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Salk last won the day on March 15
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390 Jedi Grand MasterAbout Salk
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- Birthday 12/30/1973
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Hello! Thanks for the answer! I always used to ask my querstions clicking on the "Get Support" button that every released modification gets when they are published. It automatically takes me here. Perhaps it is not the right place, but in that case, which page is right? Cheers!
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Hello, @The_Chaser_One. Congratulations on this new release. I will be glad to check it out once I reach Manaan during my playtesting (it may be a while), but I have a question: what was the reason for using a different texture than the classic yellow taxi texture used in Capitaine Spoque’s Taris Rapid Transit System? I want to say that the new texture is quite pretty, too. It was just a curiosity. Is it perhaps because the service is free and the yellow taxi texture would sort of imply that the Player should pay for it? Cheers!
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Oh thanks for the clarification. So the huge upscaled texture is used for the very small swoop bikes looping by, then? I didn't think such a huge texture would be necessary for something so small in the background. The K1 swoop parked in the area is quite similar to the K2 Skin 1 so I don't think it's such a big deal having the wrong model there. Unfortunately, like you, I'm not very familiar with K2, which I played only once a long time ago. I take this opportunity to mention a small typo in the dialogue file. "Appartments" should be "Apartments"
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Hello again! I wonder if I might have been unclear with my last question about the upscaled textures. In your modification there are upscaled textures for the swoop bikes (the vehicles to ride on - lts_swoop.tga and lts_swoop1.tga) and for Nikto NPCs (lts_swpg.tga and lts_swpg1.tga). When you say that the "bikers are not creatures", do you mean the NPCs or the actual bikes they ride on? Because the NPCs are indeed creatures, aren't they? My question was about the lts_swpg.tga and lts_swpg1.tga. In short: are Redros and the other Nikto guard using those textures? I opened the level inside Kotor Toolset (a wonderful tool created some years ago by FairStride) and marked the two creatures. From my understanding, they are spawned by the GIT file and are not models within the level geometry and as such they do use a row in the appearance.2da file. About the doors instead, I tried to look at the geometry from inside the game and I must say it looks weird without the doors but also with the doors. In the end, I did remove them because having them didn't seem like an improvement to me. Everything else looks good! PS - I decided to have my swoop in the module, but I also want to use your K2 to K1 swoop modification. To have compatibility between the two, shouldn't we have an option to show the correct swoop in the module? If I use the K2 swoop (personally I will be using the K2 skin 1), then the swoop appearing in the module will not be the right model. 🙂
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Thank you very much for your answers. Just to confirm l understood correctly, are you telling me that the upscaled Niktos textures you included get correctly applied? I'm confused as to how this two particular Niktos in that module can use different textures if they use the same appearance row as the other Vulkar Niktos. I'm not very familiar with all this so I welcome any chance to learn. Thanks for sharing your creations (tomorrow I'm going to install two more mods of yours so I might need to bother you again here or on some other support thread). Cheers!
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Hello, @CapitaineSpoque! I have a couple of questions about some changes made by this modification to the .git area file and one about some included upscaled textures. 1) What's the point of the 3 additional doors? 2) I noticed that there is also a change in the MusicNight field from the original 30 to 10. Is it because the MusicDay field originally is 10 too? 3) lts_swpg.tga is a texture that should be used on RedRos just like lts_swpg1.tga should be used for the other Nikto guarding Bastila? I'm asking because from what little I understand, it would seem that those NPCs use appearance 45 and 262 respectively. When I check this in the appearance.2da file it seems the texture used is N_Swoopgang01 and N_Swoopgang02? If I'm not wrong (and I could very well be), doesn't this mean that the upscaled textures are unused in the game? Thanks!
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Hello, SAO1138. I commend you for the ambitious idea, but I do have a couple of questions that perhaps are crossing the minds of other people reading your announcement: 1) Have you tried to contact Sith Specter about lending help in completing his own Sleheyron project rather than embark on a "solo mission"? Now, I must admit I have my share of doubts about whether Sith Specter will ever finish his Sleheyron modification considering the ludicrous amount of time that has passed since its inception, but perhaps dedicated help would have been a way to kick things in motion again? 2) You wrote that you are hoping to make it compatible with Sith Specter's own Sleheyron modification, but we have to be realistic. It won't. Sith Specter must have been working on his own areas, characters, quests, and so on. How could two massive projects focusing both on restoring a new planet ever be compatible? This question connects directly to the first one where I was suggesting that combining forces would be the way to go. Said that, I wish you the best luck!
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Hello, @N-DReW25. I was wondering something about the latest version uploaded. In the archive I find both a PLC_SSldCrps.tga and a PLC_SSldCrps.tpc file. Which one should be used? Thanks!
- 5 replies
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- marius fett
- sith soldier
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Hello, WildKarrde! I was comparing my current version's (1.4) files with the latest version and I noticed - among the other things - that my current m50aa.vis file differs some. I'd have compared it with older versions to check whether mine was coming from earlier and save you the trouble, but unfortunately it seems like I can only download version 1.5. I have no recollection of having modified it myself (but I cannot exclude doing it after some testing done years ago), but if you remember having changed the values, then please let me know so that I can safely replace my current file. In my file I have this: M50aa_01a 3 M50aa_02a myav_hgra myav_hgrb M50aa_02a 3 M50aa_01a myav_hgra myav_hgrb myav_hgra 3 M50aa_01a M50aa_02a myav_hgrb myav_hgrb 3 M50aa_01a M50aa_02a myav_hgra The file in the modification has instead this: M50aa_01a 2 M50aa_02a myav_hgrb M50aa_02a 3 M50aa_01a myav_hgra myav_hgrb myav_hgra 2 M50aa_02a myav_hgrb myav_hgrb 3 M50aa_01a M50aa_02a myav_hgra Cheers!
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Thanks for your replies, redrob41. My queries were mostly a (failed) attempt at suggesting that there could be a modders' collaboration to releasing models that include different improvements from different sources when possible. Sorry about causing distress and delay. Godspeed!
- 11 replies
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- model fixes
- uvw fixes
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Hello! Thanks for taking the time to answer to the first post. I appreciate your taking time to do that when you are incredibly busy working on your project. Fact is, I thought I'd first gather all possible feedback and allow you to provide answers and additional informations when I was done with it, but of course I'm more than happy to review what you wrote and possibly answer oneof your own questions myself. The K1 CP page says that a sound effect for the lightsaber that was originally missing has been restored. I don't think there has been any other kind of improvements to the model. Unfortunately I cannot be of any more help than this because I've never really worked on models and I've a very limited experience with retexturing (mostly copy&paste jobs, not work from scratch). Cheers!
- 11 replies
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- model fixes
- uvw fixes
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Hello again, @Alvar007! Sorry to bother and draw your attention here as well for essentially the same reason. redrob41's mod includes replacement for the Selkath, too. And even for the selkath there seems to be an additional model file called N_SelkathCR.mdl. Just like for the Gamorrean animation pack, do you think we need the animation included in this model as well? Thanks!
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Yes, thanks. I guess I was at the same time wondering why your own modification here didn't include that same file with the added animations? When is L_gammorean.mdl used? @redrob41may include your animation set, possibly, so that it'll have a wider reach? I'm asking because if I'm not mistaken there is no drawback for having the extra animation set? Cheers!
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@Alvar007, while importing files from redrob41's latest modification, I noticed that it includes a model file for Gamorreans (L_Gammorean.mdl) and I was wondering if that's a file which also needed to include your animations?