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Everything posted by Kexikus

  1. This is the WIP-Thread for my High Quality Skyboxes project. As you probably know, the skyboxes in both KotOR games are very low in resolution and also not always interesting. These mods attempt to change this by creating entirely new skyboxes using Terragen 4 and rendering those in 2048x2048 (vanilla uses 512x512). Version 1 of the KotOR skyboxes has been released since October 2015 and can be found here. After its release, I took a break to work on other mods but recently I came back to work on the TSL version and version 2 of the KotOR skyboxes. I've learned quite a lot since version 1 which is why I want to rework some of the skyboxes for KotOR and also, since I now own Terragen 4, I can render them in higher quality which will also be part of version 2. You can follow my progress in this thread and in the following image which I'll (hopefully) update regularly to show where I'm at: Original first post: As the title suggests I started working on some high quality skyboxes to replace the blurry pixelated ones used in both games. I actually wanted to do this for quite some time and two days ago I finally started working on them with this result: [Deleted due to photobucket blocking embeding] I'd say that while the clouds certainly need to be improved some more and I didn't render in full quality and some photoshop work has to be done, they actually look pretty good except for one thing. And that's the resolution. The problem here is that Terragen 3 (which I used to make the skybox) only allows me to render in resolutions up to 900x900 in the free version. And since the cheapest license costs 200$ I won't buy it just for this mod^^ So, I decided to try my luck with Terragen Classic (which I'm pretty sure is what Bioware and Obsidian originally used for their skyboxes) but it has the same limitations and the registration to remove the limitation is no longer possible. So, this mod is pretty much dead before it even started unless and that's where I need your help, someone here has access to a full legal version of Terragen and would be willing to render quite a lot of pictures for me. Or alternatively if someone knows of a good free tool to create skyboxes I could try it with that one.
  2. Kexikus


    I get the feeling that the enemy AI wouldn't like that at all and get super confused.
  3. Kexikus

    [WIP] High quality skyboxes

    And another skybox is done (well, actually two). As I said before it's the Unknown World: That screenshot is actually a little older though. I've since tweaked the colors a little to reduce that horrible sun glare. Apart from that the skybox is almost exactly the same as in V1. The only difference is the moon texture which I replaced with a texture from here so that it's no longer our moon you see in this alien sky. And as always, there's also two renders and unlike my other renders, I moved the camera quite a bit for these to get a more interesting foreground. But since those islands are usually only seen in the very far distance they're of course not that great looking. Better than no foreground though But as I said in the beginning, there's another skybox and that's the sunset version of the Unknown World used in the revelation and DS ending cutscenes. That one uses the same terrain of course but I remade the sky from scratch to get closer to its vanilla look. For comparison here's the very unnatural looking V1 of that skybox. The new one is just waaaay better: It's still a little cheated and not entirely realistic but it helps setting the tone of those two scenes. I even had a version with a sky that was much more red just like the vanilla sky but that was just too unrealistic for my taste. Anyway, here's the corresponding render: Those two were close to the last vanilla skyboxes for K1. The only one left now is Kashyyyk and some tweaks to Tatooine and Manaan. And afterwards there are of course still the mod skyboxes to do. TSL is also coming along very nicely with only two vanilla planets remaining, namely Nar Shaddaa and Dxun. I started working on some building models for Nar Shaddaa and I have to say that this is probably the least fun thing I've done for these skyboxes yet... 😅 But we'll see how it goes. I'll keep you updated.
  4. I use KotORMax with 3DS Max 2017 without any issues. Just try it.
  5. Kexikus

    [WIP] High quality skyboxes

    I don't think so. The only animation I can do is a rotation like the one for Malachor and that only works for very cloudy skies as you'd otherwise get weird lighting on the clouds. And even then you usually have clouds moving in one direction and not rotating around a single point, i.e. an animation like that wouldn't work for the Telos Polar Plateau either even though that one is just as cloudy. And K1 doesn't even have something like that.
  6. Kexikus

    [WIP] High quality skyboxes

    That's not the model, that's the render. The problem here is that each render is illuminated individually and sometimes, especially in scenes with thick clouds, that illumination will not match. But that's easily fixed by using a so called "global illumination cache" in TG. I'm just too lazy to do that for my test renders as that takes extra time. But in the final version these corners won't be visible at all (and the resolution will be higher and there will be less grain).
  7. Kexikus

    [WIP] High quality skyboxes

    It's done. Malachor is now complete. I went with the color closer to vanilla as you all suggested and also desaturated the dark clouds a little bit. In addition to that I tweaked the terrain color a little and also improved the terrain itself so that you can no longer see where it begins. Here's what the result looks like: But since this is an animated skybox, pictures can't really do it justice and so here's a video for you all: And as always, there's also a render of just the skybox. Well, two actually. And I have them in two versions. One is the raw Terragen render and one was edited in a similarly to the skybox textures to get darker clouds at the top. Next up is the Unknown World, but that's mostly fixing the skybox model for all modules and rerendering the skybox itself with some tiny tweaks. I'll keep you updated.
  8. Kexikus

