Quanon

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Posts posted by Quanon


  1.  

    The spires were most likely created compression of all of the carbon-based lifeforms, sand, and possibly even jet streams of magma coming up from the folding of the planet's surface during the crushing process. These would be more like metamorphic rock, since the planet's mass gravity would be of a similar process within the earth that forms metamorphic rocks out of sediments. Obsidian used igneous rock as a reference for their spires, since they look a lot like, well obsidian. I'm fine with that, but they wouldn't be sedimentary.

     

    I was thinking those spires looked more like 'molten' rocks. Lava that cooled so you have the swirly layers thing. I've been trying to find a large enough photo of such a thing. But so far, some sedimentary cliff faces do have that 'swirl' feeling I was looking for. Found it matched better then what I had previously.

     

    Layered rocks work nicely in the cavern tunnels just before you reach that 'arena' with the big beast.


  2. Why not just use KotorSaveGame editor or KSE for short. Change the Handmaidens appearance or Mira's into one of the Twin Suns sister.

    I'll have a look around if I can't find Gmax. It's not that difficult to just get a headmodel into the program and then applying your own skin to it for previews.

     

    Only draw back to Gmax is that it lacks a rendering engine. So you never see your skin at full quality though :-/

     

    Nice work on the lekku's, they match with the face much better now. Still needs work, but take it in steps.  ;)


  3. You could try and track down Gmax and NWmax and then import the head model or body model to see how your skin is shaping up. So you can switch quickly between Photoshop/ Gimp and Gmax to see the results. Without the need to fire up the game each time you make a tweak.

    I know Gmax is a bit rare now. In the old days it was just one click away on TurboSquid.


  4. Did more work on Malachor, I've changed a few textures, since I wasn't happy how they turned out in the game.

    I miss judged what sort of look for the rocks the obsidian artist wanted. Entrance of the Traiyus Academy seems to be polished, smooth and I think marble.

     

    The big spikes seem to go for a more sediment layered rock. While the big cliffs are more smoothed regular surface. And the ground is parched dry, dusty.

    Doubted if gravel and just dirt might look better. Or would be more 'realistic'.

     

    O_N01_zps3648d573.jpg

     

     

    O_N02_zpscd78c1db.jpg

     

     

     

    And another few screencaps

     

    MalaRrR01_zps76e18f49.jpg

     

    MalaRrR03_zps6164e144.jpg

     

    One of the most annoying aspects is the sloppy uvwmapping on the area models. You can see the texture gets repeated a lot on the big cliff just on the left of the academy entrance. Though if you look under the bridge that same texture gets used rather large. 

     

    So it looks nice and good in one spot and then just bad on other places around the area. I might have another look at it. But due to the repeating, I'm not sure if I'll ever get rid of that tiled look.


  5. What rez are you saving these as, if you don't mind me asking? 

     

    Normally anything above 2048x2048 will get my game to start chugging. Least of all any more than one texture has disastrous effects. 

     

    Good point, I haven't checked that on out yet. Though I think the engine might be chugging just by all the 2048x2048 textures I'm demanding to load :P

     

    Hah, that Mira skin is good!

     

    Quanon, do you think you could provide "before" screenshots, so we can compare with more ease?

     

    The Mira skin I downloaded from Kotorfiles a loooong time ago. I'll check if I can find the creators name. There's only one bugging thing about her skin and that's her eyes are a bit flat looking.

    I'll do some before and after shots for you guys!

     

    Comp_Mal01_zps9eff6841.jpg

     

     

    Comp_Mal02_zpsb4247d11.jpg

     

    Comp_Mal03_zpsa032bc72.jpg


  6. It's time for a little update on the Malachor V re-texturing. These last few new additions are not without their faults.

    There's some issues with the tiling. Some have a bit of a too obvious repeating pattern. On tech-metal looking stuff, this looks a bit more natural or can be expected.

    Though on rock surfaces, not so much. It's mainly the color banding or just the strips/ layers of the rocks that give away the repeating of said texture.

     

    Anyhow, here's how things start to look. I've encountered a few game crashes though. The Malachor folder with my new textures is add 206Mb.

    I've noticed that the loading times are a bit "wonky' to say the least and crashes happens when loading a new area of Malachor.

