Sithspecter

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Everything posted by Sithspecter

  1. Hmmmm... I'm honestly not sure exactly how the Starkiller Sith Assassin mod was done. Most body models around here are at least based on previously existing rober or armors, and then heavily edited. I think that mod utilized an entirely new body. I guess that begs the question: are the robes modeled from scratch, or did you modify existing TSL or KotOR robes? I can point you to a few tutorials and help you of from personal experience if it's the latter. If it's modeled from scratch, I'm not really certain. Your best bet in that case would be to PM the mod author.
  2. This one I found especially reminiscent of the Death Star. The dark textures contrasted with the brighter panel lines and buttons just took me to Episode IV. It was definitely a surprising and effective revelation.
  3. I really like the animated Kolto tank. I'm interested in seeing the direction you take with the Sith base, some of the panels reminded me a lot of the Death Star interior in A New Hope. Keep up the good work!!
  4. What kind of models do you want to put in KotOR or TSL specifically?
  5. Due to concerns over the music, we have decided to make sure that we don't play a song for the Sleheyron battles that is used anywhere else in the game. We are in the process of contacting Van McCoy to secure the appropriate permission to include "The Hustle" as the default Sleheyron battle tune.
  6. 7. More Polygons DOES NOT Equal a Good Model Too often (at least in the old days), people will equate a large number of polygons with a better model. This is almost certainly not the case. A good modeler should be able to be efficient with the polygons that they use. Especially with KotOR and TSL, the smaller details will be better coming from a texture, not the model. I say that a good texture makes up for a poor model better than a good model makes up for a poor texture. Spend the extra time on the texture, and it will make a difference. For instance, you do not need to model a 6,000 poly lightsaber. Nobody is going to see that detail. A 200-500 polygon lightsaber will be plenty detailed for KotOR and TSL. I'd say another general rule of thumb would be 500-1500 polygons for ranged weapons. 8. Larger Texture Resolution DOES NOT Equal a Good Texture Don't overcompensate with the texture either!! You don't need a 2048 x 2048 texture for that lightsaber either!! Nobody will be able to tell that it's larger than a 512 x 512 one. For just about any item, 512 x 512 or 1024 x 1024 will be a plenty large texture. Don't create larger files that aren't going to make a difference. If you use a 512 x 512 texture instead of a 2048 x 2048 texture, you're file size will be ONE SIXTEENTH!! That's a huge difference, and it will save space for those who download. 9. Limit Unnecessary NPCs in Modules Modules with scores of NPCs get really laggy real quick. If you're making a new module, please keep the number of NPCs to an acceptable level. This problem can be seen in several large mods, and it can be very frustrating. You don't need rows of dozens of droids that are all asleep. Sure, it's a nice touch, but the performance drag on many systems can be large. Please keep the number of unnecessary NPCs to a minimum. You don't need 50 commoners in one area to make it feel populated.
  7. Right now we really don't want to split hairs over minor things like the music. We're focused on the bigger picture for the moment. When we've got all the areas nailed down and most of the content in place we will be happy to debate the music.
  8. Right now I'm planning on leaving the Star Forge the way it is but also using that track for the Sleheyron battles.
  9. A number of TSL models are already done the same way, or at least the robes are.
  10. Well, due to the overwhelmingly positive response, I will embark on this project. Just to clarify, I am planning only on doing player clothing/armors, which will work on party members as well. I'm not planning on doing NPCs such as Republic or Sith Officers or soldiers at this time. Also, since the body models between male and female are different, each remap will have some compromises. There may be some slight stretching and compression of the texture. I'll do my best to make everything line up though. I may release these in packs of clothing, armor, robes, as I finish them. Another question is what's the best way to integrate these into the system? Is it better to leave appearance .2da as is, and make copies of the male textures with female names, or would it be more beneficial to change appearance.2da to point to the male texture?
  11. LiliArch is the closest, but not entirely correct. What's different is that the model has been re-UV mapped to accept the male texture!! "Why on earth would I do that?" you may ask. Well, I did this as a proof-of-concept to see if I could potentially successfully map all of the female clothing and armor models to their male counterparts. What this would do is allow modders to create new robe and armor textures without having to painstakingly replicate everything across two different textures, one male and one female. However, before I continue, I wanted to get community input on how useful or handy this would be. There are a number of mods that have male textures only for armor and such. They would now be able to be used by both sexes.The soldier clothing, in my opinion, is the most complicated of all the clothing/armor and I have successfully re-mapped it to my satisfaction. The others should be about the same process. So who all would use this sort of change to be able to more easily make robes or armors for both sexes?
  12. Another hint: The texture is a default KotOR texture.
  13. Nope, that's always been there. Hint: No geometry changes to the model.
  14. Can anyone tell me what is different about this female clothing model and texture?
  15. 1. All three of those areas are essentially in their final state as far as the models and textures go. 2. We are not going to reveal that at this point. 3. That's been an idea that's been tossed around, I'll discuss more below. Well, the modules aren't so great in their current state. The Tatooine temple would essentially need to be completely re-done, which would be a huge amount of work. The Czerka module is a little more complete, and is meant for Korriban, not Sleheyron. Really they deserve mods of their own. There was never a plan to put them on the Sleheyron planet, rather to integrate them on their own planets but linked to one Sleheyron quest. Currently with the plot we have, there is no reason to do this. I'd say it's unlikely that we will include them given the technical difficulty and lack of plot necessity for them.
  16. Yes, that's what I'm going for. I'm trying to avoid to much useless space in the areas that I create. The street may even be a slightly large, but I studied the Bioware screenshots very, very closely to replicate it. It seems about the size of Anchorhead on Tatooine to me. The second street module with the bazaar sections is smaller, and each part has a definite purpose for the plot. We will try to avoid too much running around through expansive areas in this mod.
  17. I have yet to work out the Star Map and how it affects all of the various encounters. What you suggest seems logical, and we will probably do that if it is feasible. My opinion would be to leave Suvam's shop as it is, we'll have to see how this mod affects those encounters later in development. On another note, Xuul has done an excellent job in previewing this mod: His system proves that the areas do not lag on their own, and he gives a good overview of the mod.
  18. Wow, all kinds of solutions coming out now. It's funny how when I first looked into this I couldn't find anything. Fair Strides also discovered that deleting the "lookathook" dummy did the trick, though this wouldn't work on objects you interact with like doors.
  19. Actually, today, I was doing some testing on the Sleheyron door. By adding two additional "lookathook" dummies 10 meters on either side of the door in the ASCII file, I was able to rectify this problem. It still registers the original dummy as the one that gets highlighted for selection and all, but the camera/field of view responds to all three. So no more disappearing door, which was highly distracting in my opinion.
  20. That looks very nice!! Excellent work.
  21. Deadly Stream now has rules...

    1. HK-47

      HK-47

      Rule#1: I kill you.

      Rule#2: You enjoy it.

      Rule#3: I re-watch it in my head over and over.

    2. HK-47

      HK-47

      *reads rules* Nervous Clarification: Uh... I mean... 1: Facilitate communication and terminate "hostilities". 2: You like it. 3: I don't get banned.

    3. Tyvokka