Kexikus

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Everything posted by Kexikus

  1. That depends on what you want to do. If you want to create a new item, then you change the tag, template Resref and filename of the .uti to something else. If you want this new item to have a new unique texture, you also set its texture variant to something new and you also save your texture with the corresponding name, i.e. PFBN30 if you were to set the texture variation to 30. If you just want to give the already existing item a new unique texture, you only change the texture variation and save the texture with the corresponding name. If you just want to retexture the item and don't care about other items using the same texture also being retextured, then you just edit the texture but keep its name.
  2. If I may suggest something for the Starforge Jedi: Maybe use the heads of the jedi we meet on Dantooine as that's where they were taken captive and recognising them would give the scene a greater impact. You could even use Yuthura if she was redeemed on Korriban.
  3. Yes, it doesn't work will all of them. IIRC it can't handle #include commands and recursion.
  4. DeNCS is the only one we have. You can grab it in the link from this post.
  5. I'd say that not all Kolto tanks should have a patient inside, but filling some of the unused tanks seems like a good idea. And your work looks great as always!
  6. Now that I have fixed my area model issues, I can finally show you what I was trying to do: The royal palace is finally visible from the skyramp! I know that its textures probably need some work and it definetly needs some lightmaps, but I think it's looking pretty good already The skybox in the background is still the vanilla skybox as I've yet to find the right clouds for my own Onderon skybox. Next on my list is thus to continue experimenting with clouds and to figure out how to create lightmaps. In other news, I tried the red version of the Korriban skybox again with a changed fog color and it looked quite promising. I don't have a screenshot of that, but I'll show you the result once I decided on the final lighting, color and fog.
  7. Right. I remember needing that dummy. I'll add that once I get back to working on this and see what it changes. And my object is smaller than the skybox. Otherwise I wouldn't be able to see it when I use it as a replacement for a vanilla model. And you're right, world 0 is the wrong position but I currently don't exactly care about that as long as it appears somewhere (which it doesn't). Edit: I got it to work by importing another model (504ONDg) and using its Odyssey Base and Walkmesh. In addition to that, I also added a dummy object as child to the base and then linked all my meshes to that one.
  8. I'm currently trying to add a new model to an area, but for some reason that doesn't really work at all and I can't figure out where I'm going wrong. So I'll just tell you what I did and maybe someone can tell me where the issue comes from. First of all I created the model in 3ds Max obviously. Then I used KOTOR Max to create an Odyssey Base, named it 504ONDk (the intended model name), placed it at 0,0,0 and set it's type to "other". Later I also tried "effect" as that's apparently the type of the skybox in this module but that changed nothing. Next I added the Odyssey Trimesh modifier to my model, trying both with the model being converted to an Editable Mesh and without that step, in both cases applying a "Reset X Form" before adding the modifier. Finally I linked my mesh as a child to the base and exported the geometry only. Then I opened the ASCII in mdledit and saved it as a binary file. To get it ingame, I opened the .lyt and .vis file of my module (504OND) and added my model to them. In the .lyt, I added it to the room list with coordinates 0,0,0 (and later other coordinates as well) and also increased the room count by 1. In the .vis I added it to every room, once again increasing the number of adjacent/visible rooms by 1 each time. I also added itself as another room at the very end with no visible rooms, as you won't enter that room ingame and it's only background. Then I dropped the 504ond.lyt, 504ond.vis and my 504ondk.mdl/.mdx into the Override and saw nothing. No changes at all. I thought that maybe I need to load an older save where I had not entered the module before, so I did that and still saw no changes. As I didn't know where the problem comes from, I tried to determine whether it's in the model itself or in the .lyt/.vis by hex-editing my binary model to be 504ondc instead. I also renamed the files accordingly and dropped them into my Override. And now the model actually appeared, but only when I'm inside the (now invisible) original room 504ondc. So I tried replacing some other models and the same thing happened. That left me somewhat confused as I've no idea what's causing this but I figured that I probably screwed something up in the process of getting my model from Max to the game. So I compared it's ASCII to the ASCII of a similar model, the skybox of the same module, namely 504ondg. There I saw that the skybox models type is "effect" which is why I tried changing that but that made no difference. I also noticed that the skybox has a walkmesh. So I copied its walkmesh over to my model, changed the supermodel and created the binary. But my model still wouldn't show up ingame. So once again, I renamed it to another model and there it was in all its glory, visible from all rooms. But now it moves sometimes when going from one room to another... And that leaves me with the conclusion that I really don't know what I'm doing and need some help instead. Thank you very much
  9. What exactly do you want to do? Do you want to just win every game of Pazaak regardless of what you do? Then I'd just replace the script that starts the Pazaak game with one that directly starts the following conversation. You should be able to find that one by looking at the .dlg files of the Pazaak players.