     

    MalaPrd01_zps2d5b796a.jpg

     

     

    MalaPrd02_zpsceab3000.jpg

     

     

    MalaPrd04_zps0e934e4d.jpg

     

     

     

    MalaPrd06_zps61c123d9.jpg

     

     

    MalaPrd07_zpsc842033a.jpg

     

     

    MalaPrd08_zps797245b5.jpg

     

    MalaPrd09_zps26ad7e0d.jpg


  7. Just a quick thought... you probably tried that already, but never harms to check, right? Could it be, that the skybox placeable is there, but it just can't be seen, because the texture is outside the skybox model, and the area is inside the model?

     

    Yes, the old skybox is fully transparent; so the new skybox can't be 'hiding' behind that. I might just have another go at it, to get that bigger skybox.

    Though so far I've shifted attention to some other textures used on the Malachor models.

     

    Allmost all of the exterieur cliffs and rocks have a new texture made by me. All at 2048x2048 :P

    I shall scale them down to 1024x1024 for a more streamed download. 

     

    Here's a quick preview, note I still need to replace the dirt floor. It also looks a little less dark in the game, then what appears in these screens.

     

    MalaPrevz01_zps0cbff355.jpg

     

     

    MalaPrevz02_zpsa211697b.jpg

     

     

    MalaPrevz03_zpsd1c4140e.jpg


  8. Hey all!

     

    Status update on the Malachor Skybox. Like I posted above, I wasn't really pleased how it looked in the game.

    So I set out to do it a little differently. A work around to make that sky look good.

     

    The plan was to make a fake skybox. In that it's not really part of the area model, but it's a placeable.

    Like the benches, tables and consoles you find in the game. Ofcourse this is a HUGE placeable.

     

    Not huge in polyies, I opted for a big hollow cylinder, to surround the area model.

    Alas, something odd about this placeable is that it just won't appear.

     

    I've made the original game skybox invisible, but no sign of my own made skybox. 

    Not certain if this has anything to do with the fog settings in the Malachor area.

     

    In need of help; I asked if Marius might have a look at it. Sadly, he got the same results.

    My own made placeable is not there....

     

     

    Then I set on for another work around, to actually add an extra piece to the area model.

    But, again no good results. I altered all the files; like .VIS, .lyt; the .are files to include my new part.

     

    The game crashes on loading the area. Bah!

     

    So here's the deal. Do I release what I have already? Or is there another modder out there who wants to 

    help out on this placeable thing?

     

    Thanks all, speak your mind!


  9. Looks sweet! When can we get our dirty paws on this lovely mod? :D

    Nice work on all involved on this. It'll start to be difficult what sort of skin packs to use.

     

    J7s Force Fashion, this lot or 90SK retextures. Boy, spoiled we are!


  10. Couldn't help myself. Had to check the results in the game.

    And booooy, what  a let down. The Malachor areas are really crud.

     

    It looks like the sky box is very close to the actual area model. So my peaks look enormous.

    Thanks to the big size they do look rather crisp. Bit to much compared to the surroundings.

     

    The worst part is, you just don't see anything much of the texture. It looks like I'll have to edit 

    the Malachor models themselves. Hide the old skybox, make it seethrough, then by using a placeable

    add in a new one.

     

    Here's some screenshots I took when testing.

     

    MalaPrev01_zps01f78fc6.jpg

     

     

    MalaPrev05_zps5a0608f2.jpg

     

     

    MalaPrev02_zps777f738e.jpg


  11. Malachor is shaping up nicely. I'm sick at home and found some relax time doing some work in Photoshop.

    I've started to add in some atmosphere stuff like swirl'n fog. Have to take a second look at the gradient that colors the sky.

    The blue is a bit to strong to my liking right now.

     

    Malach_Sky65.jpg

    • Like 1

  12. Quanons and Marius Praetorian Armour Pack

    View File

    This mod will install a unique armour for your

    Jedi Character. Nothing gets replaced, the armour works as a disguise.

    Like the Sith armour or the Tusken Raider clothes in the game.

     

    Because the armour works as a disguise you automatically also wear the helmet.

    Though I've included the helmet as a seperate item, so it can be used with

    any other armour/ clothing from the game to.

     

    Happy gaming!


