Constar

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Everything posted by Constar

  1. Regarding NPCs: Could you do an animated version of this one, where the NPCs move around/ or at least have their idle animation?
  2. Important Question! I never really modded K1 and want to start now and neeed to know this:D!
  3. Those 2 ideas are awesome and go in the same direction: Maybe, after he drops below a specific number of HP, he retreats into a "force bubble/shield" to heal himself/drain life from his minions. While this is happening you have to fend off some of his zombies that are attacking you. About this: When his health drops to 0, a cutscene starts: he drains them unconcious and gets like half his health back. Then the final duel starts between the exile and the lord of hunger. For more epicness he could also not use his lightsaber till this last part and only fight with force powers in the earlier stage/stages of the fight.
  4. How about: yellow-ish eyes (like this specimen: http://img2.wikia.nocookie.net/__cb20101211095235/starwars/images/9/9c/Sith_Pureblood.jpg ) a sith-flag / branding on the forehead (like Naga Sadow: http://img3.wikia.nocookie.net/__cb20071229171548/starwars/images/a/a3/NagaSadow2.jpg (who also has yellow eyes)) Regarding the skin itself: Very Good BUT: The hair could be darker, most sith have black or dark brown hair, without that reddish tint. And most sith don't have red eyes. It's hard to spot in the comics, but they are mostly brown, yellow or black. Regarding the model: AWESOME!
  5. Hi. As far as I know there are a lot of mods that actually do exactly what you are asking. Unfortunately most of them are currently hard to get, because they were filefront-only, and the filefront domain is currently offline. however, the filefront-download archives are still available at http://www.gamefront.com/files/listing/pub2/Star_Wars_Knights_of_the_Old_Republic_ii/ It's hard to look through all those files. But I am sure you will find what you are looking for. You can also look at this mod: http://deadlystream.com/forum/files/file/62-daks-armored-robes-21/
  6. most files are still up at the gamefront file hoster! http://www.gamefront.com/files/listing/pub2/Star_Wars_Knights_of_the_Old_Republic_II_The_Sith_Lords
  7. I am not completely sure on this but there is one thing that may help: not installing the dialogue file. As far as I understand this mod, the only incompatible part is the dialogue. And the dialogue is only required for the Dark Shroud Item. If we only want to have the changing robes it might be enough to cut back on the dialogue file... Sadly I cant check this at the moment, so if anyone was interested in trying this, please do it! Also: Necro-Necro-post!
  8. I just read through this topic and then it hit me. The scripting behind this mod could give opportunity to something completely new: New companions/ party members/ New Characters! Let's say we want another another companion instead of, let's say, Goto. just use the Goto/newguy/switch to exchange them. Would this theoretically be possible?
  9. As far as I know Targa (.tga) files can have 1 Alpha channel max. ( Also stated here: https://forums.creativecow.net/thread/244/856294 ) Maybe you will have more success if you use a DDS document. The DDS file structure is more advanced and capable of more than targa, maybe it supports a larger nummer of alpha channels. I know that kotor 2 can work with DDS textures, but i don't know if it will work with more than 1 alpha channel/ transparency layer, if it is even possible with DDS textures. You should probably just try it out and make some nice screenshots of the results
  10. Quick update: Nope, I am not dead and Nope, I have not lost my interest in modding the Kotor Games. Project 1: Military Reskins This project is focused on giving the Troops in Kotor 1 and 2 a more realistic, dark and war-torn look. -TSF is nearly completed and will be released soon! -Mandalorians are somewhat back to zero. I really didn't like my redesign in the end and want to re do it. -Republic Troops are in the works. Somewhat like the TSF, the Republic Soldiers and Officers will get a complete redesign. This redesign is pretty close to the Trooper-design from TOR. It will use a Black, White and Red color-scheme and will involve a lot more armored parts. This will HEAVILY rely on cubemaps, since the models themselves have a very slim appearance. -Sith Troops... I actually don't have a design for them yet. In my honest opinion they look very weird in the Kotor Games and I don't really like the Sith Military in TOR either. Ideas are very welcome. Project 2: The stuff you had a glimpse of I am talking about that skybox. It's part of a really big project. I made a lot of progress here, but it's still less that 5% finished tbh. I will focus on Project 1 first, because I really dont want people in weird pajamas fighting wars in this galaxy... this isn't Star Trek
  11. So here's something that I planned to do for quite some time. I am working on a reskin for the TSF! I know that they are supposed to be something like the police of Telos, but considering how expensive and important the restoration of Telos is they still looked lame. So I am giving them a rework. I will try to keep the original color-scheme, since I liked it a lot, but I will take a somewhat more militaristic approach. The image below shows my progress so far: As you can see I consider the commander's body texture as nearly done. You can Lt. Grenn sporting his new uniform on the right. The texture on the left is about half done, although I am not fully decided on some parts. Maybe The common troops will get a more armored look. Since I am already working with this model, I am considering to also do the Republic soldiers (especially for K1). Except for getting them into a higher resolution and redetail them, I am not yet sure what to do with them. If you have any suggestions please let me know! News to my other projects will probably come on tuesday.
