thunder3

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Posts posted by thunder3


  1. LucyTheAlien

    Thankyou for all this! That´s awesome! It was very helpful to me to see this helmet from different views when creating it now, and it will be a great help too, when I create the body( maybe tomorrow, I had a cold the weekend and I so I did not manage to work as much as I desired on that project here)

     

    So here we go, my finished Model, with texture already, though I need to refine the UV-Map( as you can see, there are some seams in the texture )

     

    ds_newRepHead01.1.png

    ds_newRepHead02.1.png

    ds_newRepHead03.1.png

    Oh and yes I try to be as close to the images from that "cartoon" as possible!


  2. Ok here we go, had some time today to get more in touch with the helmet:

     

    Don´t bother about the odd colors, that´s just the material Ids, as I removed the textures for better edititing.

     

    I think I should have enough time this weekend to finish this head and also fit this helmet on the female head of the reps soldiers, and then I will export it ingame and provide you with some ingame screenshots as soon as possible!

    ds_newRepHead01.pngds_newRepHead02.png

    ds_newRepHead03.png

     

    Of course there still many details missing, but I think this one goes into a nice direction, or not? what do you think?

    • Like 1

  3. Impressive, most impressive.

     

    I don't think there's a better Upper City Taris Reskin out there, same goes for your Endar Spire.

     

    When you eventually get to the Undercity- may I ask you consider this mod as inspiration? http://www.nexusmods.com/kotor/mods/914/?

    I'd love to see your take on a Dirty Taris Undercity. Your textures are truly incredible, I can't wait to see what you do with Korriban, Dantooine, Lehon and the Star Forge in particular. 

     

    May I ask also will you be retexturing the Yavin Space Station? As I don't believe anyone has before. 

     

    Here´s my first works on the undercity of Taris:

     

    Taris_undercity_02.png

    • Like 3

  4. On the fifth screenshot, I feel the lights are too bright, but except from that, it looks quite nice.

    Thanks! The textures of the lights are the original ones, it may appear so bright because I use Reshade.

     

     

    Impressive, most impressive.

     

    I don't think there's a better Upper City Taris Reskin out there, same goes for your Endar Spire.

     

    When you eventually get to the Undercity- may I ask you consider this mod as inspiration? http://www.nexusmods.com/kotor/mods/914/?

    I'd love to see your take on a Dirty Taris Undercity. Your textures are truly incredible, I can't wait to see what you do with Korriban, Dantooine, Lehon and the Star Forge in particular. 

     

    May I ask also will you be retexturing the Yavin Space Station? As I don't believe anyone has before. 

     

    Thank You!! 

     

    Of course I will do a Undercity Reskin, comes next after Uppercity is done 100%. 

    I like the look of that dirty Taris undercity, I think I will get some inspiration from it. :D

     

    Yavin Space Station is also on my ToDo-List, but far far below everything else.


  5. yes the corpses have to be replaced as well, and they are in there in the models (plenty of corpses to work on) i have been waiting for a mod specifically just corpses that does more than retexture them. It would be kind of neat to see damage specific corpses too, like frozen or burnt, but that is another topic...

     

    Yeah, corpses with visible damages is exactly what I want to do as soon as this new armors are finished! But you´re right, that´s another topic


  6. I´m glad to hear that you all like it!

     

     

    Is that a camera angle which deforms the helmet, or is it so flat because of it being "pre-Alpha"?

     

    I think, a bit of both. I just wanted to make a quik model to show you the picture of this thing I had in my mind. In addition, theres no "inside" yet, it´s completely empty, means no polys. And the helmet isn´t on a head.

     

    I will refine this at weekend, put it on a republics soldiers head, and I will probably test how it looks ingame and post some screenshots of it!

    As soon as I got the Head with the helmet running, I will continue creating the body armor( I think I will do some variants from the start off, so if I find a crazy but easy way to put them all ingame I can do more easily and we can choose from some)

     

     

    Looks good! You may want to actually slap that onto a Republic Soldiers head to make sure it's a "quick and dirty" model because from what I see it's perfect (I'd recommend making the Visor a bit transparent) For the body i'd suggest using the Republic Officer model and making a new skin for it.

     

    I'd like to warn you if you actually modify the Republic Soldier models the Republic corpses on the Endar Spire/Star Forge/Manaan will break (Nothing game breaking it'll just look weird).

     

    Thanks man !

    I don´t mind breaking the corpses, because it´s actual on my "nice to have"-List to make the corpses look "cool" as well.

