Jorak Uln

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Everything posted by Jorak Uln

  1. normally i would agree - but this mod is just too awesome to give it up... It might be also a sign that the author currently works on it and was just to lazy to make up a new thread?
  2. Well it wouldnt be too difficult to change the letters to aurebesh;) i just want to see how it looks, mostly to find out which one has more "flair". thanks. im very excited about your results regarding the new bump maps research! exactly my point. For me, flair is everything, even more important than to preserve the original style exactly. Btw, im glad if any of you guys is up to modelling & interested to help out on our project: http://deadlystream.com/forum/topic/2955-help-need-easy-models-for-kotor-texturing-project/?do=findComment&comment=29897
  3. Hey there, Xedii (Xarwarz) and me doing a coop. project on retexturing and animating kotor. The aim of the project is to give the game the most sophisticated look on both - textures and animations - in respect to the vanilla Kotor but also to replica the excellent ME3 animations. The point is, Kotors textures screen textures are somewhat messed (upside down, cut off, doubled, tripled etc...) its much cleaner to just place a plain, custom model in front of the specific coordinates and animate that one instead. Heres an example of Taris Sith Base texture LSI_tech01: as you see the edges are cut of: the same texture is used here (cyan color): http://i.imgur.com/GA646RF.png http://i.imgur.com/ltLWUoc.png Since neither Xarwarz nor me are into modelling we need some help for that part. Is there any guy who can make (mostly flat plane easy models) and knows how to place them ingame? Any help would be glady appreciated!
  4. Short glimse of a possible Panel Overhaul 2.0:
  5. You guys are life insurance in terms of Kotor modding. Thanks very much!
  6. I've bought the Kotor Collection today - mainly to mod Kotor 1;) but Kotor Tool refuses to recognize its root installation path. After searching i stumbled across this thread: http://deadlystream.com/forum/topic/2455-kotor-tool-kotor-2-on-steam/ which sounds good but is only for Kotor 2. So could anyone describe exactly what I must do to get Kotor 1 to work? I'd be glad for any suggestions.
  7. thank you guys for your appreciation! Some parts of this mod are still not in a final state, however i have some ideas in mind that would take it some step forward. But its rather difficult to realize them, so i have to wait until my texturing skills have improved to that point.. No promises, but there might be a 2nd edition in the future... I figured that;) Well, if i can pull a 2.0 version together, i might change that..
  8. View File TELOS Board Overhaul animated ATTENTION: Highly outdated! Use the much more advanced TSL Origins Telos mod instead: http://deadlystream.com/forum/files/file/759-tsl-origins-telos-overhaul/ This overhaul replaces all the vanilla ads and boards at Telos. Considering that new rebuilt Citadel Station represented one of the most sophisticated architecture in the galaxy, in a way similar to ME Citadel, i wanted it to look alike. Realising this, it seems to be natural to follow the amazing ME animations but in respect to original Kotor... This mod contains only high res 4k 64 pics animations, so i highly recommend to install a texture Overhaul like the Xarwarz OTE overhaul first to cover all normal textures and then my Overhaul and override everything! Install: Download the mod, extract the archive with an archive extraction program such as 7zip or WinRAR, and move the extracted files to your game's override directory. Bugs: None. Enjoy! Submitter Jorak Uln Submitted 10/09/2014 Category Skins TSLRCM Compatible No  
  9. Version 1.1

