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Everything posted by Malkior
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Adding new texture and eye flashing to droid model "C_ForDrd"
Malkior replied to Sith Holocron's topic in Mod Requests
Unfortunate.. How does the Kotor 1 droid model have glowing eyes, if there's the concern that the entire head would be glowing? Anyway, thanks for the info. I guess there are limits to everything. :/ -
Adding new texture and eye flashing to droid model "C_ForDrd"
Malkior replied to Sith Holocron's topic in Mod Requests
I have my own texture that looks good with an exception of the eyes. Is there maybe a tutorial or simple method to fix this? -
Premise is nice, but did they really have to link it to the original films? This seems to stand on its own, and would make excellent "Beyond the Death Star" material, in my opinion. Edit_ To clarify, this looks like a video game storyline (in a good way), and the extremely serious behavior of the main cast differs significantly from the currently produced Star Wars films. I personally like this direction for Star Wars, but to retell the "Kyle Katarn" story is just plain lame. Regardless of how I feel about The Force Awakens, it would be nice if they stopped showing Vader and freaking Yoda on their merchandise. The original trilogy films were great, but the Disney executives don't seem to think that they can get enough fan recognition using ONLY the new material, which feels like they're just using the new stuff to take more cash from the nostalgia of the originals. So, in short, I like the premise, and hype notwithstanding, the visuals and shown writing look like something I would greatly enjoy seeing...IN their own continuity...
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I see. I have rather limited experience in either, so I suppose I will have to rescind my statement. It makes sense that cultural perception would color one's analysis of a products capabilities, but it is unfortunate just the same. Well, I guess if it's ease-of-use versus product performance, I would side with Unreal for Kotor, too.
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Since it's a place of meditation, I would think some jedi-themed molding or hieroglyphs would fit right in with it. I'm thinking a sort of jedi answer to Sidious' creepy sith artwork in his council chamber. If you were redecorating the tiny council rooms, some jedi painted murals could also apply.
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No problem, man. It's probably now no mystery why the seams were such a pain when I was making it. I assume you also worked on the skies by the Temple/Tomb as well? Anyway, it's nice to see the "severe thunderstorm" look yet again, but I can see yours matches the cutscenes just a bit more. By the end of this year, we're going to have three distinctly different skybox sets to choose from, and I honestly don't see that as a bad thing.
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This is perhaps relevant, but I remember a team project I worked on where the team had one guy do all of the coding and AI behavior (and basically anything to do with setting up the game engine); It did not end well...
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I suppose, but I meant that Isometric or Kotor-like (zoomed-in isometric rpgs) games don't get made on it often. Unreal was named after the FPS it was used to develop, right? Mass Effect may have had an RPG conversation style, but it was a third person shooter (an FPS from a different camera angle), and as far as I've seen, that's the only games developed with it. Unity (or maybe Source) is generally the best for a game like Kotor. However, just because its easier to use for a certain thing doesn't mean you can't reprogram it with a turn-based algorithm. (It would just be much harder)
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I could use some pointers on getting my skyboxes actually rendered. Even at high quality, they look pixelated and/or blurry. Then again, I'm still pretty new in using Terragen..
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I've got a few, too.
