Kexikus

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Everything posted by Kexikus

  1. Mazbe just fade in the wireframe from the left and fade out the original graphic to the right so that it turns from solid into wireframe. The Skyrim VR logo does that nicely.
  2. I really like that idea as well. And I also like your stylized Revan mask icon. I'd just make the mask slightly bigger. Currently there seems to be a lot of dead space and I imagine that it'd be hard to recognize the mask when the icon is smaller.
  3. I've only just returned home after being away for three days so I didn't have much time to browse the new site but there are some things that I noticed immediately, so I figured they might be interesting. My general feeling is that the update is a great and welcome improvement for DS! The top menu/bar seems weird to me. It links to site parts that I rarely ever use while getting to the IMO core parts of the site like the main forum page or the downloads takes two clicks. That doesn't seem very user friendly to me. I could use a bigger font on my monitor. I don't even know if it's smaller than before or if there is an option to change the font size but judging from this thread the latter doesn't exist. If it does just disregard this sentence. And just a personal opinion on design: The top banner looks cool but I think it should be focused on KotOR as that's the central part of the site. But that's just a personal opinion and not important at all.
  4. In the worst case you could just make a copy of the original starting module with a different name and then name your new custom module the same as the original starting module. It's probably a little trickier than that, you might have to check for other references to the original starting module or waypoint names that are needed to set up the start of the game, but generally that should work. Or maybe there is a script that loads the very first module. In that case you could just edit that script and point it to your new module. But I don't know if that's the case.
  5. Feel free to do that but I can't guarantee that I'll be able to help you. I'm not really an expert when it comes to models.
  6. You'd need to edit the UVW mapping (mapping of 2D texture coordinates to 3D model "coordinates") of the model. In vanilla, it just uses the same texture area twice, mirrored for one side. You'd have to change that to be able to texture both sides individually.
  7. What do you want them to be replaced with? The Aurek-Besh numbers seen in TCW which are basically stylized arabic numbers or those point Aurek-Besh numbers from the Aurek-Besh font that were also used in TFA/TLJ?
  8. You can fix it by extracting a vanilla heads.2da to your Override before installing this mod but ideally VP should configure TSLPatcher to do that for you if the file doesn't exist.
  9. Changes to utc Files only Take effect if they have not been loaded before, i.e. You Need to Test with a savegame where Bao-Dur is not in your Party yet.
  10. You might have a point there, but sometimes it is useful for testing.
  11. That's not quite correct. For testing you can drop the .git in the Override instead of creating a .mod and then it will work with an existing save. It will also reset that module every time you enter/load it so this is really ONLY for testing. In the final release it has to be inside a .mod file.
  12. That won't screw up your game. It's a perfectly normal part of the game in fact. Why should it do that?
  13. That's a different GUI screen though. I know that it'd be weird for it to work in an item description in one place but not in another, but it's not impossible.
  14. I know that in K1 <FullName> only works in dialog and maybe some other rare cases, so maybe Obsidian expanded its use but not to all GUIs?
  15. I have pretty much all my skybox model issues solved, but there's one thing that still eludes me and that's the lens flare/bloom effect when looking directly into the sun. I know that this effect is part of the model as Dastardly had once written me a little application to edit it, but that was only for K1 and now with the new tools I figured I might be able to do it myself for version 2. In all models that I checked that have this effect, there is an odysseylight placed right where the sun is. These odysseylights have "Lens Flares" parameters and my first thought was that it has to be the "Flare Radius" parameter, so I turned that one down to decrease the effect and that did indeed work. However, that can't be everything as I have two modules where one has a very extreme lens flare/bloom effect (Ahto east, manm26ab) and the other doesn't (Ahto west, manm26aa). But in both cases, the "Flare Radius" is the same and in fact everything about the lights is the same except for the "Multiplier" parameter but changing that had no visible effect. Now I wonder what else there is that's responsible for this visual effect and how I'd go about controling it. For anyone who wants to have a look, the skybox models in the example above are m26aa_set and m26ab_set. Thanks!
  16. The models will be included in the download, but I'll make sure to include instructions on how to use them. If you need that right away, let me know and I'll cook something up.
  17. No, please don't. Or well, don't use any of the real-world fonts there. Dark Katarn might work as old runes, but I think Aurek-Besh is actually a good choice since those Rakatan computers translate everything into Galactic Basic and that's its font. I guess easter eggs are fine in that case but I prefer actual useful text in these cases. I'm also someone who tries to decipher computer screens in the movies. But that's all just a personal preference.