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Posts posted by Kexikus
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High Quality Ravager Backdrop
I'm pretty sure I'm not the only one who was always bothered by that ridiculously low resolution texture used for the Ravager and the Sith Fighters during the final battle of the game, so I decided to make this really small modification that replaces this 256x256 pixel texture with a high quality 2048x2048 pixel version. The models I used to make the texture were done by Jeronimoe. Big thanks to him, you can check out his Empire at War mods over on moddb.
INSTALLATION
Place TEL_Rav.tga into your Override folder.
UNINSTALLATION
Delete TEL_Rav.tga from your Override folder.
CREDITS
Ravager and Sith Fighter model used to make this texture: Jeroenimo (http://www.moddb.com/members/jeroenimo)
Additional Ravager damage detial: Malkior
Final texture assembling: Kexikus
THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
YOU MAY NOT REDISTRIBUTE THIS MOD AND/OR MODIFY IT TO USE IT IN YOUR OWN MOD (Simply because I used work by Jeroenimo, so I can't allow you to use them
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Submitter
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Submitted03/02/2015
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Category
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TSLRCM CompatibleNo
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Sith Holocron is correct.
But I actually thought about making "alpha" releases or something like that but Tatooine isn't even done yet (the horizon needs to be lowered for example), so for now I won't do that. There is however a download link for the Manaan skybox somewhere in this thread.
Not sure if I'll do other pre-releases but as I said, Tatooine isn't ready yet and I intend to work on another planet first before coming back to finish the textures.
Something completely different: Is there any digital artist out here who could paint a realistic skyline for Taris on top of a sky I'd create or who could add the crashed Hammerhead cruiser for the Unknown World? Or does anyone have any idea how to do that differently?
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Yeah. I guess I will try with the four render per side method.
Thank, you so much Kexikus for the advice!
I'm glad you feel as strongly about how bad the skyboxes need a revision. So far, I really like your choices of skies for k1. I am also curious how you are going to approach Kashyyk with its trees instead of clouds.
Also, thank you all, for the kind feedback.
I'm working on these as fast as I can, and will have a few screens of Onderon, as soon as I get the sides rendered. I will also be researching this, "4 panel method". Is there a tutorial, or does Terragen do it for you? BTW, I have Terragen 2.
No, Terragen won't do that for you, but it's pretty simple anyway.
For one side of the texture you would usually render one image with a FOV of 90° with camera angles 0,0,0 for example. Now instead of doing that you just change the FOV to 45° and render 4 images with (0,-22.5,0) (0,22.5,0) (45,-22.5,0) and (45,22.5,0). This way you'll have two problems: The lower quarter of your original texture is on none of those images and the images where the first angle is non-zero will overlap. The first thing is no problem since you won't see that part of the skybox anyway and for the second part you'll have to create one big file in PS where you place all 17 renders you'll make next to each other and then edit them together so that you no longer see the borders of each individual render. It's not that hard for the side textures but the top texture is annoying as hell with this method.
And with TG2 you could actually use 900x900 per render as far as I know.
About Kashyyyk: Well, I'm really curious about that aswell, since I have no idea yet. But I'm even more curious about Taris, where I had an idea that won't work at all...
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Yeah... I can vouch that Malkior's been working on these for years...
He released his More Vibrant Skies 1.0 mod on Filefront (Don't look for it, as it somehow got erased...) and upon seeing an actually good mod from an "unknown", I commented him up in the comments and saw that he wanted to learn more. So, I invited him to DeadlyStream. About a month later, we started work on the Day/Night mod...
So, I've kinda kept the poor guy in the Skybox mode...
I'm actually using that mod. Just didn't realise it was Malkior's mod. (Sorry about that
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Anyway, it's great to see that the skyboxes finally get an overhaul.
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Which version of Terragen do you use?
And independend of that question: You could use the same method I'm using, that is rendering 4 images instead of one per texture and editing them together in Photoshop.
Haha, nice to hear that I "inspired" someone to retexture those awful vanilla skyboxes as well. I'm really looking forward to your other ones.
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It's funny how there are absolutely no skybox mods for both KotOR games and now after 10 years two people start working on them at the same time^^
And your Korriban skybox really looks amazing.
But I'd suggest you increase the resolution since it still looks kinda pixelated on those screenshots. Other than that it's perfect
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Thoughts?
