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Everything posted by Kexikus
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Exactly like that, yes^^ (I knew about this mod, but I never realised those were animated textures.)
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Ah okay. Good to know and thanks for the answer The funny thing is that I had the exact opposite problem with my animation. It worked when I simply dropped the file into the Override and didn't when I used XnView^^ But as long as every mod works in some way, that's fine I guess.
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Glad you all like it Here's the tutorial I used: https://youtu.be/pjdmXYRzAWg Or that's atleast the base for what I did, as I took away the background animation, the rising bubbles and the vignette in the end^^ And you're right, animated textures really bring life to the game. The problem is that those textures get really big. For my underwater scene I use 64 frames, each being 1024x1024, so that's a 8k texture and it's actually noticable that the areas load longer than before^^ Also, those animated textures produce very big files in most cases and I don't think it's possible to animate only a small part of a texture to reduce the file size. But I am thinking about ways to use animated textures, even though it's probably not a good idea to animate an entire skybox. One thing that came to my mind is the lightning on Malachor for example.
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I've watched the video as well and I have no issues with installing the mod using XnView. But to be honest, I still have no clue why that's necessary. Could you just explain what happens if you don't use XnView. Will the animations be messed up or are there any other issues?
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Name your favorite game that isn't Star Wars!
Kexikus replied to TheDarkChocolateJedi's topic in Other Games
Monaco: What's yours is mine A small indie game but easily my favorite game of all time. -
You probably installed a mod that replaced TSLRCMs modified dialogue.tlk
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I had no problems seeing the animation in the youtube Video (it zooms in in the end, that might help) but I'll post some Screenshots once I'm at home. Edit: Here they are: And yes, the background still rotates. And on top of that there are now moving light rays. They only appear every few seconds and only take up a small part of the texture so that they're not too distracting. Edit 2: I made some adjustments to the brightness and colour of the texture, so here's another screenshot. I think it looks way better this way and I might even edit the distance fog to make the area(s) blend even better with the water background
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More progress As you can see I added an animation to the underwater background used on Manaan. My original plan didn't include this but when I searched for ways to create underwater backgrounds I found a cool After Effects tutorial on youtube that explained how to make an animated underwater scene and so I decided to give it a try, using After Effects trial version. And I think it turned out pretty cool, even though it still needs some tweaks And for those who don't like it, I'll also include a version without the animation/lightrays. Oh, and I haven't made any progress on the vanilla Taris skybox
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http://deadlystream.com/forum/files/file/10-kill-the-ithorian/ Isn't that exactly the mod you're looking for?
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I definetly prefer the new yellow lights, for both wall types. But I think I like the old skeleton wall design a bit better but both look great, so I can't really decide^^
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Should be if you install M4-78 EP first.
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In that case I'll continue to use the mod And the galaxy map fix is perfectly fine with TSLRCM. I've always used it with no problems at all.
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I'm pretty sure that I had all of those mods (except for Achilles TSL robes and the saber hilt pack) installed last time I played TSL and I had no problems, so it shouldn't be caused by any of them :/ (The fixed icons mod is unnecessary by the way as that fix is included in TSLRCM as far as I know^^). I don't think that the hilt pack can cause this issue as it only replaces models and you even tried warping there after starting a new game without a lightsaber. So my guess would be on the robe mod but I'd wait for some other opinions before you try and uninstall it.
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Well, I got stuck trying to make the vanilla Taris skybox, so I decided to make something else first and here's the result: Kashyyyk is done Kashyyyk has only two textures that are actually used for the backdrops. One for the distant trees (marked blue and obviously called LKA_tree05.tga while tree01 to 04 aren't used^^) and one that shows only three trees and is used to have some trees closer to the playable area (marked red). The latter one is originally only 512x512 (even though a 1024x1024 version of the same texture exists...) and I'm not even sure if the resolution I remade the texture in (2048x2048) is enough. Maybe I'll make it bigger but I don't know yet.
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LSP_planet01. tga is probably the Taris texture seen during the space battle minigame when you escape from Taris. Don't know about LHR_Taris though... it certainly is named in a way that makes me think it's the texture you were looking for but apparently it isn't ^^
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Reinstall the Game. How to do that depends on The Version you have but as you installed it before you probably know how to do that.
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I think my favorite is version 2. Version 4 is too desaturated for my taste, version 1 is too green. 2 and 3 are pretty similar but I think I prefer the sun coming for the side and not from the top as in version 3, so that's why I'd go with 2.
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Finally tested your Overhaul and it looked just amazing. The flickering lights and the damage (on the doors for example) really gave the impression of a ship under attack. The whole design of the ship was really great aswell. It didn't change too much compared to the original but at the same time looked more modern but in line with the Star Wars designs we all know. And then there's that 100+MB bridge screen texture^^ I personally would have prefered if the screen would show the battle around the Endar Spire but it looks still awesome The only thing I don't like, is what you did with the CM_Baremetal. It's just too shiny now for my taste and looked really out of place in other parts of the game (Sith Troopers on Taris for example). But I simply removed it and now it's perfect
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So, the high resolution version of LTS_Bsky01.tga (that's the texture for the layers of buildings) is pretty much done The thing is, that the way this texture is used ingame really sucks. It's just cut off for no reason, sometimes on the side, sometimes the lower part is missing... And yes, you can actually see these cuts even with the vanilla texture -.- And that brought me back to an idea that was briefly discussed before: Add actual 3d buildings to the Taris area models. That'd probably look way better anyway and it would also require editing of the 2d building layers, so they could be modified in a way that has no obviously cut offs. The problem is that I don't know how to do that, so I thought I'd just let you know that I'd definetly appreciate a mod like this That's something I wouldn't even know how to do
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Great to see the first part of your project released I'll test it later and see what it looks like ingame but judging it's going to be awesome. But you might want to edit your read-me (or atleast the installation instructions here on DeadlyStream) as it says TSL/Override and I somehow doubt that's correct
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To get rid of the weapons in cutscenes, I'd recommend this mod: http://knightsoftheoldrepublic.filefront.com/file/;67468 It simply makes weapons invisible when characters shouldn't be holding them and thus makes the cutscenes less awkward.
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All my other mods (excluding the Bendak Compability Patch as I don't know about the two mods it needs) should be K1R compatible as well. I haven't actually tested them but they have no file conflicts and are all pretty minor so I don't see any other issues that could arise. Here's the list: Canon Galaxy Map for KotOR 1 Sandpeople Disguise Drop Fix Yuthura Sith Eyes with Lightside Transition Proper Manaan Quest Endings And if you want to include texture mods too: High Quality Starfields and Nebulas Green Pazaak Base Cards for K1
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If you do, just make sure you install the canonical head after TSLRCM and see if you'd need to replace anything for the head to install and if you don't have to it'll work perfectly (should be the case).
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I can only tell you for certain that my Proper Manaan Quest Endings is compatible with K1R. My canon galaxy map should be compatible too, but I'd recommend looking at your Override folder with K1R installed and check if there's a file called galaxymap.gui. If that file exists there could be issues but I don't think it'll be there and please let me know your results And for your first link you can also check if visualeffects.2da is in your Override after installing K1R and if it isn't there shouldn't be any problems. If there is you could still open the incompatible visualeffects.2da with KotOR Tool, compare it with the vanilla one and add any differences to the one K1R installed in your Override.
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It's probably only a texture so I don't see why it shouldn't be.