Sithspecter

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Sithspecter last won the day on August 7

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835 Jedi Grand Master

About Sithspecter

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    Sleheyron Architect
  • Birthday August 2

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    Sleheyron

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  1. I finally fixed the issue with TSL High Quality Blasters. Thanks to DP for calling me on my crap.

    1. DarthParametric

      DarthParametric

      I look forward to the fixes for the K1 version coming out in 2022.

    2. N-DReW25

      N-DReW25

      @Sithspecter What where the issues with HQ Blasters?

    3. DarthParametric

      DarthParametric

      I believe this particular issue was certain blasters lacking a bullethook, causing the blaster bolts to generate at the wielder's feet (i.e. their OdysseyBase).

  2. Either one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷‍♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
  3. Just to clarify, you can’t use two load screens for the same module. These are both options for the same module. It wouldn’t make sense to use one in another area that isn’t the street. Thank you everyone for your thoughts. If anyone else wants to chime in, I am still undecided.
  4. Thanks for this tidbit of info, I hadn't noticed it before, I am going to check it out and make sure it gets restored. Two options for loading screen, which should I go with?
  5. Getting back in the swing of things after being gone a week on vacation. The street module is all walkmeshed, blocks cameras, has aurora lights, and a minimap. All that's left is the path file, which are still proving a bit finnicky. Most of those are dynamic things that are difficult to see in a screenshot, so I'll try to do a video in the next few weeks to showcase some of the improvements. Also I will try to add in NPCs and such before then. Next I will be switching gears, working on the Arena Hall/entrance area and attempting to setup some gladiator fights.
  6. With 10 years plus on this project, I think I have taken a quite leisurely pace 😁
  7. Thanks Zhaboka! I am open to some voice acting when the times comes. I'm also open to paying for excellent quality voice acting. I'll do some research on the Hutt Cartel, but I've been primarily leaning on the Exchange. There's still some nuances that need to be worked out for the comings and goings on Sleheyron. Droids or beasts will make good "death-matches" for lower tier fighting. Maybe there will be two different routes to go with it, I dunno. No new creatures. I stated before that I am open to new music but I am skeptical that someone will be able to produce more music of the same quality and style. If you can do this, I'd love to hear it, but I'm going to be skeptical until I can hear some good samples. I'm glad you like the progress so far.
  8. I edited the street area with new lightmaps and I also added another small section that includes content that was originally in the 2nd street area. The one from the Sleheyron Demo was very, very old and the one Xuul showcased is the one I've edited. I'm on a new PC, currently away from my old PC, and a few things got dropped with the transfer. NPCs will be populated again soon!
  9. Full Street back in-game! Still have to work on the walkmesh but it's good to have the whole street back in the game.
  10. Yes, it will have a Star Map. Small section of the street in-game. Spent a lot of time getting the lighting just right. It feels really, really good in-game so far. It truly feels like it belongs now. The sense of scale seems spot on. I will work on getting more in-game tomorrow.
  11. I have been informed on Reddit (https://www.reddit.com/r/kotor/comments/cacqkr/more_sleheyron) that I may not have been clear enough about what this mod is or which game it belongs to. This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR See below graphic to see how much This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR on a scale of 0 to This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR: As you may be able to start to realize, This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR is The Sleheyron Planet, which is a Work-In-Progress Mod for KotOR, to the maximum extent that a Sleheyron Planet, which is a Work-In-Progress Mod for KotOR can be. Shenanigans aside, I have been working on finalizing the street design with the updates previously promised in this thread. Here is the final layout. I am in the process of readying it for export. This includes the new standardized doors, and has been expanded to include some of the content originally in the 2nd street area. I will be working on getting it working in-game the next couple of days. Fortunately I find the export process (while lengthy and tedious), to be easier than trying to be creative and model the actual things. Or at least I seem to be better about being motivated to do it.
  12. I am planning to use both those tracks for Sleheyron, as they were intended. I may also mix in a track or two from TSL, since that is allowed now.
  13. I am thinking the best course is to have a Czerka presence with some NPCs, and maybe even some that interact in a quest, but maybe not an established Czerka module or area. As if they are trying to get their foot in the door.