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So, I tried some more things, but sadly none of them worked.
As I said, I thought that bp_calo_ambush_2.utc is the file responsible for my problems and I had indeed overwritten WotORs file. So I replaced it, loaded a save where I had not visited the Eastern Dune Sea, but got the same crash. I also tried deleting this file from my Override with the same result as well as fixing a small bug in WotORs file, where Calos soundset is set to "Bantha" instead of "Calo Nord", but none of those ideas made any difference. The game still crashed at the exact same point when the screen faded to black after showing Calo on his swoop before the actual conversation starts.
I also tried the same things without NPC Overhaul but that didn't do any good either.
And now I'm out of ideas. I could only get around this problem by completing another planet before I collect Tatooine's star map so that the fight with Calo happens there and hopefully works, but I'd prefer if I would not have to do that.
So I was wondering i any other files might influence this conversation so that I can check if any of my mods alter them. Alternatively someone could have a look at my mod list. Maybe there's an incompability I did not see yet:
Fixes
UniWS Widescreen Patch
Sweetz HD Interface
Movement Animation Fix
Black Vulkar Sound Fix
Korriban/Manaan Music Fix
KOTOR Bug Fix Attempt
Pazaak Fixes and Tweaks
Desert Wraid and Shyrack Texture Fix
Darth Revan Cutscene Force Power Fix
Dialogue Tile Fix
Proficiency/Focus Feat Icons Fix
Added Content
Carths Republic Uniform and Flight Suit
Health Regeneration
Carth Fighting Spirit
Custom Class Clothing
Weapons of the Old Republic
Modified Content
Bastila Romance Enhancement
Canon Galaxy Map for K1
Sunrys Murder Recording Enhancement
NPC Overhaul (SMRE Compability / removed Sith Uniforms and Zhar texture)
Bendaks Bounty Rework
Bodies Stay
Hide Weapons in Animations
Manaan Selkath Door Relief Mod
MedHypo
PC Response Moderation
Realistic Visual Effects
Speed Powers for Entire Party
Carth Romance Fix
Textures and Models
Invisible Head Gear
Ebon Hawk Texture Enhancement
High Quality Stars and Nebulas
Green Grass for Dantooine
Vurt's K1 Ebon Hawk Retexture
Green Pazaak Base Cards
Gaffi Stick Improvement
Cassus Fett's Unique Armor
Visually Distinctive Weapontypes
Weapon Model Overhaul
Weapon Model Overhaul Texture Rework (Heavy Blaster only to fix missing texture)
Qui-Don Jorn's Sabers 4.0 KOTOR Conversion
Oldflashs Yellow and Red Doublebladed Hilt Replacement (with custom icons to fit Qui-Don Jorn)
Bastila Robe Replacement
Bastila Revelation Robes (as replacements for two of Bastila Robe Replacements designs)
Bastilas New Underwear (Dark Side as Slave outfit only)
Bastilas Black Undies (light side only for light and dark)
Character Reskin Pack 2.0 (Malaks and Joraks Heads only)
Mission Armor Pack (no Clothing, Underwear and modified Light Armor)
K1 Underwear Pack 2.0 (Mission and male PC only)
Party Reskin Pack (Canderous Clothing Only)
Party Members Realistic Eyes (except for Bastila)
Bendak Starkiller Emblem Armor
Bendak Bounty Rework and Emblem Armor Compability
Ajunta Pall Unique Appearance
Visual Enhancement Mod 2009 - Creatures and Droids (except for Banthas, Ithorians and Hutts)
Bastila Sith Eyes
Uthar and Yuthura Revisited
Master Uthar Revisited (overwriting the mod above)
Darth Bandon Head Reskin
Individual Mandalorians
Jolee Bindo Quilted Kashyyyk Reskin
Black Vulkar Nikto Reskins
Darth Malak - Dark Lord of the Sith (Body only)
NPC Sith Eyes (Yuthura, Shaardan, Mekel and Lashowe only)
Black Dark Jedi
Green Pazaak Base Cards for K1
Nvenoms Custom Interface/Enhanced Maps (Maps Only)
Movie Style Dark Side Transitions
Sounds
Music Enhancement for K1
Ultimate Sound Mod
Any help would be very appreciated.