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Need help from all the great texture artists around here
Malkior replied to Kexikus's topic in General Kotor/TSL Modding
Its difficult to describe. Basically, outside the window, you see a bunch of pipes and such (in vanilla, they look very very blurry) however, behind that texture is a super zoomed in map of the planet's surface (I believe it's actually the planet texture stretched out really far) You can see it if you look outside the windows on Citadel Station in Vanilla. -
Need help from all the great texture artists around here
Malkior replied to Kexikus's topic in General Kotor/TSL Modding
Hmm.. I'm reminded, do you think you could fix the actual planet backdrop behind the Citadel Station girder-work? (The bright blue and green blotches with edges or orangish red) -
Need help from all the great texture artists around here
Malkior replied to Kexikus's topic in General Kotor/TSL Modding
I think it looks awesome! Those blinking lights will possibly add a bit more scale to the station, but otherwise, it looks like a real photograph taken from miles away. I'm quite curious and excited for what you have in mind for the nebulae on Peragus or Iziz/Onderon during the space battle. -
Bastila Shan should have been a Jedi Knight
Malkior replied to Salk's topic in Knights of the Old Republic General
I can see your point, but Jedi Knights are generally far more dependable, and to send up to five other people onto an incredibly dangerous situation with someone so untrained that they still need a Master at their side and trust them with those five lives sounds ridiculously unwise, no matter what super Force Power they have. (Not only that, but Battle Meditation is a defensive move that requires concentration of the user which would kind of hamper leading a task force to the objective, but that's another weird plothole) However, this whole thing could only make sense if the Jedi simply couldn't hold the Knighting Ceremony in the time Revan was destroying the Republic, and Bastila was stuck as a Padawan until the war ended. -
Be careful.. EA technically owns the Kotor license, and Apeiron isn't so different than the mods we regularly make.. I've seen a lot of well meaning and well maintained fan project sites get nuked offline by companies that felt they could.
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So EA is the greater evil.... Obviously, in retrospect they would want "knock offs" silenced, since their version was so poorly received. The irony is strong with this one....
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I can volunteer to test it, if you have specific models you want to see in-game, and post screenshots on how it looks. It shouldn't be too hard to implement, if it's just an Override drop.
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Need help from all the great texture artists around here
Malkior replied to Kexikus's topic in General Kotor/TSL Modding
Ah, well, there's your problem. The clouds are all underneath the station in the actual level, as the station itself can't be in the atmosphere. That's totally up to you, though. A possible compromise to add a touch of realism could be to mask out the clouds from the flatter parts of the station and just to subtly have it overlap on the edges. -
Need help from all the great texture artists around here
Malkior replied to Kexikus's topic in General Kotor/TSL Modding
Sorry, Kex. I meant a darker color than just flat grey. What I could see is that your station layer was blending into the planet texture too much (like it was set to a 30% opacity on to of it; the clouds would be obscured by the station rather than on top of it), so the effect wasn't as pronounced. If you add a flat 100% opacity layer underneath it, it gives you more control over the contrast of your station. Merging the other layers could have untold consequences if they're not set to "normal" layers, so that may take more tweaking. (I was under the impression that the station you had already done was only one layer...) -
Need help from all the great texture artists around here
Malkior replied to Kexikus's topic in General Kotor/TSL Modding
I'd say you're already halfway there. You'd just have to block out the squares and possibly add a bunch of pipes and gridwork to the sides to make it look like the station. To block out the squares, select and fill with 100% opacity on a new layer. If you have the station you've already made as its own separate layer, then change its layer to Overlay or Hard Light (depending what looks better) and place it above the block out layer. -
Oh come on.. I meant that in order to get the "Modern" results, you would have to use better model geometry, and yes an engine upgrade for things like subsurface scattering, bumpmaps, shadow filtering, dynamic lighting, and cubemaps that actually reflect the scene rather than being baked on. Yes, Apeirion seems to be achieving this, except they've somehow forgotten to include Kotor within their own scope. For one, Unreal only works well with First Person, and Kotor is most definitely a Third Person game with face to face conversation structures. The focus should be on the characters more than the environment, but all I've seen of it are really decent background shots and literally no NPCs. (Probably because it's a million times easier to model level geometry and buildings than to make convincing humanoid characters) In my opinion, it's what's been keeping us back as well, since remodeling all variations of the PC, humans, and aliens to modern levels would take us a game studio's level of effort and time.
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Mostly a result of better/higher poly models. There is simply a limit on how good a texture looks on a low poly mesh, and we hit that a while ago. Essentially, You can't paint a cardboard box to look like a potted plant no matter how hard you try...