Rtas Vadum

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Everything posted by Rtas Vadum

  1. In the dialogue between Mira and Hanharr(the set of options that starts with the "Lead me to Kreia" line), the last option seems to do nothing but have Hanharr repeat his one or two lines, then gives the same options. The first line does end the conversation and shows them walking away, and the other two are obviously darkside options(was playing a ls character).
  2. Well, if you mean having a single frame be 2048x2048, and with that many, likely a bad idea. The size for that is 32768x32768, which I suppose might work, but it is something I don't think should be tried. It does seem like the game will only consider the size defined by the txi, since it technically isn't displaying the full texture. Still, going too high might cause a problem.
  3. The texture size, both height and width, must be divisible by 2. Which means that textures can be anything from 64x64, to 2048x2048(it can be higher, it's just not advisable). For the skyboxes, I wouldn't go past 2048x2048, since even that might be pushing it a bit.
  4. And I'm very sick of you, along with very tired of you saying "very". Yacht-ooo! Seems like it's Narr Shaddaa that is done first. I still say that this place looks dangerous, and the Yacht is no exception, as you can see in these: Docks Cells Meeting Chamber Comm Hub Bridge Oh, and I've also found that one texture for Telos. It was listed in the correct place(as TEL_HF1), it just seems that while I did extract it, I never edited it. So Telos might get released soon too. Peragus I think I have at least one more texture to sort out.
  5. Still not sure of this yet, as I don't think I can implement this as I'd like. The outfits shown are meant to be worn by the PCs, and many of the common NPCs in the game. The main issue, is that, if I want to have unique colors for each starting class, then it restricts the colors you see on NPCs to the ones seen in the image(since you would only see the blue, white, and green on NPCs). Also, the common NPC females don't work the same way as the males, since the few female NPCs that use female PC heads are named, and thus do not wear the standard clothing(such as Anda, who normally uses the PFHA03 head, unless you use it yourself, and she uses the Onderon common female model). I'm guessing that if I want to make this work as I'd like, I would have to set up the patcher to make some 2da edits, and make the textures for the commoners unique. This way, you would see the three standard textures for both the PCs and common NPCs, along with a number of other textures on NPCs. Also for PCs, they would have a darkside version. Guardians get the Orange/Red glow like Clu, Sentinels get the Yellow coloring of the Abraxus Virus, and Consulars get the Red of the corrupted. As for the edited pause screen, I have to smooth that out a bit.
  6. You mean the Corrupted Interior? Well, as much as I would like to have the Hawk change it's look to match the alignment of the character, I don't think that is possible. So as it is(and as the first post says), there will be three versions, all of them including loading screens. I'm also thinking about doing the exterior textures, but I'm not sure. However, I might be able have the Hawk look corrupted in the tutorial, since many of those textures are unique to that part. I just hope I can get a "damaged" look that it similar to the movie. What I've done for the Ravager looks okay, but I wouldn't mind finding something better.
  7. I actually already have one. Used it to upload those images, so they should be visible now. Also, here is a shot of the Corrupt Ebon Hawk Interior(which is also used for the loading screen):
  8. Given that for some reason, I can't see them, you aren't the only one. Most of the images I've posted have been this way, though most in this thread are linked to the Gallery here. It might have something to do with the size, but I'm not sure.
  9. Alright, a few things here. The first thing being that I plan to release at least Peragus/Telos soon, although with Telos I have an issue to deal with. Anyway... As for Telos, the issue is simple. The floor texture used in the docking bays. For some reason, although I have long since changed the four textures that I assumed to be for that, it seems I have missed something. I honestly have no idea what texture this is, although I won't be surprised at this point to find that it is a texture without the TEL_ prefix. Anyone know the name of this texture? Now, in this image, I find this hilarious. To explain, in this picture, you see the window in Tien's shop(along with 47 people you can't see). Now, there are two window textures for Narr Shaddaa. Editing those? Did absolutely nothing. However, for Dantooine, there are two window files named almost exactly the same. Take a guess what happened when I edited those? Yep, the results in the above image. Now I just have to hope that it really isn't used for Dantooine, although I don't recall any windows in that area. Yep, there is the Jedi Council room. I don't think I've missed anything there, and I do hope using that logo isn't wrong, either by being the wrong one for the era, or by using it in the first place. Anyway, the textures you can see with the red lines? Not much I can do about that. While most textures are indeed separate, obviously a few are shared. And lastly, I have done some work with Korriban, and...well, I haven't done much with it, since the fact that it deals mostly with rock textures, the very idea clashes a bit. Yeah, I know about the rocks in the movie, but I don't know if it would be a good idea making those textures so dark you can barely see them. Plus, the fact that the area(At least the Valley) is that bright, it won't look as good as Narr Shaddaa(Am I spelling that right?).
  10. From the album: Tron Themed Reskins

    Intentional? Not really, but in some ways it works.
  11. From the album: Tron Themed Reskins