    [WIP] High quality skyboxes

    I said I'd work on another skybox next (and I actually did for a very short time) but I just couldn't leave Malachor yet. So I've made some tweaks and I'm very close to calling it final but first I need some opinions. The thing I can't decide on is the sky color. I have two options. One is closer to the vanilla sky color and one is more green. Just let me know which one you prefer and maybe also why you prefer it. For comparison, you can find a screenshot of the vanilla sky here. Once that's decided on, I need to tweak the terrain color some more, apply the animation to all Malachor modules and the skybox will be done. The next one after that (which I worked on briefly before I returned to Malachor) will be the Unknown World. It won't have many changes compared to V1 though.
  9. Kexikus

    Full Jedi Council

    Version 2.0


    Have you ever wondered why for something as important as the Exile’s trial, only 5 members of the Jedi Council are present? Well, you no longer have to. This mod adds 7 additional Jedi to the trial scene in order to get a full council. These Jedi are master Vandar from K1, Vima Sunrider from the Tales of the Jedi comics, two Twi’lek, a Devaronian, a Duros and a Wookie. What's new in v2.0: - Replaced generic human Jedi with Vima Sunrider and a Duros - Vima sunrider has a custom robe (thanks to DarthParametric) - Choose between K1 and TSL style robes for all Council members (except for those with unique robes) - The 7 added Council members are now mentioned in the post-trial scene on the Ebon Hawk Installation: Run TSLPatcher.exe and choose your version. IMPORTANT: You have two choices: The type of robe the Council members should wear and a technical choice necessary for compability: Check if you have holorec.dlg in your Override and choose the proper installation method. TSLPatcher should find your TSL installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. For modders: I included the source script in the download in case you're interested. Ignore them if you only want to install and play the mod. Uninstallation: Delete all files from the tslpatchdata folder of this mod that you can find in your Override (depending on your choice of installation this might not be all of them). Then find the backup of 950COR.mod created during the installation of this mod (it is located in the backup folder that was created in the folder where you ran TSLPatcher.exe) and copy it into the Modules folder of your TSL installation, replacing the one already there. Also copy appearance.2da, heads.2da and if available holorec.dlg from the same folder into your Override folder. Note however, that this might screw up other mods that modified the same file and were installed afterwards! Compabilitiy: Thanks to TSLPatcher this mod should be compatible with pretty most other mods. I recommend to install this mod as late as possible to ensure compability. Notable exceptions for compability are mods that edit Vandar's model (texture mods are fine) and for the K1 style robes mods that add new texture variations of the Council Robes as well as mods that edit the .utc's of the vanilla Council members. The latter includes NPCOverhaul, so either install my mod after NPCOverhaul to overwrite its changes or skip NPCOverhaul's changes to 950COR. Credits: Mod by Kexikus Vima robe model and head texture by DarthParametric Duros head model by JCarter426 TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  10. Kexikus

    [WIP] High quality skyboxes

    It would increase loading times, yes. There is already a noticeable increase with the non animated skyboxes I made although it's no big deal yet. Otherwise 500MB would be no problem for any modern GPU but consider that this is only for 16 frames. At a (low) animation framerate of 10fps that wouldn't even be 2 seconds which is just waaaay too short for a good sky animation. You'd probably want an animation that takes at least one minute. At 30fps that would be 1800 frames, at 10fps 300 frames and even with only one frame per second you'd have 60 frames. So even that would give you 2GB of skybox textures. That's something most modern GPUs could handle but not by a big margin. A typical higher end GPU has around 8 GB of VRAM today so that's only four times more than what you'd need for those skyboxes alone. KotOR won't take much more VRAM beside that but you can probably see the problem by now. So as I said, that's just not possible. But as Jorak Uln said, it would be possible to create different times of day at least from the skybox side. I don't know if it's possible to switch the lightmaps, light positions and all that stuff with scripts.
  11. Kexikus

    [WIP] High quality skyboxes

    Thanks you very much! There was and I think it was based on Joraks ideas. But again, it's not feasible with texture animation. One could probably have a system where there are four or so times of day and then for certain quests or after a certain time and when you change module, the next skybox would be used. But a seamless day night cycle is just not possible. The compressed 2k tgas in my first skybox mod were between 10 and 15 MB per texture and I think that won't change much. I don't know how much I can lower the filesize by using tpc but not too much I would assume. And going from there, an animated skybox with let's say 16 frames would already be at 160MB per texture or 500MB for one skybox. And 16 frames isn't even close to being enough for a proper sky animation.
  12. Are you maybe using TSLRCM from the workshop? Or is your TSL installation folder set to "read only"? And where did you extract the mod to? It can be anywhere except for the TSL folder.
  13. Kexikus

