-
Content Count
217 -
Joined
-
Last visited
-
Days Won
17
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by CarthOnasty
-
-
Hmm, interesting concept, one I hadn't considered. There would have to be some considerable work to get a unique map for every planet, as there are a limited number of placeables in the game and using 4 more could potentially cause some issues with other mods and certainly if K1R. is installed. From what I can gather, it uses a fair number of placeables and depending on your other mods, your count could run out quickly. That all being said, I had future dreams of making a map for each zone, e.g. sand-blasted in Tatootine, overgrown in Kash, etc. I think implementing a color into that as well would really be amazing. Great idea! At the very least, I could make colored versions, allowing the user to just install whichever color they preferred. Thanks for the input and please holler if you have any other ideas!
-
-
Sending good vibes your way, all the best.
-
Hey there, went through the install via TSL earlier and received the following error: Installation started 5/6/2018 12:09:21 PM... Installing unmodified files... Copying file P_Helena.tga to the override folder... Copying file p_helenah.mdl to the override folder... Copying file p_helenah.mdx to the override folder... Error: Critical error: Unable to locate file to patch, "heads.2da" file not found! (GEN-9) Anything I need to change or fix? I didn't previously have a heads.2da in my override.
-
Mask Hook problem and possible MDLedit bug
CarthOnasty replied to N-DReW25's topic in General Kotor/TSL Modding
I like to look at the silver lining and I think this is a great start to a Yip Yip mod. -
This is in regards to Biths in Taris cantina. Yah know, these dudes: Say I wanted this same model, playing music just like he is, but located on like the Star Forge or something. So far I've located the texture, mdl, and utc, but I'm not even sure where to go from there honestly. Any advice you could throw my way would be very appreciated!
-
It seems like damn near everything can be changed. The only thing iffy it looks like is the size of the numbers, but from what I can tell, that's tied into the font being used. If one wanted a larger font, it'd have to be created. If you want me to take a stab at throwing your design ideas in or if you'd like me to send you what assets/data I've figured out, just holler.
-
-
Awesome, thanks. And then if you're interested, I found the info I was looking for. There are 3 .gui files that handle the pazaak layout. In there, x and y coordinates are set (though as top and left) and I can see that it uses the dialog font as well. It'll take some time to dig through the structure (literally everything has an entry), but it's all in here it looks like. Thanks for pointing me in the right direction!
-
Here's an image for reference: Does anyone have an idea where the x/y information is located for the numbers? i.e. Can the position on the card change? And then are the numbers themselves able to change color? On a side note, I imagine to just change the font on these would be to change the font globally, but if not, that'd be cool too.
-
-
Glad you're a fan, thanks for checking it out. Just 1.1, correct. Thanks for downloading!
-
-
It currently uses Peter Schuster Jun's NewAurabesh.
-
-
-
Thanks! I knew going into the project that I wanted some sort of rune-work or old lettering. Some Aurebesh characters were already in the model in a couple places and I've read it was based off of the old Rakatan script, so I decided to go all-in with it. In regards to it being gibberish... kind of. There are such messages as "Revan was here", "8675309", and "Rakatan Infinite Empire". So gibberish yes, but just some easter eggs as well. Thanks for the feedback and checking it out!
-
File Name: Star Map Revamp File Submitter: CarthOnasty File Submitted: 25 Apr 2018 File Category: Skins K1R Compatible: Yes ///// 01. Background ///// Being such a main part of the K1 story, I was surprised to see these had yet to be revamped. I was looking to get into modding/reskinning, so I thought this would be a great project. ///// 02. Enhancements ///// First steps were to update the overall model. I wanted some visual upgrades while still maintaining a very-aged and neglected structure. I love the runes scattered throughout the game and I really wanted to incorporate those as well. It seemed fitting to light them. (And you're going to them all over the place.) Next section was so focus on the HUD (for lack of a better term). It was very pixelated and really needed a crisp, new look. I tried to simplify it a bit and ended up removing a couple of parts as well. The biggest change I made was creating a new piece for the planet locators. I simply didn't like the originals and wanted to make the location an actual planet. This was a really fun part--recreating the central galaxy this all revolved around. I used some shots of actual galaxies, nebulas, and starfields. It's hard to beat the real thing. I adjusted the colors slightly for better clarity as well. The mother of a bastard that caused me the most grief, was the dodecahedron in the center of the star map. The texture had such a bizarre repeat pattern and never really wrapped that well. I'm happy to the point I got it to, but would like to make that an actual sphere in v2. ///// 03. Future Plans ///// In thinking