Salk

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Salk last won the day on January 10

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381 Jedi Grand Master

About Salk

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  • Birthday 12/30/1973

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  1. Hi! You only need to drop the k_ai_master.ncs file in the override folder of the game. The other file is the source code and you don't need to do anything with it.
  2. Thanks for this highly anticipated release! Could I ask what will you be working on next for the next version? And could I suggest a cumulative approach for the new material so that it won't be necessary to redownload the base modification? Cheers!
  3. Hello, @Etienne76! Thanks for creating a great set of textures for both the Tusken and the Jawa. I had not a chance to check in-game the Jawa textures but during some testing I had a chance to see use your Tusken textures and I have a transparency issue with it, meaning I can see through the texture. In my case, I can solve it if I edit the appearance.2da column envmap for the relevant entry chaning from DEFAULT to CM_Baremetal. But even in this case, I think the alpha channel should be toned down a bit.
  4. Thanks for the answer! Those models were exactly what I was talking about. Looking at the comparison shots shows an obvious improvement in terms of texture resolution. What I'd say is still quite problematic is the model itself which is too low poly. Most notably the hands. I know nothing about modelling but I was wondering if it wasn't possible to "recycle" the already existing hands from the commoners models?
  5. redrob41, I was wondering if you have perhaps thought of fixing the models/upscaling the textures for the LITE NPCs in the K1 game. I currently have a modification that swaps the low resolution models/textures recycling internal game resources but those LITE NPCs use sometimes distinctive heads which I'd like to restore.
  6. Good job with the "Onderon Fashion". In the changes.ini file is there possibly some issue with editing twice the same .utc? [man26_swoop002.utc] !Destination=modules\manm26ab.mod Appearance_Type=2DAMEMORY16 Equip_ItemList\0\EquippedRes=g_a_clothes03 and later [man26_swoop002.utc] !Destination=modules\manm26ab.mod Appearance_Type=2DAMEMORY21 Equip_ItemList\0\EquippedRes=g_a_clothes03 I'm not familiar with HoloPatcher so tell me if I'm wrong. Cheers! EDIT: One more thing. I noticed an appearance change for Ahlan Matale but it's only limited to the danm14ab module. There is a version of Ahlan also in the danm13 and danm14ad modules as well. Shouldn't they all look the same?
  7. Thanks for the answer, redrob41. Is your plan to upload your work in the current state? Even if not complete, it is in an advanced enough state to make a significant impact already and you could get some useful feedback. Cheers!
  8. I was very happy to read this announcement of yours, redrob41! Personally, I think it's best to upload the K1 and K2 upgrades separately. I have a few questions: (1) How's compatibility with the K1 Community Patch? The K1 CP does include fixes to some game models. (2) I reported some time ago how messed up K1's PFHC04 is. Have you perhaps had a chance to fix that? (3) There are some K2 resources that became part of very popular K1 mods, like JC's Fashion Line I. Would it be possible to use your K2 fixed models/textures in K1? Thanks and happy new year!
  9. Oh I understand. I wonder if you could make your invisible hand rig a modder resource, perhaps? It seems like an useful asset to have.
  10. By the way, DP, I noticed that the stunt model doesn't really look like the standard blaster that comes with SithSpecter's mod. How so?
  11. I'd say we can be happy with the latest version. I was thinking that everytime the game uses the CreateItemOnFloor() function there'll be the same problem, right?
  12. Oh, right. You wouldn't mind providing another model to test?
  13. Okay, there are good and bad news in my latest test as you can see from the picture: changing the mesh below world zero was a good idea because now the blaster is definitely closer to the floor. On the other hand, there is a weird 4 color cylinder to the left of the gun.
  14. Unfortunately, same result even with the alternate script. Just for testing, I swapped the blaster with a sword and it floats as well. I guess it may be the function itself, then? I tried to use CreateObject() using the original location and the alternate location for the item to spawn, but nothing appears at all in that case.
  15. Just tested it. The shadow is still there.