    [WIP] High quality skyboxes

    This turned out better than I expected: The video shows a test for an animated Malachor skybox and surprisingly it actually looks good. What you see are basically three layers: A skybox that has only terrain. A second skybox that shows the closest clouds including the "ceiling" and rotates around its axis. And a cylinder that has the distant clouds and rotates slower than the close clouds. And the video also shows my new lightning animation. The skybox is still not done though. I want to have more cloud contrast (all attempts for that were unsuccessful so far) which should also help with distinguishing the two cloud layers, the terrain color is not quite right and it needs to be lowered a bit as well. And then there are the lightning strikes coming directly from mountains that I need to move somewhere else. Oh and there's a rendering error where part of the terrain is cut off for some reason. Also not quite sure about the animation speed. I might have to make that faster. I might work on another skybox first though just to get a fresh perspective on Malachor afterwards.
  14. Glad to hear it did. Be careful with reusing an existing crystal however. If you do that and at some point take the crystal out of the saber you won't be able to get your saber back. That's because when you put the crystal back in, the game will check upcrystals.2da for the first row with this crystal and give you the corresponding saber which would be one of the standard sabers. If that's no issue for you and you don't want to release it as a mod you're fine of course. Otherwise I'd recommend creating a new crystal item and also short and double blade versions of your saber.
  15. Kexikus

    TSL Patcher, TLKEd, and Accessories

    The skipping is actually a good thing. Modules being overwritten not so much. If a mod edites files in a module and is properly set up it will do the following: It checks whether the module already exists in the module folder. If it doesn't it takes an unmodified module file and copies it there. Otherwise it will skip this step. This is where those warning messages come from. In either case the installer will then proceed and modify the content of either the unmodified or the already existing and modified module. This feature of editing the already existing module files is what makes TSLPatcher so useful as that allows for much better compability. Unless the mod author decided to just straight up replace the module files in which case you want to install that mod as early as possible. And all of the above is also the case for files in the override folder.
  16. I think you have to add the saber to upcrystals.2da for it to be upgradeable.
  17. Kexikus

    TSL Patcher, TLKEd, and Accessories

    That's exactly what TSLPatcher is for. There are just some mods where the creator decided to not use TSLPatchers full features and instead of modifying a module file just drops it into the modules folder and that's what's creating the compability issues.
  18. Kexikus

    [WIP] High quality skyboxes

    Yeah, that'd work just the same but it's just not feasible. An animation like that would probably need 20+ frames and considering that each frame is already 2048x2048 you can imagine how big of a file that would give. I have however thought about using a model animation to get a similar result. I might play around with that but I'm not sure if it'll be worth the effort considering that the Malachor skybox is rarely visible anyway.
  19. Kexikus

    [WIP] High quality skyboxes

    It already did. I had at some point in the distant past even made some clouds for an updated version of Quanons reskin, but I'm not sure if he ever finished that update. In any case, I've been playing around with the Malachor clouds for some weeks now and never got a result that I was really happy with. It wasn't bad but it never looked like a proper storm. But that changed this morning. For this latest version I created a huge cloud vortex and also learned some new stuff that allowed me to have a more interesting cloud underside while having a fully covered sky. Here's what it looked like after a first ingame test: I have since recolored the clouds green and changed some of the twisting in the clouds as well. Now I just want to get a little more contrast, i.e. darker dark parts of the clouds and then the sky might actually be finished. Oh, and I also created a new lightning texture that I wanted to show here but it didn't end up on the screenshot... I'll try to do better next time.
  20. Kexikus

    Full Jedi Council

    I don't think that Extended Enclave makes any changes to the Council scene so you should be able to use it with my mod.
  21. Kexikus

    TSL Conditional Modding

    I'm not really sure I understand what you're trying to do but you can just use the new module's OnEnter to set the global back to 0. Or use a script in a dialog in that module. All of this will only work if you're using a global though. If you're using a local variable you'll have to reset it in the original module. That could be done directly in the teleporting script for example.
  22. Kexikus

    [WIP] High quality skyboxes

    I'm still alive: Not very impressive, I know but at least it's something^^ The models for Malachor are done as is the terrain pretty much. The clouds are still the same placeholders as before but with a different sun position which makes them look even worse. Next up is finishing the sky and then tune the terrain color. But I like where this is going already.
  23. Kexikus