    • Submitter
    • Submitted
      03/30/2014
    • Category
    • K1R Compatible
      No

     


  13. That skybox is looking good. With those added rock placeables, it should be exciting to see!

     

    Regarding the armor above: Will you be doing a dark side version - perhaps darker in a matte finish?

     

    Euh, SH I won't be using those rocks as placeables; the rocks have around 40.000 to 80.000 polyies. 

    Far to heavy for the KotOR games. The details on the rocks get a bit lost due to the dark Malachor V skybox texture though.

     

    For the armor, well, not sure how fast I'll make another reskin. I did a reskin job for J7 Force Fashion that is DS. I've no idea when J7 will post an update - or for that matter release - his mod.


  14. Work continues on the Jedi helmet and armour set.

    For the folks that don't how the armour looks, here's a pic of that. Mind these are renders from early on in the project.

    More work has been done on the hands and sleeve area of the model.

     

    I've joined forcer with Marius Fett to get this set in the game. Marius will do the honor of setting up the TSLpatcher and the 2DA files.

    Instead of replacing an armour, this will work as a disguise. Just like the Sith armour and Tusken Raider thing from K1.

     

    Though to make it work I had to melt my helmet model with a head model. Asian Nr 3, the bald one is exellent for this.

    Had to some Hex editing and other dark magics to get it to work in game. No fear, that asian head isn't lost as an option for the player.

     

    Hopefully I'll get an update from Marius soon ^_^

     

    Plus, the helmet will still be a seperate headgear option aswell, so it isn't tied to only this Bandon armour. I like giving options to the

    users of my mods.

     

    Prev02_zpsae129bdc.jpg

    Prev03_zps0ab1f71b.jpg


  15. Thanks for those tips!

    Indeed the values were below 1.0 for diffuse and ambient. Checking the ObjectProperties in Max also revealed that my wireframe was still bright blue.

    Which was the old color of my mesh  when I started to model. I was certain the material settings was OK.

     

    Oh well, 3Ds Max has a bad habbit of exporting out older settings applied to your models.

    I got it fixed just a little while ago. I also reapplied my Alpha channel and TXI effect.

     

    Looks nicely now in game:

     

    Prev_Ingame2_zps156f16af.jpg

     

     

    @VP: I'll get you those lightsaber hilts for TSL. Do you just need the models? Or also an UTI file?

    Let me know ;)


  16. Work continues on the helmet. It's in the game. UVWmap isn't screwed up this time. Fixed a minor 'missing' piece of the mesh.

    But a last bug remains. The helmet is too dark. It shouldn't look like this in the game.

     

    I know I've encountered this sort of bug before. Stupidly enough, I can't remember how I fixed it in the past >_>

    My memory is a loss... Sigh...

     

    Anyway, here's a preview of how things look in game:

     

    Prev_Ingame_zpsb4e4a769.jpg


  17. index.php?app=downloads&module=display&section=screenshot&id=402

     

    File Name: Quanons Saberhilt Pack

    File Submitter: Quanon

    File Submitted: 18 Mar 2014

    File Category: Mods

     

     

    Quanons Lightsaber Pack

     

    ================================================================

     

     

    IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE.

     

    WARNING: THIS INSTALLER MAY REPLACE ANY FILES OF THE SAME NAME THAT ARE ALREADY PRESENT IN YOUR OVERRIDE FOLDER!

     

     

    ================================================================

     

     

    Description: This mod adds 4 new lightsaber hilts to the Kotor 1 game.

     

     

    ================================================================

     

     

    Directions:

    Use the TSLpacther.exe to easely install this mod or for manual install copy the following files

    from tslpatchdata folder to your Override folder:

     

    Dialogue files:

    - dan14_jon.dlg

    - kas24_jolee_01.dlg

    - tar04_shaleena.dlg

    - tat17_01cust_01.dlg

     

    MDL and MDX files:

    - w_lghtsbr_065.mdl

    - w_lghtsbr_065.mdx

     

    - w_lghtsbr_066.mdl

    - w_lghtsbr_066.mdx

     

    - w_lghtsbr_067.mdl

    - w_lghtsbr_067.mdx

     

    - w_lghtsbr_068.mdl

    - w_lghtsbr_068.mdx

     

    NCS, script files:

    - q_saberpack01.ncs

    - q_saberpack02.ncs

    - q_saberpack03.ncs

    - q_saberpack04.ncs

     