Thanks
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I can confirm that neither NPC Overhaul nor the Movement Animation Fix cause any problems with this cutscene (or any others), so I'd also guess it's the G0t0 Overhaul :/
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So, I made some improvements to Tatooines landscape - quite a few actually^^ and I think that it's no pretty much ready for rendering and the last photoshop touches.
But first here are some previews:
First of all a wide shot of dunes as far as the eye can see with only a cliff in the background. (I'm thinking of adding Tatooine's iconic rock formations with PS to improve this cliff a bit.)
Further to the right we have even more desert with a single moutain in the background.
And finally some more mountains in the background as well as the twin suns. (I'll add some glow to the suns with PS since TGs glow is way too strong to use it for a skybox in KotOR, simply because KotOR brightens them so much that the sky turns white.)
I'd say that this does Tatooines landscape justice while looking quite nice at the same time. But if anyone has ideas for improvements, feel free to let me know and I'll try to add them.
And for anyone who's interested, here's the node network that creates this scenery:
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Thank you all for your feedback
I personally prefered the first version since it looks more realistic to me but that might also be caused by the fact that I threw version 2 together as a concept in about 15 minutes.
I'll probably try some type of combination with a little more height variety in the dunes than in version 2 but also with less mountains in the background.
Nice work on those renders! Love both of them, don't you need 4 to 5 sides anyway, its a skyBOX?
Suggestion, could also render out some sand; just the floor at, say 1024x1024. Because the old kotor sand texture applied to the dunes is goingto look very different to what appears in the skybox.
Just so it matches nicely
Well, yeah I need 5 textures in the end. And in version 1 the view I showed above is actually the only one with that many mountains. In most other directions you see only sand and the sky.
You can see this with this low resolution test I made yesterday:
I'd say that the sand actually fits the vanilla sand quite well. Atleast in the foreground but since KotOR does really weird things with the skybox colors, I'll have to darken and partially desaturate them anyway so that in the end they fit the vanilla sand.
I prefer the seciond one better, but why limit yourself to one of them? Maybe in the first Tatooine dune sea area with the sandthrawler, maybe use the first one and with the second skybox, use-it for the sand people camp?
Well, I guess that would require editing of those modules since in vanilla they all use the same skybox textures from Anchorhead to the Eastern Dune Sea. And I have no idea how to do such things
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As I said I'm currently working on Tatooine and I could use some more opinions.
Here are two versions of the terrain I'm going to use.
Would you prefer the first version where the dunes slowly turn into mountains in the distance or the second version with flat dunes and only a few mountains in the background (as in vanilla)?
Oh, and sorry Kexikus for not getting back to you about Terragen. Manaan is looking mighty good though!
No problem. I think in the end it's better if I do the renders myself anyway.
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Hi,
I'm currently playing K1 again and I'm experiencing an annoying bug.
I'm on Tatooine and I saved Griff from the Sandpeople but I did not have Mission with me while doing so. Then I killed the Chief and returned to the Ebon Hawk to trigger Missions dialogue with her brother. And that's where the problem occurs: The game crashed every time during that dialogue. Sometimes it crashs after just one line, sometimes I can skip lines fast enough to make my first response but it always crashs at some point.
I tried "teleporting" back to the Ebon Hawk with and without Mission in my party as well as walking back with and without Mission. The only difference is that Mission wears no armor when she's not in my party while going back. But now I'm pretty much out of ideas.
The error log says: "Names Differ: I_Null i_mask_001" but I have no idea what that means.
I also have quite a few mods installed but I couldn't find one that has changed this dialogue.
I then loaded an older save where I had not saved Griff yet and took Mission with me to do so and in the Enclave everything worked perfectly fine. But now I have the problem that Mission is way too weak compared to Bastila so that I'm not able to kill the Sandpeople boss. That wouldn't be a problem if I could leave the Enclave to change my party but whenever I do that, the two small turrets start shooting me and if I try to run away I get auto-killed. I'm not sure if that's intentional and "fixes" itself once I beat the boss but even if it is, that would still be quite a tough fight I don't really want to play a hundred times until I win...
Any help would be very appreciated. Thanks
Edit:
The turrets killing me seems to be intended since it happened on another save too. :/I also checked i_mask_001 and I did actually have a mod that replaces this model (it's the Light Scan Visor by the way), namely Invisible Headgear for K1. But removing i_mask_001 from my override did not change anything, neither did unequiping the Visor or even removing it from my inventory. And that means that I'm out of ideas again...
