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Quanon

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Everything posted by Quanon

  1. Version V1.3

    4,520 downloads

    This mod started by a request from SithHolocron to give Malachor better looking skies. Though when the skies where ready, the other textures looked really off. The contrast between the jagged cliffs and the sky was just to big in my opinion. So the mod evolved into a full reskin of the exterior areas of Malachor. All the rocks, debris, cliffs and floor got a new texture. Only a few things haven't been changed; the broken and crashed spaceship parts and those broken eggs from the storm beasts remain the same. A nice little preview:
  2. The UVW clearly shows where the seams are though. All artists paint outside the lines on their textures. It can be serious PITA just to know where something ends. It's not going to do major magic on working away seems, but its helpful as a guide. Doing decent skins is a real artists job, it takes many trial and error to see what works and doesn't. No quick dirty jobs on this sort of thing. Hold on I'll get it to you ASAP. EDIT: Here you go, a UVWmap for the body and one for the head model. Both are 1024x1024pixels, so you might have to scale it down. http://www.mediafire.com/download/bone1vt6ai4g54n/TwinSun_UVW.rar
  3. If you want, I could get you the UVWmap of the twinsun model. You can use that UVWmap as a new channel in Photoshop, set it to Screen. And you'll see all the seams and edges clearly.
  4. I know the skyboxes are bended somewhat. I'll have a peek at those UVWs; see how they curve. That could help to get rid of seems more easely. Thanks for the tips Malkior on that part !
  5. In the hunt for obsidian rock texture, I stumbled upon FilterForge. A texture rendering program. Using the trial version to get this swirly rock! It's fun and easy to use. You can tweak the texture endlessly to get different results. So I had to go and test this in the game. It's not a winner yet. But it gives a good basis to work on. And that's all I really needed. The trial version of this program doesn't have all the options available, but it has enough for what I want. I'll play around some more.
  6. Dear god, a sphere takes more polyies. And it can even be harder to UVWmap properly. This map handles how a flat texture/skin gets applied on to a model. To understand UVWmapping, the best thing is to make a cube out of paper. You have to draw this cross, six boxes. Cut it out and then fold it to get your 3D object. UVWmapping is that same method, but backwards. You have to fold out your 3D model. So you can easely 'draw' on it A sphere would require certain cuts that would be hard to get invisible, no seems. Most games use the box thing, though sometimes extra effects get applied. To sort of push the texture away (quake engine games), giving a better depth effect. In the Unreal engine, the skybox is a tiny model apart. A camera object gets placed within it and this then projects the sky on a bigger box. Fun stuff! Alas, the Kotor games have a less sophisticated approach. EDIT: Ofcourse a sphere or cylinder does away with those corners and feels more naturel. I believe the Onderon blockade model has half a sphere to show outer space. The scene showing Colonel Tobin giving order to fire on the Ebon Hawk.
  7. Nice work on that sky. It looks really fresh, reminds me of summer One quick question, I thought I fixed the seems between my Malachor sky textures, but it's still there. I forgot the model of the skybox overlap/ cuts each other at the edges. Any advice on how you tackled that problem? Is it just like a border of 5 pixels?
  8. 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.
  9. 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.
  10. 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.
  11. 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'. And another few screencaps 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.
  12. 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 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!
  13. Hohoho, some nice textures there! I love you can see the fabrics; though one issue, mind this is just my opinion. On the brown robes I think the contrast is just a bit to strong towards the belts it goes to black. It's hard to believe you would get such hard shadows on clothes. Well only perhaps at night and in the desert Allthough screenshots can be deceiving.
  14. 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.
  15. 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 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.
  16. 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!
  17. Looks sweet! When can we get our dirty paws on this lovely mod? 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!
  18. 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.
  19. Thanks, SH. I got some solid advice from Redrob aswell. Tweaked the skybox some more.
  20. 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.
  21. Found a bit of time today to render out bigger rocks. A few more will be needed to really get that sense of depth and scale. A fun challenge, feeling happy how the left side is shaping up.
  22. 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 Quanon Submitted 03/30/2014 Category Mods K1R Compatible No  
  23. Version 1.2

    757 downloads

    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!
  24. 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.
  25. While Marius is working on my Jedi Armour pack, I started doing some serious work on the Malachor Skybox. Here's what I got so far; mind this all very much WIP. It's a big thing 1024x4096 pix.
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