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Everything posted by Malkior
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I know this might be asking a lot, but is it possible that you could include an optional modder's resource of the new skybox models for those of us who want to make our own skyboxes but don't know how to get past the seam limitations of Vanilla?
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Can someone please make some Clone Wars or Rebels mods
Malkior replied to knitewingtherevanchist's topic in Mod Requests
I have the patterning all but done. I just need a few evenings between work to finish the realistic colors and weathering. (Ignore the blockiness, I was using Blender to preview it, and the transition wasn't perfect -
@Tayrace Hmm. Firstly, what other mods do you have installed on your game? (Every single mod type including cosmetic mods can be the culprit since UTI files can cause the crash you described) Also, have you been able to successfully run your game before installing my mod? What OS are you using, and is this the Steam or 4 Disc version? Does uninstalling my mod fix your crashing problem? Lastly, did you use the TSLPatcher executable to install A Darker Peragus Redux as the instructions state? Unfortunately, there's no way to determine what is causing your game to crash like that without this information.
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Due to recent discussions, I have decided to start up a new pseudo-project thread to hopefully realize the capabilities of MDLEdit and finally create a mod I've been wanting for a long while. In this particular project, I'd like to discover all that MDLEdit can do with Emitters. My personal level of expertise is more or less novice level (I just now learned what nodes are in a 3d model file), so I may take a bit to pick up on some subjects. So, to get the ball rolling, I want to change the spawn rate and possibly vary the dispersal of rain droplet effects in TSL. Additionally, I would like to change the size and if possible the number of sprites in smoke and fire. (Both of these would be for TSL for the time being.) Firstly, which files will I need to crack open in order to do this? Is there a method or format I need to use? (Like converting them to binary for example)
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It looks better than the cutscene! Excellent work, SH.
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It does at least make it more organic of a shot. However, I like the idea behind this "request" for perhaps different reasons. The reason why I like this shot is because Carth's face is obscured, and correct me if I'm wrong, but the loadscreen kind of spoils the surprise reveal since it plays before the scene starts.
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I've seen it before. Just browse textures with Kotortool and look in the EBO or Stunt section. Unfortunately, I won't be able to look myself until later in the week..
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Certainly. However, how would I proceed if I want to change something in the game that hasn't been successfully done with the previous tools, (like, for example, editing Emitters) and I am unsure of whether the new tools are even capable of it? As per my original question, is there a Master List of their new capabilities such as adding bumpmaps to textures which until now was impossible? Is there a new interface or button for these new features?
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Is it so much to hire people to come up with better names? The most interesting and I dare say it, iconic Star Wars names were created both through research and several drafts. Luke Darklighter/Starkill and General Deathwater were going to be Luke and Vader, respectfully. (Sound familiar?). Whoever is in charge of naming in the new films seems to keep the first name that comes to mind and does nothing further.
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Okay, that was amazing!
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I never would have thought a Selkath would join the Genoharadan, but the variety is quite cool. So does this mean the biggest difference between Genoharadan agents and the public is that they wear wear black jackets and clothing? Did you have any ideas or plans for more distinguising characteristics like tattoos on their faces or the Star Wars version of black sunglasses? (basically black visors) Or, are agents supposed to have no distinguishing characteristics except for attire?
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Why it's not okay to upload someone else's mods
Malkior replied to Xuul's topic in General Kotor/TSL Modding
Tyvokka didn't say taking a screenshot yourself (where others' mods happen to be installed in your game) is any form of thievery. Pretty sure "the photographer owns the right to the photo" should be fairly self-explanatory. Hopefully this clears things up, DO NOT STEAL Screenshots or assets (be it files or textures) from other users and pass them off as your own. If you got the texture from their mod, you must ask permission to include it and only after obtaining it do you get to include it in your own mod. That means if you use it as a "template" without their permission, you still stole their file to begin with. If you take a screenshot that they took and pass it off as your own, this is also stealing. There is no middle ground with this. A screenshot they took is still their property, and you must ask for permission to use it in your mod page (preferably also crediting them for letting you use it) If this entire thread is your roundabout way of admitting you recently used either a screenshot another user took or texture files as a "template without obtaining permission, then please for everyone's sake either inform the user/ask for their permission or take it down. -
Finally! A Red Eclipse loading screen with the actual Red Eclipse instead of the overused generic Ebon Hawk one.
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Why it's not okay to upload someone else's mods
Malkior replied to Xuul's topic in General Kotor/TSL Modding
That's an oddly specific example.. Are you asking if a screenshot for your mod page could be considered stealing? While generally the theft would be in the actual content within the ZIP files, there is always the assumption users could make if you have other mods installed while you take screenshots, so it's still best to avoid it if possible. However, if you take the screenshots themselves from another mod page, well that's another issue. -
Why it's not okay to upload someone else's mods
Malkior replied to Xuul's topic in General Kotor/TSL Modding
Exactly as the words suggest. Stealing a mod is taking what the user created and redistributing it without their permission. That is, you are not allowed to redistribute (take and use in modpacks or your own mod) without the EXPRESSED permission of its original creator. - Mods, Can we, like Append a section to the site rules about mod theft, so things are more clear?.. Oh wait, here it is: "All content on Deadlystream must be uploaded by the original creator/owners of the content. Uploading content that is owned by someone else is strictly prohibited, unless explicit permission can be demonstrated by the uploader. If you are found to upload content that is owned by another person without explicit evidence of permission, the first offense will result in a warning via PM and removal of said content. Any additional infractions will result in a permanent ban." -
Kotor and kotor 2 mods from pcgame mods
Malkior replied to axanik's topic in General Kotor/TSL Modding
It's a Webarchive link, so you're just looking at a "snapshot" of what the site used to look like. Technically, the site should still be dead, so download servers would also likely be inactive. -
[SPOILER] Who were the Sith in M4-78EP?
Malkior replied to N-DReW25's topic in M4-78 Enhancement Project
..I'd be part of that market, then. The one thing that bugged me the most after playing M4-78EP was how the question of who the original Colonists were and whether the Sith were actually with Revan or part of the "True" Sith Kreia kept alluding to. For a time, I even theorized they could have been connected to the Star Forge and how it too was capable of creating armies from nothing -
A lot of us are familiar with how MDLOPS functioned and of its limitations and workarounds. However, with the new update that just arrived this year, along with the inclusion of MDLEdit, all of the old tutorials and methods are likely outdated. So, I was wondering if the team behind these new tools had a guide (Like the one that comes packaged with TSPatcher) or was planning to create some tutorials on what the model modding process should look like.
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It's great to see someone taking on the horrible lack of poly detail, especially on the Player Character. Unfortunately, I'm primarily a texturer, so I can't help you in the actual skinning, but I'd be more than willing to dust off my old HD full of my previous attempts at high detail faces. Additionally, I have a small request regarding the armors. Is there any way you could clean up the horrible neckline on nearly all of them by extending the collars or just fixing the UVW so it looks more like a collar and less like a smudgy mess? https://vignette.wikia.nocookie.net/starwars/images/4/4e/Gerlon.jpg/revision/latest?cb=20090914052904 This issue is quite evident on the robes as well. http://vignette2.wikia.nocookie.net/starwars/images/6/66/TarisMaleDuelingFan-KOTOR.jpg/revision/latest/scale-to-width-down/499?cb=20130505222158
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Unfortunately the best ideas tend to get left behind when the original mod makers get busy. It's why a lot of us become modders to make those ideas into reality. Alternatively, you could always go out and ask around if others want to help you make your own take on it.
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I think he was remarking on the irony.