Edit 2:
I managed to beat the Sandpeople Chief with Mission in my party and could move on without problems until I got the Starmap. When I leave the cave, a short cutscene starts to play with Calo Nord but the screen turns black after two or three shots and the game crashs.This time, the log says "Names Differ: w_RptnBlstr_090 w_rptnblstr_003" which looks like a problem with WotOR to me since that Blaster was added by this mod. But to my knowledge WotOR shouldn't have any problems of this type, but neither can I think of any mod that might conflict and cause these problems.
Any help (for the first issue too) would still be great especially since I have no way of getting past this encounter
Edit 3:
I might have found the cause for that crash. It might have been the fact that I had overwritten WotORs bp_calo_ambush_2.utc. Undoing that did not fix the problem but since I don't know when utcs are loaded I might have to reload a save where I have not visited the Eastern Dune Sea yet, so I'll try that tomorrow. -
Did some more Photoshop work for the Manaan skybox so that the horizon is less yellow and the borders now fit (almost) perfectly together. The later problem arises because one or two pixels of each texture are not used on the left and right so that I have to shrink them a bit to fit the skybox model. But it's not that big of a deal and with some more tweaking I should be able to make them look seamless.
I also did the Terragen work for Tatooine so that I can probably render it in the next days. Screenshots will follow once those textures are ingame but for now I only have a download of my (unfinished) Manaan skybox in case anyone wants to have a look.
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Malachor V will break your heart.
Good thing I'm starting with K1 then
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Good news
I managed to get around the resolution issue I had with the free version of Terragen.
Now I have to render 17 instead of 5 images and have to edit them together but I can create skyboxes in 1800*1800 which I will rescale to 2048*2048.
And here is what Manaan now looks like:
Full resolution: http://i1346.photobucket.com/albums/p700/Kexikus9/swkotor%202015-02-15%2019-15-41_zpsa0q219o4.png~original
Criticism is always welcome and now that I know that this method works I'll start remaking all skyboxes in the game
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Depends on the game version you want to use.
The CD retail versions can cause quite a few problems if I recall correctly or atleast the K1 retail version.
The DVD and Steam version are identical and work on Windows 7 although K1 might crash quite often after cutscenes. But even that seems to be random since I no longer have this problem with the exact same machine I had it on. I don't know how well these versions run on Win 8.
And the GOG versions should be optimized even better and as far as I know they run almost perfectly on newer operating systems.
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Compatibility is being worked on.
Very cool, thank you
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This mod will only affect modules that are loaded for the first time after you install it. You won't see the effect in all modules if you install it midway through the game.
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Just finished modding K1 for my next playthrough and now the override is 830MB big with 800MB in textures^^
I just wish I had even more high quality textures for the environments since that's something K1 is seriously lacking in my opinion. But I'll just enjoy my new playthrough anyway
Edit: Added another 500 MBs of HD textures (only for Taris Upper City and the Ebon Hawk^^)
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File Name: Green Pazaak Base Cards for K1
File Submitter: Kexikus
File Submitted: 04 Feb 2015
File Category: Skins
Here's a small continuity fix. I recolored KotORs Pazaak base cards green to match those we see in TSL since that's the version most people remember when thinking about pazaak (I think^^).
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From looking at the files, it seems Fallen Guardian has already slipped it into K1R. I just need to fix peoples' Black Screen issue with it...
Well, that's another possibility to fix the compability problems xD
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Hi,
I was wondering if you're going to make this mod K1R compatible, just like your TSL NPC Overhaul is TSLRCM compatible.
I'm asking since I really like your mod and right now it overwrites all of K1Rs modules which will lead to problems I guess^^
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Sorry to dig this old thread up but I was just modding a fresh K1 installation and realised that this mod is not compatible with K1R. So I was wondering if you have any intentions of changing that?
Mod List advice
in General Kotor/TSL Modding
Posted
K2 Exterior Textures (yes, you need both parts) retextures Korriban, Dxun and Dantooine if I'm not mistaken, so you'll have those aswell.
For Malachor I'd use Malachor Exterior Reskin by Quanon. That'd only leave Nar Shadaa but sadly I know of no texture pack for this planet.