Kexikus

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Everything posted by Kexikus

  1. Then it seems like you don't have writing permission in either the mod folder or the game folder. From your first post it sounds like an issue with the mod folder but I can't know for sure without seeing the new error message.
  2. Sounds like you're running the installer from the still packed download archive. You need to extract all the files first to any location except for the game folder and then run the installer.
  3. That has indeed fixed the issue. Could you explain why it did that? Or in general what that setting does? Thank you!
  4. No. For two reasons: There is no way I could animate that properly. Second: If it rains, you don't actually see raindrops falling further away than maybe a few 10 meters. Everything behind that becomes more of a haze or is simply not visible at all if the rainfall is weak. So you shouldn't see animated rain on the skybox anyway. Also, the rain on Dxun is very weak. The one exception is at the jungle tomb later in the game. There the weather is closer to a full blown storm and I do want to have large downpourings visible in the distance for that skybox. You should be able to find some early tests for that in this thread somewhere.
  5. Dxun has some light rain in vanilla already and that's of course still present. Those are from the vanilla game.
  6. And another one is done! It may not be the best render but here is Dxun: The vegetation is very uniform and the mountains don't really look that great on a render like that but they work great when seen in the game. At some point I also had low clouds/haze in the valleys which looked pretty cool in a render such as that one but they didn't match the game look at all and took forever to render so I took them out again. Anyway, here are some screenshots of what it looks like ingame: I have one weird problem with my skybox model however: These fire and smoke emitters in the distance are from another part of the level (crashed ship) and are usually not visible from the landing zone. However when I use my skybox model, they suddenly show up and I have no idea why. They are not part of this model and the skybox has the same size as the vanilla one so it's not like they were previously hidden behind the skybox geometry or something like that. I have not edited the vis file either. If anyone has any idea what might cause this, please let me know. I'll attach the ascii and compiled model to this post. 401dxnk.zip Having finished the Dxun skybox leaves me with only one skybox to make: The secondary Dxun one. Apart from that I still want to experiment with the lightning and maybe cloud movement for Telos and I want to improve the Manaan underwater skybox model. And then there are some skyboxes that I still want to tweak a little (mainly Nar Shaddaa and Tatooine). Maybe some more will show up when I go through the levels again to check for any mistakes before starting the final renders. But I'm slowing reaching the finish line
  7. This looks amazing! Looking forward to playing with these sabers.
  8. The only thing (except for animated textures) that I could think of are animated UVs that add some localized movement to the clouds but I imagine that getting this to look good would be very difficult.
  9. But even then, those clouds would have to be lit from a different side depending on the current orientation of the dome which is simply not possible with simple skyboxes.
  10. What exactly do you have in mind? Unlike on Malachor I can't have a lot of cloud movement as the sunlight is coming from one specific direction, meaning that too much movement would create very unrealistic lighting.
  11. Oh wow, it's been a while. After Kashyyyk I went straight to work on the Dxun skybox and arrived at a result I liked pretty quickly. But then I saw the the landing/takeoff videos again and noticed that my terrain didn't match those videos at all. So I set off to fix that but never got any results that I liked. That killed my motivation pretty quickly until a few days ago when I finally had a breakthrough. Dxun is now almost done but not quite ready to be shown yet. I have a mockup version of another idea that was floating around in my head though: The idea is obviously to have some sheet lightning on Telos. So far I only have this singular lightning that's reappearing again and again but I intend to add some more variety. Those take a long time to render though so that will still take a while. And I still need to complete the model as well. That shouldn't take long though. Anyway, let me know what you think of this idea.
  12. Thanks again for the report. The issue is now fixed.
  13. Thanks for the report. I'll look into it as soon as I can.
  14. If I may chime in about the flag. I don't think it's actually the design that's the issue but the fabric texture. A hanging flag would never fold that way as it looks more like a slightly crumpled bedsheet or something but definetly not like something hanging on a wall. And the logo isn't following the folds either so that looks pasted on and thus further increases the unrealistic look. Many of your other screenshots look amazing though. I especially like Onderon. Great job on that one.
  15. From the Detailed information of 2da files thread: Everything else you wrote sounds correct to me.
  16. I don't think these models exist ingame. They were just used by Bioware to render the textures used in the final game, so that's all that's available to us.
  17. I have an issue where MDLedit chokes on a very simple skybox model. I tried both 1.0.3 and 1.0.104b and in both cases MDLedit just crashes when loading the model. MDLops 1.0.0 on the other hand can handle the model just fine. However, the ceiling of the skybox in the compiled model is rotated compared to my 3dsMax scene. That's probably a different issue but I thought I'd mention it just in case it turns out to be important. Any help here would be very much appreciated. I attached both the ASCII exported from 3dsMax and the compiled model from MDLops. 402dxnz.zip Edit: Turns out that it was an issue with the animation in the model. I exported it without animations and now everything is working fine and there were no animations in use anyway. Not sure what the issue was before so maybe it's still helpful for you to improve MDLedit.
  18. If you're using either Steam or gog you can just repair your installation and that should redownload the streammusic folder. You should make a backup of everything else though just in case the reparation screws up some mods. And if you're using the CD version you can also just rename your current installation, do a fresh installation and get the streammusic folder from there.
  19. Yeah those are billboards created from the same models I used for the skybox. Those have an unnecessary high poly count though so it wouldn't be quite as simple to use them ingame. Still something to think about though.
  20. And exactly one month later, Kashyyk is finally done. If I had not decided to add some fancy shenanigans that would've taken much shorter but I like the result even though you can't really see much of the skybox. And here's the entrance to the Wookiee village that you can actually see now (that's what was taking so long to get right). And finally, the usual render of just the skybox: Not sure what I'll work on next. The only big one still missing is Dxun and then there are some other skyboxes that still need little tweaks but I'm getting very close to actually finishing the vanilla skyboxes
  21. First low quality test for the new Kashyyyk skybox: Pretty happy with how this turned out. I still have an idea to add some more depth to the entire skybox but that will take some more work first. The tree(s) in this skybox were modelled by myself and use leaf textures by Yughues. I also worked some more on the Dxun skybox and got it pretty close to where I want it to be. I'll get you a screenshot once it's actually done.
  22. IIRC this is also covered pretty extensively in the TSLPatcher manual although that one can be confusing on the first read^^
  23. There's a lot more to quests than just the quest value. In fact, all that's stored in that value is the text displayed in your journal (okay, maybe slightly more than that). To properly reset a quest you would have to edit all the globals related to that quest to whatever their value was at that point in the game. And it's very unlikely anyone here knows which ones you even have to edit not to mention what their values have to be. I don't know why KSE would crash with your edits though but I never used it much so maybe someone else can at least help you on that front.
  24. Okay, that's really weird. Glad to hear you were able to fix it though!
  25. Where did you extract all of your mod archives to?