    • Like 1

  7. Hello everyone!

     

    As promised, I got some time to do some modeling, here it is: ( It is just a quick and dirty model and texture, just to see, if I go into the right direction)

     

    RepublicSoldierNewHelmet WIP

     

     

    As it is now, there´s a hole on the top, that needs to be filled, and the overall shape of the top doesn´t appear to be right to me, but as I said, I just want to show some kind of "pre-pre-Alpha-Stuff" :D

    so what do you think? 

    • Like 1

  8. Okay, all nice ideas, I will do it, haha nice task for me^^

     

    As soon as I got some extra hours I will start.

    Here's my list of what I do:

     

    MUST:

    1. New "canon feeling" model for the Republic soldiers based on the image of superSzym in his first post.

     

    2. Give it an awesome texture

     

    3. Throw it in game

     

     

    NICE-TO-HAVE:

    - varying armors( and faces I think would be cool)

     

    -in case of closed helmets a fitting soundset

     

    - the models of the dead soldiers lying around as static meshes need to be replaced too ( I also think it would be a great idea if I would be able to add some visible damage to the dead soldiers so they don't look like they died of an heart attack

     

    That's it, as soon as I got something to show I will post it :)

    • Like 2

  9. Well, I would really enjoy something as close as possible to the embedded image. Those armors looked so awesome that I fell in love with them. I'm not sure whether it's possible to do the eyewear half-transparent, but it doesn't have to if it's hard, I'm not even sure if it'd look well. Slight transparency would be highly appreciated, but not as much as in typical orange-dyed glasses, only a subtle suggestion that there's someone under the eye cover. We cannot see those troopers' eyes and it looks badass.

     

    Well, due to the fact that the helmet of the Republic trooper is connected to his face's model, I'd really appreciate a younger face as a base. Republic army isn't built solely by veterans in their forties, in fact, I'd expect that most of the Revan followed Revan after the war in fact. You know, there must be some fresh faces in the army :-)

     

    Thanks for your interest in the project! I'm really grateful you're willing to give it a try.

     

    Hmm, yes they look good, I think I will give it a try! :)

     

    I  don´t think transparent eyewear will be a problem, we will see :D

     

    And yes, I think a young face as base will fit well, as you said, the whole repbulic army can´t be nothing but veterans haha.

     

    Although I like the idea of variation I think much of SWTOR's art is lazy, the "Republic Troopers" are so blatantly similar to the Clones in this case.

     

    Maybe looking at Ralph McQuarrie or Doug Chiang's art may be useful for inspiration here. 

     

    I agree on this, SWTORs troopers look much like the clone troopers, and I never really liked that fact.

    I´ve been looking at some of the mentioned artwork, and I really like that! I think I will step deeper into some research on them! 

     

    As it goes for variety in the repbulic army, for me this would be a definitv yes! But it should be done a way, not breaking the compatability with other mods to hard, and it also should not be to complicated, I think, that goes to "Nice to have for the future"-List ;D


  10. I like the model but the texture looks too much like something out of a comic (similar to Telltale's or Borderlands' style) and could use some tiny spots of color for a lock or something like that. It's a little bland right now.

    Yeah I think you are right!

     

    I´ve updated the model a bit and the reworked the texture completely, to give it a more detailed look, here´s a render direct from 3ds max,  so sad it will never look like this ingame :D

     

     

    Plc footlocker preRender

    • Like 1

  11. Hey everbody here!

    I have read through this thread and it´s really hard to follow all the bits of information that are scattered around this thread to put it together. First of all, I have to say that all of the research work here is very impressive and I thank all of you that you invest so much time into it.

     

    My following question now is:
     

    What do I have to do to get Bumpmaps / Specularmaps to work on models that don´t have them in vanilla.

     

    Additional information: up to now I´m only modding KotOR1 so far. I have some good expirience in modeling and texturing and if theres a need, I am able to code some program.

     

    So if one could provide me with enough information about the file structure of MDL and MDX and how the Aurora Engine handles those files and how the ascii counter part we need to work in 3DS Max / GMAX, I might be able to wright some program that is able to handle the import / export of those models better then now.


  12. Hello, I´ve got some questions regarding modding KotOR1

    1. Is anyone able to tell me how to get Bumpmaps and/or Specular Maps to work on newly created models that vanilla didn´t had any bumpmaps?

     

    2. Are we able to pack mods into one single file, say for example all my textures files of my "Endar Spire 2.0", so my override folder is a little bit tidier then now?

     

    I will be thankful for all answers!

     


  13. So here we go:

     

    I´ve modeled and textured the footlocker ( never really liked the original one), one do you think?