about a version 2, I'd like to actually edit the model files. I think some edges could be softened, but mostly I'd like to adjust the mapping to avoid so many repeated areas of the texture. The final opening of the star map, where the PC finds out the location of the forge could use some work. Most (if not all) is model work and I wasn't ready for that. I'd also like to adjust the lighting in a couple of places. Would I go as far as to customize it for every zone you find a map? I dunno, that's a big endeavor and there are a limited number of placeables. ///// 04. Moving Forward ///// This has been a fun project for sure, and I'm happy to see it come to fruition. Please download and let me know your thoughts. I open to constructive criticism and whatever I can do to the better the project, I'm happy to do so. ///// 05. Install ///// Drag 'em to your override folder. These shouldn't conflict with anything. ///// 06. Uninstall ///// Remove the files. ///// 07. Disclaimer ///// Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own. ///// 08. Thanks ///// So many! Shout outs for tutorials, advice, suggestions, testing, encouragement, and more. A Future Pilot, Darth_Sapiens, DarthParametric, DarthVarkor, djh269, InSidious, JCarter426, Kexikus, ndix UR, Rece, Sith Holocron, Sithspecter, Sniggles, tjsase, VarsityPuppet, Zhaboka Click here to download this file
-
Version 1.1
37,210 downloads
///// 01. Background ///// Being such a main part of the K1 story, I was surprised to see these had yet to be revamped. I was looking to get into modding/reskinning, so I thought this would be a great project. ///// 02. Enhancements ///// First steps were to update the overall model. I wanted some visual upgrades while still maintaining a very-aged and neglected structure. I love the runes scattered throughout the game and I really wanted to incorporate those as well. It seemed fitting to light them. (And you're going to them all over the place.) Next section was so focus on the HUD (for lack of a better term). It was very pixelated and really needed a crisp, new look. I tried to simplify it a bit and ended up removing a couple of parts as well. The biggest change I made was creating a new piece for the planet locators. I simply didn't like the originals and wanted to make the location an actual planet. This was a really fun part--recreating the central galaxy this all revolved around. I used some shots of actual galaxies, nebulas, and starfields. It's hard to beat the real thing. I adjusted the colors slightly for better clarity as well. The mother of a bastard that caused me the most grief, was the dodecahedron in the center of the star map. The texture had such a bizarre repeat pattern and never really wrapped that well. I'm happy to the point I got it to, but would like to make that an actual sphere in v2. ///// 03. Future Plans ///// In thinking about a version 2, I'd like to actually edit the model files. I think some edges could be softened, but mostly I'd like to adjust the mapping to avoid so many repeated areas of the texture. The final opening of the star map, where the PC finds out the location of the forge could use some work. Most (if not all) is model work and I wasn't ready for that. I'd also like to adjust the lighting in a couple of places. Would I go as far as to customize it for every zone you find a map? I dunno, that's a big endeavor and there are a limited number of placeables. ///// 04. Moving Forward ///// This has been a fun project for sure, and I'm happy to see it come to fruition. Please download and let me know your thoughts. I open to constructive criticism and whatever I can do to the better the project, I'm happy to do so. ///// 05. Install ///// Drag 'em to your override folder. These shouldn't conflict with anything. ///// 06. Uninstall ///// Remove the files. ///// 07. Disclaimer ///// Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own. ///// 08. Thanks ///// So many! Shout outs for tutorials, advice, suggestions, testing, encouragement, and more. A Future Pilot, Darth_Sapiens, DarthParametric, DarthVarkor, djh269, InSidious, JCarter426, Kexikus, ndix UR, Rece, Sith Holocron, Sithspecter, Sniggles, tjsase, VarsityPuppet, Zhaboka -
Alrighty folks, I think I'm done with v1.0. I'm double checking a couple of things here and there, cleaning up a few seams, but within a day, two at most it will be ready to go. Let me know if you'd like to "beta-test" for me before an official release. Thanks for staying tuned in.
- 180 replies
-
- 1
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
.txi Parameters and What They Do
CarthOnasty replied to CarthOnasty's topic in General Kotor/TSL Modding
All noted, thank you. -
.txi Parameters and What They Do
CarthOnasty replied to CarthOnasty's topic in General Kotor/TSL Modding
When using blending additive, can I have only certain parts of the texture be translucent? Or must the whole thing be? Ideally I'd have a texture that's mostly opaque, with a small area being translucent. -
.txi Parameters and What They Do
CarthOnasty replied to CarthOnasty's topic in General Kotor/TSL Modding
You are correct! And that's a great idea, I'll recommend to a mod or repost once I get everything fleshed out. Thanks! I am your padawan, instill within me your knowledge. Thanks so much for all the info!! I tried to paraphrase to keep everything a short read, so I hope you don't mind. Thanks again.