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DarthVarkor last won the day on September 21

DarthVarkor had the most liked content!

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190 Jedi Grand Master


About DarthVarkor

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    Valley of the Sith Lords
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    Machinima film-making, voice acting & modding.

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  1. Hey everyone! As 2018 draws to a close (damn, time flies), I thought I'd share an update on the project. Unfortunately, there won't be a trailer anytime this year -or, what's left of it- like I was hoping. It simply isn't in a state to be shown off yet, nor is enough done to warrant a trailer of any kind. But, with that said, the film is coming along really, really well. The story arc for all three films has been in place for about a year now, and thanks to some people, particularly @Sith Holocron, I now have a complete visual look for the film nailed, as well as a soundtrack. It's shaping up to be quite the challenge, adapting K1 in a manner that stays faithful to the game whilst still feeling connected to my TSL quadrilogy is no easy feat, but I'd be lying if I said I wasn't enjoying it. Outside of that, I am a lot more busy now than I ever was during production of my TSL films. Between a very exhausting Master's degree and a job, I don't have a lot of time free. I'm even starting to (hopefully) branch into freelance video editing as a career, but more on that next year. For now, rest assured, the film is coming, and you can expect the title and your first look at it early next year. I have no release date in mind, but, a late spring/early summer 2019 would be ideal. We'll see. That's all for now, work is slowing down for the year now as we enter the holiday period, think I need a bit of a break from it all, too! I went into pre-production only two weeks after TPK released, so a week or so off to spend time with family (and of course, more uni work) is needed. I plan to start releasing snippets of the soundtrack in January, so you can look forward to that before getting a real look at the film. Attached to this post are a few sneak-peek screen shots of the film... Hope you all have a great Christmas, everyone, and a happy new year! I love being on this site and a part of this community. ~ DV EDIT: Apologies if some of the screenshots appear a bit dark...that's Premire's doing, not how they will look in the finished film. Colour grading will be the last thing I do!
  2. Oh dear, Bethesda. Oh dear. Any minimal interest I ever had in this game is now completely gone. Shame, I absolutely love Fallout as a franchise.

    1. Show previous comments  2 more
    2. DarthVarkor


      True, that scenario with the bags was ridiculous, I can't believe they thought they could get away with it. But I agree. Think I'll definitely be giving this one a pass.

    3. Mellowtron11


      And this is why I never pre-order games. Wait a month or two and let the bugs get ironed out. Of course, this release has a lot more to deal with than just bugs.

    4. Malkior
  3. DarthVarkor

    MOD:K1 Heads Port

    Ah my bad. It works perfectly, thanks for your help!
  4. Fun evening's work (not). Green screen images to be composited over other shots... (WIP)






    1. Sith Holocron

      Sith Holocron

      Too late to offer input?   If not, I might have some texture suggestions . . . 

      https://www.dropbox.com/s/uai5jfelv41smn7/swoop stuff from IGM.7z?dl=0

      By the way: If anyone else doesn't think these attached textures should be used, let @DarthVarkorknow.  Steer him away from any of my bad ideas, if you wish.

    2. DarthVarkor


      Thanks for that, @Sith Holocron! I'll check it out later.

    3. Sith Holocron

      Sith Holocron

      Whether it's useful or not it is largely up to personal preference.  Good luck with your exams.

  5. DarthVarkor

    MOD:K1 Heads Port

    UPDATE: Removed the .tpc files for k1_pmhc04, fixed the portrait names and re-installed the reskin files with "K1" attached to their names, all as you described. Still crashes :/
  6. DarthVarkor

    MOD:K1 Heads Port

    I'll give your suggestion a go and report back!
  7. DarthVarkor

    MOD:K1 Heads Port

    Will do. Sorry to keep hijacking this thread, but I've encountered another issue. While the mod runs fine on my disc version, when re-naming a reskin for one of the K1 heads to work as mentioned, the character creation screen also crashes once I reach that head. The reskin I'm using is this one (the "without scars version). I renamed all the files to have "K1_" before them but it always crashes. I've attached the mod files I've renamed in-case I've no doubt done something wrong. Reskin files .rar
  8. DarthVarkor

    Porting Animations from TSL to K1

    For some bizarre reason, I can't find the crouch anim in my animations.2da at all, which is odd because I've used it countless times. My old scripts point to it being there, but I can't find it. Here's the example I found for the anim: "AssignCommand(oVisas, ActionPlayAnimation(11415, 1.0, 60.0)));" Aside from that, these few come to mind, I hope these are listed right: Number: 23 - Description: Kneel_To_Meditate Number: 466 - Description: Nod Yes Number: 467 - Description: Nod No Number: 468 - Description: Raise_Arm_Point_Lower_Arm Number: 472 - Description: Shrug
  9. DarthVarkor

    MOD:K1 Heads Port

    Definitely not TSLRCM from workshop. But to be honest I could have any number of other mods installed from the workshop (my fault over the years) I think a clean install will be easier than the hassle of slogging through them all.
  10. DarthVarkor

    MOD:K1 Heads Port

    For some reason, this causes my Steam version of TSL to crash on the character creation screen. I tested it using the disc copy and it works fine, which is weird as both pretty much have the same mods installed on them. Particularly any TSL head reskins I have. A clean install of my Steam version will probably fix this I imagine. Either way, great work!
  11. DarthVarkor

    Porting Animations from TSL to K1

    You might have to break that down for me a bit more stupid-friendly. I got lost after the making a list of the animations I need
  12. DarthVarkor

    Porting Animations from TSL to K1

    Well, ideally I'd like as many of K2's animations available to fire on any party member whenever. But as you said, the numbers are limited. For now I mainly need the "crouch to inspect" one I showed above (machinima reasons), but other ones such as "Nod Yes" "Nod No" and "Roll Eyes" would be ideal.
  13. DarthVarkor

    Porting Animations from TSL to K1

    So it's much easier to simply rename the animations? Alright, do I go about that?
  14. DarthVarkor

    Porting Animations from TSL to K1

    I looking to port/use a few animations only available in TSL into K1. For example; the one I am hoping to use now is the "crouch and get up" one. I can't find it's exact value in animations.2da for some reason but you can see an example of it here. Failing that, anything similar such as "Kneel to meditate" (No. 23 in the animations.2da). I've heard it is possible to trick K1 into playing K2 animations, but I have no idea where to begin. Any help would be appreciated!
  15. DarthVarkor

    Populate Function

    Sorry to bring up an old post but I've just found this mod. Where it says: "Populate(20, -28, 21, 69, 121, Tag, TRUE); //This is the bit that does all the spawning" whereabouts does the tag go? Does it replace the word "Tag" in your example, or next to it? Before it? I'm still new to learning writing scripts. Say for example I was spawning an alien, I had this: Populate(20, -101.10, 118.09, 69, 95.16, "Alien_Bith_01", TRUE); - but this gives me a long list of errors when I try to compile it. This is for K1 BTW.