  10. That seems like a very good and reasonable suggestion.
  11. I've seen it twice now and sadly I can't really agree with you. The thing is . . . I don't even know why. I really like most of the things it does - but for some reason - it doesn't quite catch me emotionally as a whole even though single scenes do just that. Maybe it'll grow upon me over time or maybe it won't. In any case, it's a courageous movie and for that, I really appreciate it.
  12. Have you tried this with the new model tools? No idea if they changed anything in this regard, but I feel like setting this up in max would be far easier than syncing KotOR cameras to other max cameras and doing the composite work. But then again, I never tried any of this, so I don't know^^
  13. Okay, as I said, I'd definitely help such a project and here's what I could offer: I could create planet backdrops, i.e. planets seen from space as we'd need those for all the landing and take-off videos. For examples on planet backdrops I created before, you can have a look at my TSL Backdrop Improvement mod I could do some animations in Terragen. I'm not quite sure how useful that'd be as most of the shots use the actual area models and can therefore just use the skybox (btw, I'd love to sneak my HD skyboxes in there ) but I think there are some shots that show the Ebon Hawk flying over terrain somewhere further from the landing pad and those could be rendered entirely in Terragen, using the terrains I make for my skyboxes. The problem here could be that the lighting and other details might differ between a scene rendered in Terragen and whatever other rendering software we'd use, so that it might not even be very beneficial. And I think that's about it^^ I have some experience with making 3D models but there are others here that are way better and way faster at making them, so I'd leave that to you.
  14. Well, the others are equally bad / low quality so I don't see the point in doing only some cutscenes. But let's not discuss this in this thread. If someone wants to start such a project, he/she now knows that there are others who'd help and can create a thread for it.
  15. I've actually had contemplated remaking all the cutscenes as a large future project for quite some time now. But I really don't know if I'll ever get to it or if I even want to tackle something like that. But I'd definitely join any group project that tries to do this.
  16. Yeah, but I'd rather match my skybox to The level lighting instead of The other way around to Keep continuity with cutscenes etc.
  17. I fully agree with you all when it comes to just the rendered image, but it just didn't look right when seen ingame. Maybe I should change the area fog to make it blend better and see if that improves it. Or I'll try a middleground between those two. In any case, thanks for the input!
  18. Those look really awesome. I'm definitely looking forward to seeing them in-game. One question: Will there be a T3-M4 version in "plain grey" - i.e. without the blue markings - to stay closer to his vanilla appearance?