     

    swkotor footlocker

    swkotor footlocker

     

     

    I´ve also tried to add bumpmaps to this model, but it didn´t worked for me...

    I have 2 textures, 
     1 diffuse
     1 bump-map ( grayscale )

    and 2 txi files correctly defining the first one to use the second as bump-map and declaring the second one as a bump map, but when I load the game, no impact

    well, at least I don´t see one, and I don´t crash the game hehe...

    Any ideas on how to add bump maps dto models that don´t have one vanilla?



    EDIT:

    I will publish this model and others when I´ve done more placables as a package.


  14. Welcome to Deadly Stream! I really did enjoy your HD Taris reskin since it improved the textures in a noticeable HD way while also preserving the original look of things! Something I didn't like is how you put all your reskins into one exe file which was about a one gigabyte download! Glad to see your releasing them here separately so people don't have to wait a long time downloading multiple reskins when they only want one! 

    Yeah, I also thought it was time to change something, as my textures will even be a little bigger than previous I thought it was a good idea to provide all the single modules seperately! 


  15. index.php?app=downloads&module=display&section=screenshot&id=998

     

    File Name: KotOR Ultimate 2.0 Endar Spire

    File Submitter: thunder3

    File Submitted: 13 Jan 2017

    File Category: Mods

    K1R Compatible: Yes

     

     

    ****
    ****
    **** KotOR - Ultimate 2.0 - Endar Spire ****
    **** Texture pack
    ****

     

    This is the first texture-pack of the "new" KotOR - Ultimate 2.0.

     

    This pack consists of 30 completely new textures made for Star Wars - Knights of the Old Republic to improve it´s overall graphics.
    This is only the first of many packages that may come in the future. ( I´m working hard )

     

    All textures are created by Thunder3( me ).

     

     

     

    ****
    **** Installation instructions ****
    ****
    1. Copy the folder "override" from this archive to your SWKotOR installation folder. ( there should already be a override folder, if not, then there´s one now! :D )
    2. Enjoy! that´s all!!
    3. In order to get the same look like in the screenshots, than follow instructions below to install "Reshade 3 - By Crosire" and my configuration file included in this archive.

     

     

     

    ****
    **** Reshade 3 ****
    ****
    1. Download the newest version of Reshade 3 here:
    https://reshade.me/

     

    2. Launch the installation file you have just downloaded.
    3. The installer will ask for a game path, and for a renderer.
    3a) Choose your SWKotOR installation folder
    3b) now click on OpenGL
    4. The installer will install Reshade and ask, if you want to download and install the default shader pack from github
    - THIS IS A DEFINITVE YES!!
    5. Copy the file swkotor-ultimate.ini from the folder "reshade_conf" from this archive to your SWKotOR installation folder.
    6. Enjoy the awesomeness of Reshade, many thanks to Crosire for this!!

     


    ****
    **** How to activate Reshade ingame
    ****
    1. When your start the game( it´s enough to be in the main menu) then press "Shift + F2" in order to open Reshades GUI.
    2. If this is your first start of Reshade you will need to get through a tutorial of reshade.
    3. After you have finished with the tutorial you are able to choose the config file in the "Home"-Tab in Reshades GUI.
    4. It might take some time to apply the effects!
    5. Ignore any errors of reshade concerning FXAA!

     

     

    Click here to download this file

    • Like 2

  16. Hey everyone, It´s my first time here on deadlystream, so here I am! :D

    Some of you may know( or may not ) me and my mod from Moddb.com.

     

    If this is true, you know I´ve been working on this thing for years, but sadly I wasn´t able to complete until know for several reasons, primary it was lack of time. But i´ve decided to restart working, so I started from the beginning.

     

    If you don´t know me nor my Mod please check it out here:

     

    http://www.moddb.com/mods/kotor-ultimate

     

    Up to now there´s only the Endar Spire part done completely. Here are some screenshots.

     

    Endar_Spire_02

    Endar_Spire_01

     

    I´m now currently working on Taris, which I think will take some time, It´s really a big area, and Taris includes lots of textures in need to get a HQ replacement.

     

    Here´s a screenshot of the new floor.

     

    Taris Floor High Quality remaster

     
     
    Please, Share me your thoughts on this. ( You can check more screenshots on Moddb
     
     
    The new texture pack of the Endar Spire is available for download now, here and Moddb!!



    Since I´m new to deadlystream here, please let me know, If I can do any better!
    I will try to post as many of my WIP stuff here and I would love it if you help me creating and developing this mod by supporting me here!
     
    Greetings
    - Thunder3
     

     

     

    • Like 5