Crazy34

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25 Jedi Padawan

About Crazy34

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  1. So here I have one more update for you. The kitbash crossguard saber from @Kaidon Jorn is now ported to Kotor. Black core crossguard looks pretty good in my opinion. What do you think? Stay healthy!
  2. So final update for today. The port to Kotor is finished including the three new saber colors from TSL. So when ever I get the permission from @Sithspecter I am ready to push boh versions out there. And something you might be interested in: Kotor features now black core sabers.
  3. Yes the current TSL version of the mod I already send to you by pm. It fully uses the TSLpatcher and includes Standard, black core and unstable sabers. If you can take some nice screenshots to show here I would highly appreciate it. And thank you very much for testing it!
  4. Until the permission question is settled, I just go ahead and say that the K1 version of the mod is also on the way and working. Here I think the lightning works even better, I don't know what's wrong in TSL. @Jorak Uln So if you want to test your new Kotor or TSL textures with these sabers just let me know and I pm you them. The red saber is actually Malak's long blade saber which also works with the new environmental light and the new blade models. Stay safe!
  5. @Kaidon Jorn I can wait for you to share with the others what you have been working on. I think this is in terms of lightsabers a new revolution for TSL and later also for KOTOR. I hope I can soon get the permission from @Sithspecter to release my mod as well.
  6. The problem is the ambient light function. With the correct version of mdledits it should not be a problem to switch it. I have wrote you a pm describing it. I think it is totally doable however still requires alot of work. Cheers and stay safe
  7. Haha DarthParametric was faster than me! As a note for me MDLEDIT 1.0.9 Beta throws some error sometimes. For my lightsaber mod I use 1.0.6 for compiling and 1.0.3 for decompiling.
  8. Hi everyone. Sorry to the mods for the double posting and I hope the screenshots are not to much. So before we start a short update: Now witness the firepower of this fully armed and operational batch station. So yeah I learned batch a little which helped producing the progress. In order to give an overview: All saber hilts are updated by hilts from @Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models and textures and icons go fully to him! Update for Kaidon Jorn's: Revan's Tor Saber 1.1 to use the new blades Ambient light for lightsabers 3d models for blade core and inner glow symmetric lightsaber blade planes with a modifed version of @Sithspecter crossguard saber UV layout. (in principle compatible with his unstable textures) black core sabers are possible homogeneous brightness of the blade (no more brighter blades when viewed from the front) all sabers are fully upgradeable (added black core crystal) (Cross guard are updateable but don't have a unique crystal yet.) Now to the to do: Need permission from Sithspecter to use th UVs. I only modified them but he created them so I need his permission. I hope you are all right man! Need Icons for the crossguard saber Test: Someone to test the .uti with the english version of the game (I am only owning the german version) Test the K1 version at some point in the future Hope that some talented texture artist is willing to update my blade textures with good ones Possible update with a full set of unstable saber blades if Sithspecter gives the permission to also use his beautiful animated textures. Known Bugs: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix sorry. The lightsaber hilts will peak through the blades. (See some posts before. DarthParametric sad it is not possible to fix it.)
  9. @JCarter426 Thank you very much. I have looked over them and also read a little bit more in the forum. For future projects, it will be very useful. @bead-v Does Mdledit has the feature that you can compile a folder full of ascii files to mdl with a batch or script? A general question. Does someone know how the game determine the render order of textures? @Jorak Uln Can I ask you to post the txi. file you used for the black core sabers here. I am struggling to get the effect right. Stay safe!
  10. The planes are now fully symmetric (yeah!) but I am fighting a bug with the lightsaber planes. I made a picture of it. For a reason I could not identify yet their is an artefact of the lightsaber planes peaking out of the blade itself. @DarthParametric I would kindly ask you how you got the the wireframe mod ingame, so I can track this bug easier. And maybe by chance do you have an idee how to fix it. Thank you very much!
  11. @Alvar007 I really like the new improvement. Great work. On the force storm. Well I guess it can be done, even if I don't know exactly how. On this site is a mod called force zeal. Its a great forcepower on its own, maybe a little op. But the lightning coming from above is the best part in my view. Their is an uncompiled nss shipping with the files but I don't understand the scripting language. So maybe and expert like you can see how the lightning is done. Just to clarify I am not asking for you to do this, just want to know what someone with the expertise thinks if its possible. By the way force zeal is feature in this video at around 6:10 Thank you and stay safe!
  12. @Alvar007 Great work man!!! After seeing your new retribution force power, I ask myself if it is possible to create a new version of Force Storm similar to the version in Star Wars TOR. As a reference here a clip: I guess the animation of the player as well as the lightning itself is the hard part, but since I have not don't animation or scripting I have no clue on how to do it. What do you think? Keep up the great work!
  13. @JCarter426 Thank you very much. With the documentation at hand it makes life so much easier. Also thank you for the explanation I will try these settings in the next version. I am currently trying to fix the brightness. I also need to full symmetrize the planes at some point.
  14. @Jorak Uln The reason why in kotor the blades look brigther from the front, is that the trimesh planes of the saber are onesided facing in front. So from behind you don't get any effect from them. @DarthParametric Is it possible to set faces to be double-sided in the ascii? Or do I need to add two more planes to the model with different orientations? Also do you know by chance with lightpriority value would be the best to use? The only way I could imagine how to get the special effect for the black core TOR blade is to have a texture with a alpha mask which is white for the black part of the blade and has greyish something for the glow and black outside of the blade. With this alpha mask one could try to set the blending to normal (from additive as default) and see how this looks ingame. I tried and it looks promising but the bad texture creator I am I was not able to get satisfactory results. For the double blade bug: In order to have not visible planes I could add a third 3d Model, which edge would mark the end of the glow. But personally I think it looks worse then the current state I posted before. Jorak Uln our textures look really great. Your are right, then I am in the right state of mind I should set up a consitent texture system such that you can tweak overthing for each model seperately. Big THANKS to DarthParametric for you help aswell as to @bead-v. I hope my lack of knowledge is not to annoying.
  15. @DarthParametric Thank you I was not aware of that. I don't see a easy approach to use the same in Kotor. Can I ask you a model question? In the model ascii for trimesh there is the property inv_count. What is it and what is it tell me? @Jorak Uln I attached pictures of the double blade with the new model. Would you consider it solved? I also encountered again my nemesis enemy bug with lightsaber blades. It is shown in the third dan fouth picture. The lightsaber hilt is visible even then it is behind the blade. I guess it is a .txi problem but I have no clue on how to solve it. The hilts texture has a alpha channel which is not 255 and the standard .txi with envmaptexture CM_Baremetal The blades alpha chanel is 255 and the txi is alpha blending 1.0 blending additive decal 1 In the model ascii both have alpha set to 1.0. Does anyone has an idea on how to fix that bug? Thank you very much for the help and stay safe!