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Everything posted by Salk
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Well, my two cents' worth. I think seedhartha's approach to the recreation of the engine is right. I don't think it's time to speak about making changes to the engine when we aren't sure everyone would even welcome specific changes as "real improvements". I think the author should only consider making straight changes if there are some aspects of the engine we're not interested in replicating because we know already now with certainty that they need replacement. In this case it's perhaps correct to plan ahead and save time by not even bothering with the vanilla game engine behavior. The most important thing, in my opinion, is to see if reone can overcome some of the annoying limitations of the Odissey Engine. Lifting those limitations could really make a difference when it comes to modding, which I reckon is the main reason to have reone for. Cheers!
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I see, thank you. Good luck with the development of this extremely interesting project.
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Would current mods be fully compatible with reone?
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I see. I was just watching the video you uploaded and it does look flawless to me hence my curiosity about the state of this WIP. Perhaps the "reone" project might open up new possibilities for modding the game in the future.
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Okay so the FPS drop is still a stopping issue. Could you tell us how much worse the FPS drop of your WIP is when compared to the original?
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Hello, @DarthParametric! While I was testing the DS ending sequence I was reminded of how much better your WIP you worked on a couple of years ago is. Is there something in particular you need to finalize before a public release? Was there something that didn't satisfy you completely? I reckon the issue with the FPS drop was taken care of? Thanks.
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Yes, I can do that. For the LS ending what module is it? 56a.... 56b... 57?
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Thanks, ebmar. I'll take a look. Just wanted to test the DS ending and since I never play DS I need to cheat.
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Hello! Can someone tell me what kind of check the game does (perhaps a global?) in order to choose between playing the LS ending or the DS ending of the game? Thanks!
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MOD:Revan's Hoodless/Maskless Flowing Robes For K1
Salk replied to DarthParametric's topic in Mod Releases
Hi DP! I was wondering if you may like the idea of adding Revan's/Star Forge's Robes to the end scene? I guess it would be just a matter of tweaking the k_donrobe script to allow for it? -
Hello! You find the Robes of Qel-Droma in the Shyrack Caves on Korriban. I suspect that you put the files in the Override and then loaded a saved game where you had already visited the Caves. The game is such that many area assets properties are saved into the save game file. This means that even if you place new files in your Override directory, the game still uses old assets you have at the time your game was saved. Try loading another saved game (if you have it) before entering the Shyrack Caves and I believe you may get the revised Quel-Droma Robes. Good luck!
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Hello, @Obi Wan Pere! I was just looking through the files and, correct me if I am wrong, it seems that the Footlocker and the Locker textures are not animated. Is this correct? Thanks again!
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Not bad at all! Thanks for sharing.
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Hello and thanks for updating us on your progress. My opinion: I would remove the Rakatan symbol. There are already so many symbols and there is no particular need for additional ones. Keep up the excellent work.
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DP, I opened the .mdl with MDLOps and saved it as ASCII. While it does not crash, it seems to produce some out of range integers (4294967295) MDLEdit complains about. I guess that was the problem with undeclared keyframes you were talking about. Would it be possible to make things work by replacing the illegal integer with another one? At this point, it's mostly curiosity.
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Alright, thanks. I wasn't aware of SS's intention to upload an updated model. I guess I can but wait then.
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MDLEdit crashes when I try to save the .MDL file as ASCII. Same thing happens if I load the .MDL file and I try to view some of the geometry nodes as ASCII. Any advice?
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MOD:Revan's Hoodless/Maskless Flowing Robes For K1
Salk replied to DarthParametric's topic in Mod Releases
Better late than never. One question about your recommendation to replace your own PMBJ02 texture with ZimmMaster's. I like ZimmMaster's as well but it doesn't look at all like the original Star Forge Robe texture. Wouldn't the icon for the Star Forge Robe you provide (ia_DPRevF_002) be mismatched? -
MOD:Revan's Hoodless/Maskless Flowing Robes For K1
Salk replied to DarthParametric's topic in Mod Releases
By the way, I think your .ini installer is missing an entry: DP_RevRobe_FA1S.uti is not being copied over. -
MOD:Revan's Hoodless/Maskless Flowing Robes For K1
Salk replied to DarthParametric's topic in Mod Releases
I read the linked thread but I'm unsure about how it applies to what I am trying to accomplish. Silveredge9 has provided in his BOS:SR modification both the disguise hooded models (PMBJx.MDL/MDX and PFBJx.MDL/MDX) and the mask as separate item. I am using those files together with SS's N_DarthRevan model and my main problem seems to be heavy clipping while running and some clipping with the hood. This is how it turned out: https://youtu.be/q8UwQ1TLhnk -
MOD:Revan's Hoodless/Maskless Flowing Robes For K1
Salk replied to DarthParametric's topic in Mod Releases
What I would like to have is the hood but not the mask because I intend to use Revan's mask found in Silveredge9's BOS:SR. I am only interested in making the original Darth Revan's Robe and Mask available at the Star Forge. -
MOD:Revan's Hoodless/Maskless Flowing Robes For K1
Salk replied to DarthParametric's topic in Mod Releases
Hello, DP! I have a question and a follow-up question: would it be possible to add models that DO use the hood so that Darth Revan's Robe would indeed be identical to what we see in the cutscenes? Is there a particular reason why you opted to make the models hoodless? Thanks. -
Hello Oaks! There is a mod just here on deadlystream that partly does that: It would be possible to equip every melee weapon wielding Wookie with such weapons but it would require some editing work.
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Hello! Thanks for sharing this modification with us. I find it interesting. My gripe is with the first element of the installation giving the receptionist a Sith Officer look. From the dialogue (at least from a branch of it), we discover that she is a civilian hired at the base as receptionist. "[Success] 50 credits? You've got a deal! The Sith have made my life a living hell ever since they took over this base." "Don't shoot! I just work here, I never wanted any part of this! I would have quit when the Sith took over, but they wouldn't let me!" "You know, it's about time someone stood up to these Sith! Just do me a favor and wait until I'm out of here before you start blasting the place up." It makes also some sense that she is unarmed when and if the Player confronts her but adding some basic mean to defend herself may be alright (I'd rather have her use a baton though). I'm a bit confused about the second element: I don't know of a way to enter the Sith base by aircraft. Is it something that perhaps was added by the K1 Restoration Project? And about the last element: is Admiral Varko replacing Saul? Because if that is what happens, it would conflict heavily with Carth's quest. Cheers!