    TGA and TXI files:

    - QSablillyTex.tga/ .txi

    - Var_Sab4Tex.tga/ .txi

    - Var_SabTex01.tga/ .txi

    - Var_SabTex003.tga/ .txi

     

    Icon TGA files:

    - iw_lghtsbr_065.tga

    - iw_lghtsbr_066.tga

    - iw_lghtsbr_067.tga

    - iw_lghtsbr_068.tga

     

    UTI and UTP files:

    - Q_evenstlghtsbr.uti

    - Q_lilylghtsbr.uti

    - Q_rightlghtsbr.uti

    - Q_sceptlghtsbr.uti

     

    - q_backpack.utp

    - q_chewcorpse.utp

    - q_lostpile.utp

    - q_rubblepack.utp

     

    ================================================================

    USING CHEATS:

    When you're not planning to replay the game from the start or your further in and want to use the hilts

    just copy the UTI files, MDL and MDX files, TGA and TXI files to your override.

    Use the following cheats or KSE_333 to get the items:

     

    giveitem q_evenstlghtsbr

    giveitem q-righlghtsbr

    giveitem q_lilylghtsbr

    giveitem q_sceptlghtsbr

     

    ================================================================

    SPOILER LOCATIONS:

     

    Talk to shaleena on Taris to find The Lily of Felucia in a backpack.

    Go out of the camp, through the gate, turn right. Next to big block of concrete you'll

    find the backpack.

     

    When finishing your Jedi training on Dantooine, you're free to explore it's plains.

    Not far out the doors of the academy, you'll meet Jon. Who's upset by the Mandalorians raiders

    killing his daughter. After that brief conversation, follow the left path to the old Rakata Ruins.

     

    On the way you'll encounter a pack of Kath Hounds, between some rocks. Defeat the beasts, look between

    the rocks for a 'chewed up' corpse of a poor Jedi. The Righteous Hand of Mercy is on the body.

     

     

    On Tatooine the dock officer approaches you when you first land on the planet.

    Look at the back of the docking area, left of the Ebon Hawk to find a pile of clothes.

    You just found the The Evenstar of the Blue Dawn.

     

    On Kashyyk when you first meet Jolee; follow him to his hut. After some chit chat with the

    old Jedi, follow the right branch/ path (south west on the map), just after where Jolee is located. Walk to the end, under

    the big branch/ root you'll find some rubble. It contains the Sceptre of Conthu.

     

    ================================================================

    Credits:

     

    All made by Quanon.

    ================================================================

     

    Disclaimer: By downloading and using this mod you agree that we will not be held responsible if anything goes wrong with your computer because of your use of our files. Use our mods and files at your own risk.

     

    ================================================================

     

     

    Star Wars Knights of the Old Republic (KotOR I) and Star Wars Knights of the Old Republic II: The Sith Lords (KotOR II) are copyright © LucasArts, Bioware and Obsidian Entertainment respectively. No copyright infringement is intended by me.

     

    My special thanks to everyone who's made a tool or program that helps out with modding KotOR, especially those found at http://www.starwarsknights.com/tools.php

     

    Questions? Contact any of us at Lucas Forums in this thread: http://www.lucasforums.com/showthread.php?p=2839164#post2839164

     

     

    Click here to download this file


  18.  

    Okay, another tiny update for today. Scripting and testing has finished. Everything works, yahoo! Though to give it a real polished finish, I'll be using the TSL patcher. Perhaps for such a simple mod it's not really required. But it's just that much easier for you guys, the users :D

    Plus I've got learn this stuff!

     

    Anyway, here's a peek at those 4 saberhilts:


    Preview_Pack.jpg


  19. Another tiny update. The lightsaber hilt pack is almost ready to ship out ^_^

    I had to relearn on how to spawn objects into the game via dialogues.

     

    I've picked most dialogues that start automatically, though the hilts won't appear in the inventory magically.

    You'll have to look around the area a bit. 

     

    Planets where one of the hilts can be found:

     

    -Taris

    -Dantooine

    -Tatooine 

     

    I'll add a small spoiler section to the read-me file - also for compatibility issues - on which NPCs dialogues were edited.

    If all goes well, tonight ( my local time ;) ) or tomorrow the mod will be up for download.