    8,000 downloads

    ATTENTION: Highly outdated! Use the much more advanced TSL Origins Telos mod instead: http://deadlystream.com/forum/files/file/759-tsl-origins-telos-overhaul/ This overhaul replaces all the vanilla ads and boards at Telos. Considering that new rebuilt Citadel Station represented one of the most sophisticated architecture in the galaxy, in a way similar to ME Citadel, i wanted it to look alike. Realising this, it seems to be natural to follow the amazing ME animations but in respect to original Kotor... This mod contains only high res 4k 64 pics animations, so i highly recommend to install a texture Overhaul like the Xarwarz OTE overhaul first to cover all normal textures and then my Overhaul and override everything! Install: Download the mod, extract the archive with an archive extraction program such as 7zip or WinRAR, and move the extracted files to your game's override directory. Bugs: None. Enjoy!
  10. hey this is an excellent idea! Think there cant be enough reviews/vids on Mods, since you just reach more people that way...(thinking of Skyrim..) Anyway, im lookin forward to it!
  11. View File Casino PAZAAK animated Staring at the cold, metallic UI of vanilla Pazaak i always wonder who wants to be in a casino like that? In this mod i want to make Pazaak more enjoyable and beside that more up to date looking. What i tried to achieve is to combine the exclusive, wooden look of modern casino-tables with the tech-look of the Cards. Visually i didnt take ANY prisoners, the main UI is slightly animated in the background and comes with a whooping 4k file. The Cards highlighter is retextured in a subtle blueish way and the flipcard symbol comes with a 256 pics animation. Thanks to todays fast PCs, it shouldnt affect performance. Compatibility: This should be compatible with everything. The only conflict could be with mods that change the Pazaak Cards and UI, but i yet havent seen any mod, that does that. TSLRCM 100% compatible. Install: Download the mod, extract the contents with an archive extraction program such as 7zip or WinRAR, then move the extracted files to your game's override folder. Enjoy! also watch Xuuls wonderful review (with installation instructions) of my mod: Update 1.1: it contains new files - just install both (CasinoPazaak.rar and Update1.1.rar) into your Override. Bugs: Since its a texture replacer, there shouldnt be any. Brightness (optional): for best results visually you may turn brightness bar to exactly 1/2. Submitter Jorak Uln Submitted 09/29/2014 Category Skins TSLRCM Compatible No  
  12. Version 1.2a