  19. More progress: I worked some more on the Dxun tomb skybox but I don't really have anything to show for it as I didn't quite get what I wanted yet. So instead, I started with Korriban. I was really happy with the terrain and lighting in my original K1 Korriban skybox, so I wanted to keep that. But the clouds looked really bad on that one, so I remade them using the EasyClouds feature from Terragen 4. I plugged in values similar to those I used in the original skybox with some small changes and the EasyClouds produced something fantastic. So I just added a layer of Cirrus clouds on top of that for additional variety and I was done. Without rendering, that took about five minutes... On the left: The old clouds. On the right: The new ones. With that done, I continued with TSLs Korriban and I have to say, that's one of the ugliest skyboxes in all of KotOR. The terrain is actually quite good, but the colors are sooo unnatural and for some reason the sun is invisible although it shouldn't be, judging from the shadows. So now I faced the difficult task of remaining somewhat faithful to the original (so that my new skyboxes don't clash with the prerendered videos for example), while also making it look good. The terrain would obviously stay the same from K1 and so I did the first thing that came to my mind and I dropped the sun closer to the horizon, coming from the K1 version above. The thinking here was that the (inivisble) sun in the vanilla skybox is actually quite low and this purple-ish sky is also something seen close to sunset. And the result was really awesome, but far too red. This was due to the fact that I had colored the entire sky very red-ish for the K1 skybox but as I didn't want that here, I returned to the standard atmosphere with only a little bit more red. The result can be seen in the middle of the picture at the end of this post. I think it looks really good, but when I put this skybox ingame, it just didn't fit very well: The area fog color would change of course, but even then, the area model doesn't feel as if it's that close to sunset. So I went ahead and moved the sun slightly upwards. I think that one is now pretty good already, although I will tweak it some more. Currently the area around the sun is too bright with the model self-illumination and I'll probably have to move the Cirrus clouds around so that they don't obscure the sun. But it does seem like a good fit: And finally, here's a comparison of the vanilla skybox (left), my first or actually second attempt (middle) and the latest tweak (right): Please let me know what you think and thanks for your interest
  20. I fully agree with DarthParametric when it comes to bead-v and ndix URs tools. Apart from that, I'd like to nominate the following mods: K1: Quanons party member reskins (He hasn't released them in a pack, so I'll just link the Bastila one as a random example) Revan's Hoodless/Maskless Flowing Robes for K1 by DarthParametric TSL: TSL Main Menu Model Fix for Widescreen by DarthParametric Revan's Hoodless/Maskless Flowing Robes for TSL by DarthParametric HD Cockpit Skyboxes by tjsase Ebon Hawk Model Fixes by bead-v Malachor Exterior Reskin by Quanon
  21. More progress: I took a break from my dark side Juhani mod and instead of going back to the Onderon clouds, I decided to start working on the Dxun skyboxes. Skyboxes you may ask? Yes, there are actually two skyboxes for Dxun and I intend to make use of that fact. One is used for the biggest part of Dxun and one is used for the Sith tomb part. I mostly worked on the "normal" one and both terrain and sky took quite a while before they were in the current almost finished state. Here's an in-game shot from a slightly outdated version and as always rendered in low quality: I really like the way the clouds turned out in the end, although they might need some more contrast in-game. The mountains (you can see only one in this picture) were changed since I took this screenshot and I will also move this big mountain more to the right so that it stays where it is in the vanilla skybox. To show these changes. Here's a render of the latest version: It's a little hard to see due to the low resolution but I changed the mountain color from grey to brown for it to fit with the modeled mountains in-game. Then I also made the mountain smoother, once again to better resemble the in-game mountains. And I removed the trees from the very top. This is now pretty close to what I had in mind, so I'll probably leave it for now and once I get back to it, I'll work some more on the colors. And finally, here's a preview of some experiments I did with the stormy skybox for the tomb. I want this skybox to feel like a real thunderstorm so apart from using a different cloud setup, I figured it'd be nice to also see rain showers in the distance, which is what I was playing with when the following render was created: The current clouds in this shot are taken straight from a post by rcalliotte on the planetside forums and I'll definitely modify them or create my own from scratch as I'm not very happy with those yet. But the important thing here is the red part: The rain. It's obviously not going to stay red. That's just for better visibility. But apart from being rendered with way too low AA and generally low quality settings, it does seem very promising. I'll have to play around with the height to make sure that the rain actually starts at the clouds and not below but then it should work quite well. For those interested: The rain is really just an inverted and vertically stretched cloud with a very small scale and masked by the actual cloud shader so that it appears only where those are thickest.
  22. I'll have a look at it tomorrow or on Tuesday. Edit: I had a look and noticed that I had forgotten about TSLs dialog erf files. So the tutorial above is working perfectly fine for K1 but for TSL one also needs to add the files from the dialog .erf file for the module. In this case it'd be 702kor_dlg.erf found in ERFs > Modules in KotOR Tool. Those files also need to be extracted and added to the .mod for it to work properly.
  23. Could you also just send me your .mod? Then I can have a look at it to make sure that this file is actually the culprit of your errors.
  24. You can set the code type to XML to get rid of the coloring. But I don't know about the newlines.
  25. Probably your anti-virus software doing more than it should. Installers like these get often flagged as harmful even though they're perfectly safe and depending on your anti-virus software it might just get deleted to protect your system.