Kexikus

Members
  • Content Count

    1,932
  • Joined

  • Last visited

  • Days Won

    117

Everything posted by Kexikus

  1. I know but they'll definetly get a new sky when I make the actual TSL versions, to fit the different mood of the places in TSL. The terrain will stay the same however. But you can use them in the meantime
  2. Finally updated some of my mod descriptions that still had filefront links... Also added a picture of the "no-longer-horsehead-nebula" to my HQ Stars mod

    1. jc2

      jc2

      since i can't pm you, any news on that Juhani mod?

    2. Kexikus

      Kexikus

      No, I'm close to the end of my Bachelor thesis, so I don't have time for modding right now. News will follow once I have time. Also, you could have asked in the WIP thread ;)

    3. jc2

      jc2

      yeah, I could have.. ^^ Good luck with your Bachelor thesis!

  3. You could also try doing a fresh install since something is definetly wrong with your installation. Completely uninstall the game, install TSLRCM, then M4-78 and load a savegame from before entering the Sith Academy. That might fix it and should not screw anything up, but make a backup copy of your installation before doing this. Also, if you prievously installed both mods from Steam workshop, try installing them with the installer instead.
  4. All I can suggest is to increase all quality settings of the renderer node and the resolution or course.
  5. Yeah, you'll need to edit the textures in Photoshop. You'll just need to shrink it slightly so that the actual texture ends where the cube sides of the skybox model intersect. You'd need to render at a slightly higher FOV but fixing it in Photoshop should be far easier since the cut off on those skybox textures isn't even symmetric. So you'd need to do trial and error until you get both the right FOV and camera angle where as you can just figure out the amount of pixels that are cut of on each side and shrink the render accordingly when using Photoshop.
  6. Wow, it's been a while since I posted in this thread and sadly there as still no TSL skyboxes from me (yet). But I've played around with the beta of Terragen 4 which has no feature restrictions and thus allowed me to render skyboxes in 4k. And since I'll most likely get the full version of Terragen 4, I figured I could test 4k skyboxes to see if the hugely increased render times and file sizes are worth it. And they're not. There's barely any visual difference between a 2k and a 4k skybox so I'll skip the quadrupled file sizes and render times for when I get back to making my skyboxes. Also, with all the skyboxes being posted here on DS lately, I really want to get back to making my own I just don't have the time yet, but you can expect me to join the fun in a month or two (hopefully).
  7. Now I also know why I never noticed that texture: In Joraks Telos Overhaul, the pipes texture has no alpha channel, so the planet is not visible below. But now that I've seen it I will definetly fix it
  8. Quanon has posted a screenshot of a new Malachor skybox a few months ago I think, so I guess we're five people making skyboxes but it seems that his skybox is not done yet either :/
  9. For the seams, check out this thread: http://deadlystream.com/forum/topic/2946-skyboxes-a-question/?hl=skyboxes Sith Holocron describes the problem only for the Malachor skybox where it's apparently the most obvious but at least in K1 every single texture was missing a few pixels on each side and I assume it's the same in TSL which might explain your seams.
  10. I'm really sorry :/ I've no idea how I could forget you, but you're right, yours are of course also in the mix
  11. I don't know about Vue but in Terragen you can either create an actual second procedural planet that you'd fill with djungle and clouds to be rendered in the sky. Or you can use either a simple sphere model with a texture or even just a flat circle with the texture. If one of the latter is possible I could give you a texture for those as I already made a Dxun surface texture for my backdrop project (which I also thought about using in a future Onderon skybox^^)
  12. Oh, I thought he was talking about my picture xD Yeah, I can fix that and now that I know about it I will also do so.
  13. @Malkior: Not really sure what you're talking about. Could you elaborate?
  14. Looks like we'll have several different options for TSL skyboxes between yours, Joraks and mine. Great to see this field finally tackled like that To fix the extremly bright sun, you could also just lower the brightness of the sunlight in the area model. I don't really know how that worked, but it's possible and I used that for my K1 skyboxes. Otherwise it's looking good already The only thing I'd change is Dxun, since it's currently looking like our moon while it should be full of djungle.
  15. Thank you very much I think I once posted a screenshot showing the new Onderon and Dxun backdrops in the Picture of the Week section, so you might want to check there. The nebula can definetly already be seen in my HQ Stars and Nebulae mod and will stay this way. I do have some more ideas for Peragus and the final battle on Telos though, but those will require model editing and I've never done that. So I will need to figure that out first^^ We'll see how the lights turn out. But the standard lights are already there^^ Not sure if they were just too dark for you to see or if they're just done so badly that they're not recognizable as city lights. So let me know please. In the original, the whole station is only a grid where the planet is seen through but the grid is small enough that you only see this during the close up cutscenes (landing and take-off) while the station looks solid from space. Still, I might give it a shot. I'm just not sure if the holes won't end up being unrealistically big.
  16. So, I tried to implement your suggestions. All that's missing now are the bright, blinking lights, but I'm still thinking about whether or not I want to animate them, so I'll add them later. Let me know if you have any more suggestions.
  17. Kexikus

    Dantooine Skybox

    But to answer to question for anyone stumbling upon this thread in the future^^: My HD Skybox mod has a Dantooine version with green grass.
  18. How are they working in the XBox version exactly? During computer dialogs or in another way?
  19. And even if it were just a matter of scripting, it's quite likely that the spikes use a function that's unique to TSL and not available in K1.
  20. Or you could probably take a really complicated way and add new dialog options to all computer dialogs, that allow the player to get around some skill check and are only available when you have a certain amount of Security Spikes and remove that amount from your inventory when used. That would be a huge undertaking but I think it might actually a decent solution.
  21. Not sure about scary, but definitely barren, dead and toxic.
  22. 4k Atton actually is 4096x4096.
  23. i don't think it's possible for a warp code to result in blank journal entries, since there's no way the game could add a journal entry that's not listes in global.jrl and those are not blank unless you have a mod conflict. I might be mistaken, but I don't see another way for this to happen.
  24. Yes, I will do TSL at some point hopefully not too far in the future. And don't worry, it will include every skybox then.
  25. Yeah, but the ISS is somewhat smaller than Citadel Station xD But yeah, it would certainly not be wrong to place it higher up but I think it looks better this way. I'll try to add these. We'll see what happens^^ Well, the station merging into the planet texture was probably an effect created by the cloud layer above the station that gave the impression of a translucent station. But the station layer(s) is actually on 100% opacity already. And I know that this merging can have unwanted effects but I think I can handle those if necessary (hopefully...)