenes, subtle care for details and exiting combat system like in Mass Effect.
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that was an attempt to replicate this: (unfortunately it looks way more glorious here..) ----------------------------------------------------------------------------- recently i tried out on various fx effects - you probably all know Trigger Gods Enhanced Lightning as well as the related Sith Edition by Kainzerous Prime, since they use the same free lightning ressource texture from the net there might be some similarities Please VOTE which one and why: Enhanced Lightning Original: V1 decent: V2 SWTOR vibrant: Further textures: Fireball: Adhesive Grenade Splatter: Drain: Stun Field: Lightning Opponent:
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at the Under City all the exterior texture except the grass were redone...but as i said before the new ones dont really look convincing for me... they should look even more gritty than the lower city...
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Its always good to hear that you guys appreciate it - and its motivating too! well then, here are some more screenshots mostly from Manaan, with Taris Slums im still struggling, but what do you guys think? new Plasteel Cylinders next to Tank: air bubbles animation: now theres a big questionmark on these ones:
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@Kexikus: its a pleasure to see your texturing skills improve with every planet! I like how you add different layers of cloud formations...it gives a very realistic look... Btw, what about your Taris Project? Were you guys able to add the 3d buildings yet?
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The Kolto tank is retextured & animated now - but the bottom octagon is way to bright. Does anyone know which texture that is?
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Ah, thanks! I looked everywhere but not at the PLC files about your texture, well thats grim indeed! But Manaan (the upper part at least) is very clean and polished, so that might be a little too much... well i tried a different approach in the meantime - i think its a good thing only to weather the lines - usually i use Outline 2 - 3.0. subtle: saltwater corroded:
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The reason why im hesitating to do it is that SWTOR Atho seems to be very clean...underwater should be totally different though... ----------------------------------------------------------------------------------------------- To progress on my Manaan textures, i searched Kotor Tool for the Kolto Tank texture but couldnt find it: Does anyone know the textures related to that tank?
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Thank you guys for you answers - well i tried it manually as well, but it didnt came out exact - so i took a different approach yesterday: Since this pattern has to be 100 % exact to look good, especially the "S" formed lines have to be done with nodes: So it were a lot of nodes to be combined but thats the result: 1. Step: 2nd nodework: 3. fininshed tex: Im considering to weather it a bit, but the clean look might fit Atho City better...
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Hi guys, i currently want to make some floor tiles for Manaan, for that i usually make a simple texture that covers the basic design (lines in black; background in white) first - sth. like this: Now i want to make a black/white one with the following pattern but struggling to make it exact: Does anyone know a free resource etc. to get that pattern, or could help me out otherwise?
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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...
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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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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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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... --------------------------------------------------------------------------------------------------- And here are some screenshots from the Sky P... ehem Daviks Estate
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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. -------------------------------------------------------------------------------------------- now some screens from Tatooine: SWTOR: modded: TOR sand: modded:
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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: ------------------------------------------------------- and some from Dantooine:
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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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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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Could you tell me where to find the .are files in Kotor Tool?