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Everything posted by Malkior
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From the album: Tests
Started cleaning up those bizarre mutant Acacia trees that look like dark blobs in Vanilla -
From the album: Tests
Started cleaning up those bizarre mutant Acacia trees. I looked them up, and yeah these are supposed to be a Star Wars version of Acacia trees. Going to probably darken them and add a detailed bark texture. -
From the album: Tests
A quick test of some Lightmap edits I've been working on. Just wanted to show you guys some of the results. I originally just wanted to make the grass look better but noticed that the level itself needed some better lighting. (Grass is obviously not done yet) -
Mod Thief on Steam Workshop
Malkior replied to Sith Holocron's topic in Knights of the Old Republic General
Fair enough. I was just thinking of a way to get Steam to comply since they will likely do nothing if it's just an internal dispute between modders, but would reconsider if it was a potentially more. My chief concern is that once Nexus removes the files we won't have any proof to pin the guy who ripped them to Steam. Indeed I am perhaps overthinking it... -
Mod Thief on Steam Workshop
Malkior replied to Sith Holocron's topic in Knights of the Old Republic General
So, do you think I should comment in the Steam section that the files were stolen from another thief on Nexus before those get taken down by the Nexus staff? EG: "These files are material in an ongoing investigation and should be removed immediately" -
Mod Thief on Steam Workshop
Malkior replied to Sith Holocron's topic in Knights of the Old Republic General
So get this, I can't even remember contributing to the mod nor do I use my screename on Nexus. The mods that Steam guy stole from the Nexus were likely lifted from here (Or I was helping someone out and they accidentally added my DS Screename to the list of contributers) , and the Nexus has a much harder line when it comes to theft. EDIT They stole the older version of a rain effect I made and just added my DS name to the credits. I also clearly recognize other mods (not mine) like "HD Fire and Ice Whee", but yeah. The Steam guy stole from the Nexus guy who stole from DS. Glad there's a neat little REPORT button on Nexus. I would suggest those other effect modders affected also report the punk on Nexus. -
Here's a link to the full story on Ray-Tracing including a link to Marty's WIP Path-Tracing shader. https://reshade.me/forum/shader-discussion/5450-ray-tracing-with-reshade-unofficial-guide
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Yeah, that was more or less my impression of the entire thing. Copy the OT storyline by creating a new successor to the Empire and new Rebellion, fine, but at least have decency to make it plausible. Although, it would have been cool to see Cade Skywalker in his drug fueled adventures across the now ruined New Republic on the big screen instead of a rehash of what we've already seen.
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In reference to my post, please enjoy this outlandish (but still totally probable) theory.
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I really hope RLM is right and it has time travel.
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Interesting. Sometimes I wonder if the Obsidian art crew had even a clue of what they were doing.
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Yeah. That's likely a bug in the original game. Basically, the .TGA files have Alpha (Transparency) information that the TXIs use to generate the reflections (cubemap) into the skin. However, for some reason the Appearance.2da uses the "default" setting of six asterisks instead of specifying which cubemap to use. It's a bit complicated, but the gist of it is to download Kotortool and use its built-in 2da editor to change the Envmap section from six asterisks (*) to whatever Envmap the TXI says to use (I believe it was CM_Specular) You can open the TXI with notepad or any text editor, and there should be one line that says "Envmaptexture" followed by whatever cubemap it needs. The reason removing the TGA files fixes the transparency is because the Alpha data inside the texture is what causes it. Removing the TGA and TXI is effectively removing the mod. Alternatively, you could just remove the Alpha information by opening the file in Photoshop and turning the Alpha channel 100% white, but doing so will also make the bumpmap not show as it requires the cubemap to be visible. (If I recall correctly)
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Version 1.0.0
958 downloads
Ultimately, my hope for this project is for it to extend to every piece of greenery to finally move Kotor 2 into something visually closer to what Obsidian's Concept art depicts (or hopefully better). However, right now I only have enough time at my disposal to work on small portions incrementally, and rather than leave this in development forever, I've opted to release each new increment as an update on this download page until it reaches completion. I guess it could be thought of as a Steam Greenlight that is always free and only exists to benefit the community. Right now all I have is the Duxn jungle foliage texture which I've rebuilt from the ground up to imitate what actual dense undergrowth looks like. I originally planned to use an area template file to make the plants look larger but it ended up somewhat redundant and the plants look fine as is. Please let me know if there are any problems or if the alpha is out of place. -
View File Grass and Foliage Reimplanted Ultimately, my hope for this project is for it to extend to every piece of greenery to finally move Kotor 2 into something visually closer to what Obsidian's Concept art depicts (or hopefully better). However, right now I only have enough time at my disposal to work on small portions incrementally, and rather than leave this in development forever, I've opted to release each new increment as an update on this download page until it reaches completion. I guess it could be thought of as a Steam Greenlight that is always free and only exists to benefit the community. Right now all I have is the Duxn jungle foliage texture which I've rebuilt from the ground up to imitate what actual dense undergrowth looks like. I originally planned to use an area template file to make the plants look larger but it ended up somewhat redundant and the plants look fine as is. Please let me know if there are any problems or if the alpha is out of place. Submitter Malkior Submitted 07/31/2019 Category Mods TSLRCM Compatible Yes
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If anyone finds incompatibilities between my mods and others they're using or just bugs with them in general, please let me know so I can fix them.
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As far as I know, the exterior always looks blurry because of how the texture is rendered or how the camera is positioned. It would require a model or camera edit to fix.
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Setting up the TSLPatcher installer with .ARE files for the first time ever. Does anyone know what is the best way to go about it?
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Using RIMs would typically be considered the opposite of compatibility, since the standard practice is using MODs. Not only do they override RIMs, which would mean other mods would likely break your mod, by patching a RIM you are basically destroying vanilla content which would make a clean install the only practical option for reverting changes.
There are a couple of unique edge cases though. The Korriban academy module in TSL, for example, won't recognise a MOD, so you must use a RIM for that instead. I think there's at least one other case of that in TSL, not sure if there are any in K1.
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So, there's no 401DXN.mod yet there's a 401DXN.are (There is of course a 401DXN.rim)
What's up with that? More importantly, how would I set it up to install without interfering with compatibility?
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One of my favorites as well. I've always enjoyed Canderous' war stories and Mandalorians in general, so it was a treat to see some that weren't just thugs. Also great that they get the drop on you, but you can still decide to resist them from willfully taking you to their camp. (Sort of breaks the captured by a possible ally to further the plot trope) Although now I'm a bit curious of how the game continues if you kill off the faction required to get motivation to get into the palace.