  12. I guess this one: http://deadlystream.com/forum/files/file/413-tsl-prequel-robe-replacement/
  13. You just owned bioware. srsly. Sith base doesn't just outplay Kotor, but also tor. and tanks: Variant A.
  14. Thank you very much! Actually I didn't use Terragen. This image is completely made of photos from a website called cgtextures.com . They offer free ressources, especially for modders. I just got myself a big bunch of pictures of old machine parts, Industrial buildings and piles of trash from there; created a 4x1k document in Photoshop and started making a little collage. Then I carefully replaced some color curves, to give it that yellow-ish shine and yeah, that's how it was made. pretty much just like this: http://i.imgur.com/27nLhLy.gif
  15. Okay. I seemingly have been inactive for some time now. But the truth is that I am just really struggling with my Finals at the moment. my (hopefully) last exam is on next Monday. After that I will finish a bunch of Kotor and TSL projects that I started and that are currently at queue. To show you that I am not just talking: A potential skybox for Raxus Prime. Yes. Raxus prime. I also finished a complete Reskin of a existing module ingame, that I want to use for Raxus. The skybox is in a very raw and unfinished state, but I really just wanted to show you that I am still working on things. Also the Mandalorian reskins will hit the download section soon. EDIT: Here's the big Version http://s1065.photobucket.com/user/CB-Textureworks/media/New%20Skybox_zpsosdzm3al.jpg.html
  16. That is awesome news! GUI detection and working DoF will make the Kotor Games look at least 10 years younger! Great! Now to the FPS problem, that some people, including me seem to have: I found out, that it is linked to the Raymarch Ambient Occlusion. adjusting the values wont help, FPS is allways the same. It can't be my Rig's fault, since I got 2 GTX660s running and also a i7 processor, wich is paired with 22GB Ram. Could you have missed a certain .dll when uploading, or do you use a driver tweak, that may have influence over the Raymarch Method?
  17. Looks awesome! And it goes perfectly with the jacket from my mod!
  18. The old installer was bugged and messed up your baseitems 2.da You should make a re-install or at least use your .2da backups (if you have backups). Oh and about that part with choosing a color. You need to have a color crystal in your inventory to craft a hilt with that color.
  19. 3 Things regarding your Sion-Reskin -did you reduce the amount of gore and wounds? I allways thought of him with a lot of scars, like in these pictures: http://fc03.deviantart.net/fs50/f/2009/330/2/4/Malachor_V___Darth_Sion_WIP_by_Caetis.jpg http://img2.wikia.nocookie.net/__cb20110911085654/villains/images/3/3f/Sion_Korriban.jpg - That yellow-ish something on both sides between the chest and neck look kind of weird, and in general his skin color looks a little bit too bright, but might just be because it's not ingame. - Will it be compatible with the TFU-Style Model? I really hope that I don't seem like too much of a critic, I really love your work, especially on Sion! Keep it going!
  20. In my opinion the second version just has more of a Star Wars feel to it, especially considering all the canyons and rocks shown iin the movies (Episode4, when Luke meets Obi; Episode6, Jabba's palace and surrounding area; Episode1, the Race; Episode2, when Skywalker was avenging his mom)
  21. Beautiful! I also tried to reskin T3, but I always got stuck on all those edges and panels. Seriously, you deserve tons of respect for this skin, it's awesome! Will you add a worn out and dirty version, like it was in TSL ?
  22. In the last weeks I have been working with the newly found information about cube- and bump-maps quite a lot. Seeing all of the possibilities, a very special Idea crossed my mind: To what extent are we capable of changing the appearance of combat shields? We all know that weird gloomy glow that is covering the characters like a weird liquid. And I personally don't really like that. So what If we were able to take a new approach on combat shields? For example like Mass Effect did it: - http://oyster.ignimgs.com/mediawiki/apis.ign.com/mass-effect-3/thumb/5/5b/Tech_Armor_ME2.png/228px-Tech_Armor_ME2.png - http://cdn.obsidianportal.com/assets/125964/tech_powers.jpg If we were able to implement a feature like that into KotOR and TSL, it would change the atmosphere of combat in a very positive way. I would be glad if someone had ideas or even the skill to make this reality!
  23. Thank you very much, I corrected the issue and will upload it as V2.1 ASAP. src888, on 11 Feb 2015 - 5:20 PM, said: Also, when using your mod with Peragus Sith Troops To Sith Assassins by Hassat Hunter in the turret game the sith stalker models, which replace the original sith troops because this mod turns them into assassins, don't actually register hits. You fire at them but nothing happens they just keep coming. Had to revert to non stalker models to be able to take them out. Wondered if you had any idea why that may be? Strange. I will look into that. Sorry for those inconveniences and also thank you for your feedback! src888, on 11 Feb 2015 - 5:20 PM, said: Thank you for your great mod! Thank you for your appreciation:) But most of the props should go to the creators of the original model and of course this community; This wouldn't have been possible without them.