    6,303 downloads

    Staring at the cold, metallic UI of vanilla Pazaak i always wonder who wants to be in a casino like that? In this mod i want to make Pazaak more enjoyable and beside that more up to date looking. What i tried to achieve is to combine the exclusive, wooden look of modern casino-tables with the tech-look of the Cards. Visually i didnt take ANY prisoners, the main UI is slightly animated in the background and comes with a whooping 4k file. The Cards highlighter is retextured in a subtle blueish way and the flipcard symbol comes with a 256 pics animation. Thanks to todays fast PCs, it shouldnt affect performance. Compatibility: This should be compatible with everything. The only conflict could be with mods that change the Pazaak Cards and UI, but i yet havent seen any mod, that does that. TSLRCM 100% compatible. Install: Download the mod, extract the contents with an archive extraction program such as 7zip or WinRAR, then move the extracted files to your game's override folder. Enjoy! also watch Xuuls wonderful review (with installation instructions) of my mod: Update 1.1: it contains new files - just install both (CasinoPazaak.rar and Update1.1.rar) into your Override. Bugs: Since its a texture replacer, there shouldnt be any. Brightness (optional): for best results visually you may turn brightness bar to exactly 1/2.
  13. So, in the meantime ive been able to take a big leap towards my goal - but it was often quite difficult to find the right path - example that TEL_BBrds texture (which contains 3 different ingame tex) kept me busy at least 6 weeks (and numerous approaches) until i figured a way to get it looking.. Anyway it came with quite some unexpected progress on the other hand, thanks to it i got some surprisingly interesting results: The workbenches which i mentioned earlier in the thread are now animated as well as this nice texture: Looks awesome, doesnt it? Major problem is, that its mirrored... So ive experimented and animated that "keyboard" as well - its not 100% vanilla so any thoughts? and in action: (To get the full experience watch them directly on youtube in 1080p) Next, ive revamped my old twilek animation and this pink texture: Question is, which one fits K2 more? V1: (ME themed) V2: (Vanilla themed - personally like that one, but you decide) next the bumani Panel and the generic blue one here: On the generic one i tried a different approach with animated glass: Czerka Board: Vanilla: Modded: (vid maybe later) and the green board:
  14. welcome to the forum! As i see you brought some neat stuff in here! I didnt know this website before - some of the effects would be interesting to see with the different abilities... to create some effects on your own, you also might take a look at filter forge 4...
  15. (By nature this is a request, but to reach a larger Modder-Base i wanted to post it here first, hope thats ok) So hi everyone, some time ago i discovered on one playthrough of Kotor I+II that in combat its so much more fun to use hotkeys for the various powers (e.g. 4= friendly power; r= standard attack(guardian leap) 2=force power etc.) and i realized why: it makes combat faster !! BUT: theres a downside - you have to scroll through the different abilities - which slows your combat experience down. so there should be 2 ways of solving that problem: 1. Since i always was keen on how Mass Effect treated combat and its not much different from Kotor gameplay, i wanted to ask if its possible to reassemble the hotkey system so you can customize it like in SWTOR: 4= heal f= Force Lightning c= Force Wave 2= Critical strike etc.pp. 2. Is there a chance to shorten the time for each Combat round? If you have ideas/solutions it would be cool, but im not a scripter at all therefore it would be awesome if i could encourage someone to make this idea reality!
  16. The music is from ME. but there are thousands of vids that even display complete game soundtracks - would it be safer regarding copyright to notice, that i do not own any part of the music etc. in the comments? @MrPhil: thanks! Think we probably will see more animated textures in the future... Beside I'm curious about your Asari Mod: do you plan to overhaul the other Twi'leks too?
  17. @ Xarwarz: thanks im glad that you are animating your Overhaul too... @Malkior: the panels are using different displays, the first one is not animated, only the 2nd & 3rd are. I think the 3rd one is it. In the following video i have shown it in action aswell as my newest retex: You probably all know that crappy Telos Twilek Sign very well: Vanilla: Modded: https://www.youtube.com/watch?v=9y_59BC97KU Czerka Sign: https://www.youtube.com/watch?v=18lp9xxC-Us
  18. Your textures are getting just better and better! However you forgot to insert the picture at the transition animation:
  19. Really much needed idea to get on the sound files! Im just curious, do the sound files (e.g. Force Wave, lightning) need a certain length to be heard correctly ingame? If not, its maybe worth to look for example into some Skyrim Mods etc, and with the permission of the authors port them to get a more "up to date" sound platform into Kotor?
  20. @Sithspecter: Thanks! Hope i can finish some of them in time for the Mod-off. @Mutilator57: well i actually liked the contrast of wood/pink application - but maybe i change some details... well, although i hadnt much time for modding, i tried sth new on the Companel2: So which version should i go for? this was the modded Cpanel: i didnt liked the generic look so i changed it to that V2 V3 animated middle section V4 fully animated screen (the animation is like text going downwards, i was just to lazy to upload a video)
  21. Now i wanted to get a little bit away from the "trek look" of Desk1 and moving more towards ME, the Display itself still contains too much red color in my eyes, but what do you guys think: Now something very different - a more "casino like" Pazaak:
  22. @Zhaboka: Thanks! I also liked how the workbenches turned out. @Malkior, Loki: Glad, that you like the generic panels - although im playing with the thought to make an alternate, more up to date approach of the display. The hydrospanner is shared with the wb lights and the viewer. So to add detail is only possible if you remodel the whole bench - which isnt possible for me at the moment. @Xarwarz: Thanks! Excited about the next OTE update!
  23. Jorak Uln

    Requests

    I have a request. Dont know if anyone has mentioned it so far, but i never liked the default HK Model. Since i always want to make a retexture of this droid in the exact SWTOR Style, but lack the necessary experience in 3D modelling i wanted to ask around if some could make the model for me, i would gladly retex it in that style. From Sith Holocron: You might want to check out this thread at LucasForums
  24. you said in the other thread your mother language is german, so lets talk in german: übrigens toll sich auch mal auf Deutsch hier unterhalten zu können.. zu deiner Mod: also das Leder sieht super aus - besser gehts nicht! aber gerade am Gesicht könntest du noch was machen - Poren, leicht angedeutete Barthaare etc. viel Inspiration kannst du dir auch aus ME2+3 holen, schau dir mal genau die Gesichtstexturen von Shepard, James oder Zaeed an, würde gerne sowas in Kotor sehen... was deine weiteren Pläne betrifft, hast du evtl. auch vor, "non-Party Members" zu verbessern? Wenn ja, wären Duros meine Wahl - schau dir das mal an:
  25. Here are some more - should i leave the generic displays as they are or should i change them to sth like in the Lab/Wbench model? with generic displays: Vanilla1: Modded1: Vanilla2: Modded2: compnl_b: compnl: And here the workbenches with ME displays: Workbench: Labstation (texture unfinished):