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Everything posted by Kexikus
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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.
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Well, you're right that there is less damage visible on my texture compared to the original bik movie and even the low resolution vanilla texture. The reason for that is that there are pretty much no good quality Ravager pics available online and none of them have the correct perspective. And that's why I had to use Jeroenimos model, which you can see here: http://www.moddb.com/mods/old-republic-at-war/images/new-ravager-skin This model does show some minor damage but not as much as there should be and since that's what I used to make my texture it doesn't have the extensive damage either. I could probably try to add this damage in post but I know that I'm really bad at making such things from scratch... but I'll give it a try
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View File 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 ) Submitter Kexikus Submitted 03/02/2015 Category Skins TSLRCM Compatible No
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Version 2.0
8,501 downloads
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 ) -
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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My Projects In the Pipeline (mostly texture related)
Kexikus replied to Malkior's topic in Work In Progress
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... -
My Projects In the Pipeline (mostly texture related)
Kexikus replied to Malkior's topic in Work In Progress
I'm actually using that mod. Just didn't realise it was Malkior's mod. (Sorry about that ). Anyway, it's great to see that the skyboxes finally get an overhaul. -
My Projects In the Pipeline (mostly texture related)
Kexikus replied to Malkior's topic in Work In Progress
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. -
My Projects In the Pipeline (mostly texture related)
Kexikus replied to Malkior's topic in Work In Progress
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 -
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: 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 :/
- 22 replies
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- malachor v
- no dialogue
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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: 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. 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. 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)? 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.
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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. https://www.dropbox.com/s/ko2p2o06okk6apj/Manaan.rar?dl=0
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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.
- 4 replies
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- KotORcompatibility
- software
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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^^). Click here to download this file