    High Quality Skyboxes

    Version 1.2


    Patch 1.2 is now out. It fixes two small issues (not worth redownloading though) and more importantly adds 1k versions of my skyboxes for weaker computers. This mod replaces every skybox and almost every backdrop in the game with a new high resolution version made from scratch. Additionally I changed the fog color in the Korriban modules to make the area model and the skybox blend better and I edited the SunAurora (the glow when looking into the sun) in some modules. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words And for the animated Manaan Underwater backdrop, check out the video. The pack has been in development for nine months now and is my first big mod project ever. I want to thank everyone who contributed to the project and/or gave criticism. You really made this a great experience, thank you If you find any issues or have any other comments, please let me know and I'll see what can be done. Available Files: This mod consists of one main file and several optional AddOns. Here they are: HQSkyboxes_Part1.rar & HQSkyboxes_Part2.rar: These are the main files that includes every skybox and backdrop I made for the vanilla game. Download and extract BOTH of them! Optional_BoSSR.rar: This is an AddOn to be used with Brotherhood of Shadows: Solomons Revenge and includes every skybox introduced by said mod. Note the installation instructions! Optional_BoSSR_TarisDestroyed.rar: This is an AddOn for the BoSSR AddOn that replaces the BoS:SR Taris skybox with a version that shows the damage done by the Mandalorian invaders. The BoS:SR AddOn is required to use this one. Optional_GreenDantooine.rar: This is an AddOn to be used with the Green Grass for Dantooine mod and replaces the Dantooine skybox with a version that has green grass. The main file is required for this to work properly. Optional_TatooineNoClouds.rar: This AddOn removes the clouds from my Tatooine skyboxes bringing them closer to their vanilla appearance. This removes the animation from the Manaan seafloor backdrop. Read the installation instructions!!! 1k version of the main package 1k version of the Brotherhood of Shadows: Solomons Revenge pack 1k version of the damaged Taris skybox for BoSSR 1k version of the green Dantooine skybox pack 1k version of the Tatooine skybox without clouds Installation: In most cases you simply have to copy all files from the archive into your Override. Some of them do have special instructions however, so please read the Read Me file included with every download (it's not the same every time!!!). Bugs: The "ceiling" and "wall" in the underwater areas of Manaan don't blend at all. This is however only visible when going to first person mode and looking up. If you don't do this, you won't notice anything. Manaan Sea Floor Animation Video: Credits: Mod by Kexikus Created with the free version of Terragen 3 and Photoshop CS6 Bioware: Taris building model, Tatooine building models dandelO: Grass shader used for Dantooine and the Unknown World Darth Parametric: extracting the Tatooine building models, making .mtl files for the palm models and the Hammerhead cruiser model Dastardly: figuring out SunAurora and making an editor for it that I was able to use ftourini: tree bark texture used for both Kashyyyk textures Jorak Uln: textures for the Taris building models killst4r: palm trees used for the Unknown World Malkior: BoS:SR Taris damage Quanon: extracting the Taris building model and making two more Taris building models, making the crashed engine model for the Unknown World Silveredge9: original BoS:SR .are files and permission for me to edit them tsjase: Hammerhead model used for the Unknown World Walli: ferns used for the Unknown World Dantooine Tree from;dl=item603 Moon texture from LOLA/LRO data Smoke textures from and THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  24. Version 1.2


    ABOUT This mod replaces the starfield and nebula textures used as backdrops during many sequences of the game to a higher resolution (some 512x512, some 1024x1024). INSTALLATION Copy all files included in this archive into your Override folder. UNINSTALLATION Take them out again. CREDITS Texture pack created by Kexikus Starfields created with spacescape Nebula photo from NASA THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  25. Kexikus

    Dantooine Training Lightsabers

    Version 1.0


    This mod replaces the longswords used during the training sequence with lightsabers, as it is seen in the movies that even younglings train with those. The mod uses no scripts and you don't have to give yourself the lightsaber proficiency feat with KSE or something similar. Additionally you won't have the annoying humming sound present when simply replacing the training saber with a lightsaber. Installation: Simply let TSL Patcher do its magic. It should find your KotOR installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod. Uninstallation: Delete dan13_practice.uti from your Override folder. Then copy baseitems.2da from the backup folder created while installing this mod to your Override and replace the one that is already there. Skip this step if you installed any mods that also alter baseitems.2da after this one. This mod will not be fully uninstalled in that case but every effect it has on the game will be gone as intended. If there is no baseitems.2da in your backup folder, simply delete the one in your Override folder (unless you installed another mod editing it later). Compabilitiy: Thanks to TSLPatcher this mod is compatible with everything that does not edit the training saber (dan13_practice.uti) Changelog: 1.0 Initial release Credits: Mod by Kexikus TSL Patcher by stoffe THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.