    Explanation: While Narr Shaddaa has two of it's own window textures, editing those did nothing. However, Dantooine's textures contain two similarly named files, and guess what? Editing those changed the windows you see in the image.
  12. Seems the most I can find concerning it is a sound file in the 207TEL_S.rim(along with two similar files for the Entertainment Promenade on Narr Shaddaa), though it is a UTS file. As for where it might be, I can't say, since I don't see anything that mentions where the actual sound file is, although it does list "al_cantina_band", which obviously isn't in the sounds.bif.
  13. You have to gain a few levels between each session. Usually about three, I believe.
  14. I actually haven't seen the discs from the first, although I do want to give that movie a watch. I did get Legacy(back in May) and it's soundtrack(a few weeks ago), both of them the main reason I'm doing this. Anyway... Although that is a nice idea, I'd rather keep it a bit simpler, since that would require one model, versus three. But really, I would hope that someone else would be interested in making them, as I haven't had much luck when I've tried modeling myself. If not, then it certainly won't stop me from finishing this. Indeed. The core is the first part of it I saw, but with the way the alpha layers go, it looks a bit funny when you see it from that aerial view. Something I have to fix. Also, the exterior looks creepy as well, but it lacks lines at the moment(aside from the trim on the bridge), as I'm not sure what sort of pattern should be there, if any.
  15. No pictures, but I do have a few things to say, including the fact that the Trayus Academy is pretty much done, which includes the Council Chamber map. It seems that, while the textures for the Council room are labeled with the "MAL_" prefix, they are only used there, and not in the Academy. Also, the Ebon Hawk reskins are almost done, I just have to take some shots for the Normal and Corrupted loading screens(I've already done the ones for the Corrupt version). Also, I have two questions, one of them more me wondering if someone would be interested with something on the side. -The Lit pillars in Nadd's Tomb and the Trayus Academy: There are three textures used for them, along with two that are used for the "Light". What I'm wondering about, is if anyone either knows how to find out, or if anyone knows already if the main textures are used uniquely for each place they appear in, or if they are shared between them. The reason I ask, is because I want to apply the same effect to them that the statue in the main hall of the Academy uses(at the back of the shot in my previous post), but if the textures are shared, then it wouldn't look right, since it would be reflecting the wrong area when seen in the Tomb. -Discs: Something some might actually expect from this. A few might get it already, but what I mean, is adding a few variants of the discs used in the movie, as weapons. Ideally, there would be at least three versions, pretty much matching the standard circuitry colors in the movie.
  16. I see. But yeah, I do have the US version. Along with a copy of the game for Xbox, which I haven't touched in some time, both because the game crashes while loading the turret mini-game on Peragus, and the console itself...doesn't work. Does other things fine, but try loading a game, and no dice. Anyway, I know it hasn't caused an issue by now(since I've pretty much finished the playthrough without any other problems), but I'm still wondering what caused this:
  17. I don't know if you specifically had to install both 1.0a and 1.0b, as I only installed the later, and haven't seen this issue. However, did you chose the Proving Grounds? There are cells in both the Crescent, and the Proving grounds, and the cells in the Crescent will be empty, save for some corpses with items.
  18. Rtas Vadum

    HK Factory.

    Yeah. I know that more than just Twi'leks in the game use it, but the main reason I said that, was HK47 saying "Twi'lek Metaphor" before he speaks the line(which I think is actually Kristopher Tabori, HK's voice actor, rather than the game's Alien VO).
  19. Rtas Vadum

    HK Factory.

    Load of spoilers here. What you need to get even the quest, is the Sonic Sensor, which is located in the room opposite the one you meet the First HK50 on Peragus(in a container next to the work-bench). Then, once you have HK47 reassembled(i.e once he is a party member), you need to speak with him. The option "What do you know about the Sith?", should lead to a line of HK's that is spoken in the Twi'lek language. Say something that means you understand, and he will ask "how you know so many languages". Tell, him, and then allow him to examine it. The rest should be obvious, and you should get a new quest at the end of the dialogue. Then, once you meet three groups of HK50s(you don't need HK47 in your party), you will get a cut-scene when you return to the Ebon Hawk, and you will be able to play the factory in the endgame.
  20. Once again, I find that I've done far more than I think. I haven't looked too far(since that room is about as far as I've seen), but I don't doubt that I've missed something. All in good time though. Also, I have worked a bit with the space texture for Peragus(which is also used for the Citadel, and the Ravager, as far as I know). Only problem would be that I have to work it a bit to get it right, since at this point, it gives away the box that the space really is.
  21. I don't know if this is really a bug, since it really didn't cause any issue. On Onderon, in the Palace section, on the DS route. I cleared out Royalist's side with Mira, save for the last room with the soldiers, and the door to that room was still shut. Next, I took the Exile, and cleared out the other side, although the Sith mostly did that for me. After opening the door(into where Kavar would be on the LS side), I went in, and it went right into the cut-scene that occurs AFTER you disable the security, and open the door to the throne room. No soldiers though, and I didn't have to fight the Drexl. The fight with Kavar went as usual, as did the scene with Taila and Vaklu(aside from them running around the room a bit). After that, it went as usual, loading up outside the Ebon Hawk in the Duxn landing. I don't think will cause any other problems, but then, I don't think this is intended.
  22. Has anyone else done a little bit of work, loaded it into the game, and found that it already looks good? Well, that is partiality what I thought, when I loaded up a save I have, in the Trayus Core. I had thought that I'd have to do a lot more with it before it looks right. However... I do still have more to do with it, since I'd imagine that the main part of the Academy won't match that yet. Although, I hope that the same textures aren't used for the Council Chambers, although it might turn out like a hint at just how corrupt they are. I'm thinking at this point that, although named with the "MAL_" prefix, they shouldn't be used for the Academy as well.