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Everything posted by Jorak Uln
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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. Click here to download this file
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Version 1.0
21,975 downloads
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. -
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. ------------------------------------------------------------------------ EDIT: FOR ALL, that downloaded my Saberfile above, there was a mistake with the red LS, here is the right file: http://www.filedropper.com/wlsabrered01
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Thank you! Im little surprised by your association with the death star... as i was more orienting on TOR..which panel do you mean? ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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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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..) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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 http://www.filedropper.com/ltspwall01i_1
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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_m02aa bumpmaptexture LTS_Bwall04B (i used plenty of Cubemaps for other textures and so far there hasnt been an error)
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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: APPCRASH Anwendungsname: swkotor.exe Anwendungsversion: 1.0.3.0 Anwendungszeitstempel: 00000000 Fehlermodulname: nvoglv32.DLL Fehlermodulversion: 9.18.13.4709 Fehlermodulzeitstempel: 548be1bf Ausnahmecode: c0000005 Ausnahmeoffset: 00916793 Betriebsystemversion: 6.1.7601.2.1.0.256.1 Gebietsschema-ID: 1031 Zusatzinformation 1: be9b Zusatzinformation 2: be9bf493184e8a1cc6dbc11c84c53984 Zusatzinformation 3: a099 Zusatzinformation 4: a0997196efb56d84f9f4ce5a43974546
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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.
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HELP! need SAVEGAME K1 Leviathan
Jorak Uln replied to Jorak Uln's topic in General Kotor/TSL Modding
doesnt seem to work. -
hi there, my Sithbase textures are almost finished now, and since Leviathan contains similar textures, i wanted to go on from there. Unfortunately i currently only have access to prepaid internet with limited data - so downloading 500mb for a savegame file is not an option. So i wanted to ask around, if s.o. could upload some single save files from the Leviathan, (with enemies cleared would be nice) that i can access the different areas easily.
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I agree. The screens & door are still the weakest part of the overhaul. For the door i have this in mind, which might take a bit of time to figure out: Now a question on the TARIS Upper City screens i uploaded above: in SWTOR they shimmer almost bronze/golden and since i intend to give the Under City a similar look like the Nar Shaddaa Industrial Sector, i consequently have to retextures/ redesign Taris Upper City in the same style - means to sacrifice the vanilla blue look: Industrial Sector: Taris new color?
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Im for Variant C: i made it much less vibrant and fully animated. The good thing is, that Kotor has a lot of different Tank textures, so i can assign different variations: and a short video (no compression for best quality): https://youtu.be/Wq4rKIslqx0 Further the Sith Base is soon to be completed, i assigned only SWTOR oriented designs, what do you think about the new design: screens WIP: door WIP:
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My Projects In the Pipeline (mostly texture related)
Jorak Uln replied to Malkior's topic in Work In Progress
The boma looks absurdly good! Especially the small reptilian features make you almost sniff the stench of that creature No seriously ,i like how you take care of the little details in the world, also the water splatter when stepping on the grass... and on the boma/maalraas etc. - i wonder if its possible to give them a wet look like the selkath? -
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Looks nice. But whats that tower in the middle of the screen? It looks exactly like the one from the old Gothic series... Edit: could you upload some screens to see the fading blue sky?
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@ Kexikus: Now thats an improvement! The clouds are a ton better, and the horizon looks also very atmospheric... Its almost perfect - theres one thing left that would make a big difference though: If you watch the trailer at 0:15 when the E. Hawk glides along the sky the red horizon slowly turns into a hazy blue sky - it would be great if you could implement that... About Taris: well, no need to rush. Im currently retexturing the Sith Base, which btw. starts to shine now, and then still the Undercity, Davik & Sewers are to do...
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That sounds very promising. As you seen in my thread, im doing a retexture of Taris in SWTOR style, what do you think about making the Tarisian Towers in your skybox fitting the same style? About your pictures: When taking into account, that Dantooine is a moderate climatic planet, i d prefer the first one - the second one displays later evening, looks good too, but note that especially in a game like Kotor, where - due to a lack of dynamic Weather - the skybox stands for the charisma, the atmosphere of a planet, you should always use the most obvious one. I think the perfect skybox, that catches all the calm, peaceful but also romantic atmosphere of the planet is this one at 0:13 : As you see, there are much more dramatic rainclouds - if you could get them in the first pic, make it less sunny with a slight turn to red on the horizon it would be fantastic!
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Thanks, i was surprised that they came out so nicely - although im not sure, which grass/floor texture to pair them up - a more lively green one or the Balmorra brown variant?? Beside that, i further worked on the Sith Base at Taris trying to catch more of the SWTOR charm: SWTOR: mod: and here my take on the Cryogenics Kolto Tank - they come in two variants - so please VOTE for either A or B: SWTOR: mod Var A: Var B: