Malkior

M478_Staff
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Everything posted by Malkior

  1. Hmm.. If you used multiple versions at the same time in the game folder, it would definitely cause problems. I'm really considering PMing the author of Reshade, as I personally know very little about how it actually works, so it's hard to troubleshoot to help you. Also, I can't find my recent screenshots on how DOF looks, so I'm going to need to retest my build and hopefully get proper screens this time. If I can get enough, I plan to possibly open a thread just for Reshade experiments and results.
  2. What's that supposed to mean, VP?! Seriously, though; what's causing a grainy effect for you, Quanon? Each effect can be turned off 100% by the 1 or 0 setting at the first part of the SweetFX Settings and Reshade can be toggled on or off by pressing Scroll Lock while in-game. It isn't grainy with Reshade toggled off, right?
  3. Pretty sure that animation is for the final battle with Malak where he Force Drains the captive Jedi to heal mid-battle. I guess they used the same model on Taris, and just made it static.
  4. Wha??? That's highly disturbing. Reshade does preload with the newest version, so it's using your GPU for that time. Does your GPU make that noise for any other processes (like graphic-intensive games)? EDIT Perhaps I can send you my old version of files and see if it's less GPU intensive. The worst mine did was display a "loading x of x effects" message while the game would hang for about five seconds. (When using the new versions)
  5. That sucks. Did the version you used run an installer? Also, in order for it to work, it's best to download from the official site, "reshade.me". I'm assuming you did that?
  6. I'd be very interested of your vision for Onderon or Iziz, specifically, as it feels like it has a lot of potential, but is hampered by the simple use of blues and oranges.
  7. To make them work together in your game, you take whichever texture files you want and put them in your Override folder. In this case, those would be the exterior Ebon Hawk files from black ebon hawk, and the interior files from the others. To determine if a file is the exterior, open it in Photoshop and look to verify. The Ebon Hawk Exterior only has a few (3-5) textures, so finding them should be easy. If you can't find them all for whatever reason, the KotorTool has a feature that lets you run through the list of every texture in the game with image previews when you Double-Click them. If you need to learn more about the Kotor tool, there is a fairly in-depth tutorial online, but it's generally not necessary. If your question was how to upload the new combined files yourself to DeadlyStream, well, as Sith Holocron and Kexikus said, you're going to have to get permission from the authors of every mod you used before you altered them. Once you get permissions, I'm sure someone can help you make your download meet the file upload size limit this site has in place.
  8. That looks like a case of your transparency being set to CM_Baremetal. The default head texture uses a minor amount of transparency to get rid to the flat seams on the fringe of the hair.(found as the Alpha Layer if you were to open it in Photoshop) If you look inside your Override folder and find a file called PMHA05.txi, and read the file, there may be "Envmaptexture CM_Baremetal" If so, deleting the line from the .TXI or deleting the .TXI itself should remove the effect.
  9. I was probably using that old of a version, yeah.. Honestly, I used an old Mass Effect 2 preset and tweaked the settings. Also, our conversation unjumbled a latent memory of testing TSL with the most recent version (The in-game version) of Reshade, so iirc, it does work. I remember specifically a very cool looking Depth of Field effect I tested that looks fantastic, but in cinematics I can't control what it focuses on, so it's not quite viable for full-time gameplay. However, for your build, my go-to effects are LiftGammaGain, Contrast, and LumaSharpen; so you don't even have to even use the effects other people rely on. LiftGammaGain is a wonderful tool for color rebalances, plus you can darken shadows in a similar fashion to using the Levels effect albeit with less of its added contrast. Contrast when used with LumaSharpen allows you to add fake detail even to Vanilla textures by sharpening fine detail and contrasting flat colors to create false depth. I've barely scratched the surface of what the newest version is capable of. For Deus Ex 1, I found many options for Lens Flare, which while overused in most games, can be used to create a legitimately realistic imitation of sunglare with a full choice on which colors are emitted. EDIT I just found something amazing during my experiments on how to desaturate and then pick which colors you want for a game, so I could make the sky have a brilliant blue and the ground a burnt brown all without retexturing anything! I might consider making a new thread dedicated to my own discoveries in using Reshade, or I could update my WIP thread with this new info. (But I'm not sure if it would clutter it..)
  10. I would just wonder if some monitors could handle all of the 0000FF... I mean, brilliance, of a mod similar to C[text redacted]n. (Although, the concept of a "Mother Crystal" sounds like it came from the Yuuzan Vong timeline as Coruscant had something similar. )
  11. Depending on the version you're using, the configuration file will either be in the SweetFX folder or in the same place as your .exe game file. In older versions than 3, the configuration file is named SweetFX_Settings.INI and can be edited with notepad. Near the top inside the configuration file, there will be booleans for every setting with helpful text to explain what each does. If I had to guess, the effects causing you grief are the HDR and Gaussian, but you can switch each one off, save the INI file, and Alt-Tab back to your game file to be certain. Version 3 allows you to hit Shift F2 within your game to tweak the effects, but I haven't tested it with TSL, yet.
  12. I can confirm that the earlier versions before 3.0 work. That's what I used.
  13. I am in the process of doing some fairly complex reskins, but the UVW Unwrap on specifically the Gamorrean and Ithorian models is causing no end of trouble with its stretching in certain areas and its duplication of certain parts on the texture that I still can't pinpoint. To make the end result cleaner, I have determined I will have to either remake the UVW Unwrap locations and/or change the model geometry. However, I only know the basic and much less technical side of making a texture UVW, and to top that off, I'm using Blender as it has much less memory overhead and because it's free. Since the game files have many egregious examples of poorly wrapped models, I was wondering if we could have some sort of in-depth tutorial on what to avoid doing when unwrapping or editing models, and possibly a step-by-step on creating a new UVW Unwrap for assets from the game files. Perhaps if possible, maybe some people familiar with Blender could also help with translating the 3ds Max method as well?
  14. Originally, I felt that adding feats to the melee weapons interfered with the logic behind the mod. Essentially, the notion that "you can learn sword techniques, but no matter how hard you try, no level of discipline will make your gun shoot faster, more accurately, or with more power" is the reasoning behind that decision. In fact, in the mod as it stands, the melee feats were completely untouched, so you can still learn all three levels of Critical Strike, Power Attack, and Flurry, for every melee weapon. However, I see there is interest to add some sort of bonus to the various swords and sabers, so now it is in the works to add another option or separate mod entirely to add them. Regarding your second question, the mod only adds feats, but it also grants a few unique bonuses as well. For some unique weapons, there are damage specific feats (for example, the anti-droid guns have bonuses against droids), and for the one-of-a-kind weapons like Luxa's Disruptor, there are truly unique bonuses and feats to keep things interesting. Since TSL has the often unused Precision and Targeting feats in its list, I added them to basically every ranged weapon with ranks going up as you get to bigger guns, so that there is a distinct difference in power between a blaster pistol or rifle. For Kotor 1, Precision and Targeting feats don't exist, so the plan is to just add better bonuses to increase as the weapons get bigger..
  15. I have just watched the newest episode of Samurai Jack, and I never thought I would say this but it was freaking amazing to watch..

  16. He explained earlier on this very thread that he's continuing development but has been slowed significantly by Real Life problems. In the mean time, we shall have to be patient and wait for his updates, here.
  17. I just looked it up, and it turns out the one on the right is a Deathwatch trooper. http://starwars.wikia.com/wiki/Death_Watch/Legends Also there are a few decent examples of Crusader armor in concept art and cosplay online, if anyone was planning on making a character model of them. ..Although the cosplay ones look a bit goofy... :|
  18. My problem is because the models themselves are Concord Dawn era Mandalorians which looks odd with the Kotor motif. The Neo Crusaders are the same models we see in Kotor, and the Crusaders look like a cross between them and the Deathwatch. http://a.dilcdn.com/bl/wp-content/uploads/sites/6/2014/01/Mandalorian_Armors.jpg (Crusader on Left and Neo Crusader in Center)
  19. I am very interested in seeing this effect in Kotor 1 and 2 instead of what we see currently, especially considering how the Vanilla one is probably the most cartoonish in the game.. My eyes are also immediately drawn to how the flesh is also turning a brighter green color in patches near the legs, which could indicate a rapid mutation. I like the dust cloud effect, but it's the little touches that help.
  20. If we're going to get outside the Star Wars universe, I say, Yuuzan Vong vs The Borg.
  21. Vrook and Alan Matale. Both are crotchety old men who'd rather lecture you to death than actually ask for help. Plus they probably have...old man powers, or something...
  22. No problem. The meat of this community is our willingness to help each other. You will find many helpful tutorials on scripting and level creation should you decide to take up modding, yourself. There are also many tools and tutorials to run them that you will require. This request may take a very long time, and even if you get a team that agrees to do it, bear in mind that this can be an incredibly stressful endeavor which tends to take several years of work on average. The trick is to have a realistic or at least planned scope for your story, dialogue, and gameplay; and to understand you will be using many different techniques of which will have physical limitations as Odyssey is a rather fickle engine. Otherwise, good luck on your mod. We will be around the forums if you have any questions on how to use the many tools required to mod these games. I highly doubt you meant to create such a negative response. The thing is, the thread in Hollowan refers to the mindset you have to have for your own sake, as making or managing a full conversion mod can be incredibly draining. It says nothing about what we as community members should do to help, since that has more to do with our personal choices as a community, and less to do with the vision-holder's frame of mind.
  23. The only details of Revan pre-K1 that I know of are taken from the Knights of the Old Republic comic series, and that mostly focuses on Malek 'Squint'. All it visually shows of Revan are when he/she took a mask to commemorate her/his goal to defeat the Mandalorians after their attack on the Cathar (the issue was called "Masks" in case you were interested).. You can also learn some from Kreia if you have enough influence during Kotor2. Frankly there isn't enough to make a full game, and there is basically nothing for Revan before being a full Jedi, but if you pull some background detail from the comic series and possibly some info from what characters say in K1 and K2, you could make a fairly interesting story.
  24. Here's my first render of the flats and paneling pattern for the Lethisk shuttle. I'm currently going with a lot of greys and darker blues to match what I imagine a Mandalorian stealth shuttle would look like. Also, NDIX was awesome as always and sent me a copy compatible with bumpmaps. UPDATE: I whipped up a metal architecture for the front to give a better idea of what I'm planning for the final look to be. That's it for now...