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Everything posted by Malkior
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First Dream Sequence Oddity
Malkior replied to milestails's topic in Knights of the Old Republic General
I always thought the bed was from the apartment Carth was hiding you both in. Although, it may have been the "Hawk", and I didn't notice. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Alright, so I might be a little um.. dumb. Turns out that I was using Terragen 2, since Terragen 3 is capped at 8 pixels per inch (Which apparently still works?) and at first it looked like I couldn't convert it to TGA. However, I opened and rendered with it yesterday, and it looks like I was wrong.. So now I can upgrade my resolution from 600x600 to 900x900 with minimal loss. Here are a few screens I rendered yesterday. :/ So there's that... Also I agree that Onderon has some trees and even forests, but Iziz itself is on a massive mountain in the middle of a desert location, according to this shot from Tales: So, are these the quality you're referring to? What filter do you think makes the best cloud forms in Terragen? I aim to improve with this powerful tool, but there aren't any real forums or FAQs on Terra-sky-rendering that I can find.Thank you very much for the feedback, and honestly I think that someone should make a thread or forum with tips and tricks to make cool looking renders look phenomenal. -
The modder's resource is a great place to start, in my own experience. You can see how the Cubemaps are made, and how they affect the models in game. Plus there are a few in there that you could use for lizard skin.
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Okay, a quick mini-update. I've been working for a while, and with several iterations, but I feel I'm close to getting the Onderon box to where I need it to be. I cracked open Terragen, and ran a few tests for a while, until I got the clouds at a level I'm happy with. It's basic for now, as I'm still determining what clouds to add into it, or whether I should be giving the background mountains and hills more color or more fine detail. Otherwise, I hope to continue on to Dantooine K2, as that's almost a pet project at this point. Next up should be the rest of the alien creature textures and also other various things that I will announce at a later time. Anyway, I do hope you guys like where this is going. As ever, thank you very much for your kind words and feedback, as they make this work that much more worth it. >// Expect further screenshots when I have more things done. Next up should be the next step of any of my three main projects. Additionally, any feedback on how I can do this better or more effectively is greatly appreciated, as I'm working my hardest to get these projects to the caliber they need to be. -
From my own perception, it looks like they have somehow managed to reboot their own game, which means they have another chance to deliver the highly interactive story they discussed in their developer documentaries and cinematics. I'm not going to say that what they released was "bad" per se, but it fell very short of the goal of interactive storytelling of the level they promised, and instead turned into a grind to fight bosses. I waited for years for that very promise of consistent "Bioware-level" storytelling, so I am also rather excited that they get another chance to deliver that experience. (That said, I did like the set-pieces and absolutely enjoyed the way the party used cinematic voting to tell the story, but it started to become a slog when you ended up doing a bunch of random quests instead of your mission to save the galaxy.)
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- 7 comments
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File Name: Realistic Improved Effects Texture Mod Addon: Lighting Color Pack File Submitter: Malkior File Submitted: 09 Jun 2015 File Category: Mods TSLRCM Compatible: Yes This is just a simple idea from a good friend here on DS. Basically Rece of RealRece fame asked me for a bunch of wacky colors for the force lightning I used in my effects mod. All of the files are the same three textures with different colors; so find a folder and pick the one that suits your fancy. Also included is an "Alt conjure No Texture" folder that removes the conjure animation texture from the effect, if that's your thing. Props to Rece for uploading these nice looking screenshots. \ Installation: Place whichever file in the folder of your choice inside the Override folder in your Kotor game folder. If you don't have an Override folder, you will have to create one. // Uninstallation: Remove the texture files found in this mod from your Override folder \ Compatibility: This mod works for both Kotor 1 and Kotor 2 - The Sith Lords \\ Permissions: Please let me know about using this mod, but don't use it without permission. / Credit: TriggerGod for the texture which I used as the base for this texture, Rece for his request, FairStrides for doing it first Adobe, for their Photoshop which I relied for in editing, Bioware and Obsidian for these great old games, and George Lucas for starting this whole Star Wars thing Click here to download this file
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Version 1.0
730 downloads
This is just a simple idea from a good friend here on DS. Basically Rece of RealRece fame asked me for a bunch of wacky colors for the force lightning I used in my effects mod. All of the files are the same three textures with different colors; so find a folder and pick the one that suits your fancy. Also included is an "Alt conjure No Texture" folder that removes the conjure animation texture from the effect, if that's your thing. Props to Rece for uploading these nice looking screenshots. \ Installation: Place whichever file in the folder of your choice inside the Override folder in your Kotor game folder. If you don't have an Override folder, you will have to create one. // Uninstallation: Remove the texture files found in this mod from your Override folder \ Compatibility: This mod works for both Kotor 1 and Kotor 2 - The Sith Lords \\ Permissions: Please let me know about using this mod, but don't use it without permission. / Credit: TriggerGod for the texture which I used as the base for this texture, Rece for his request, FairStrides for doing it first Adobe, for their Photoshop which I relied for in editing, Bioware and Obsidian for these great old games, and George Lucas for starting this whole Star Wars thing- 7 comments
- 5 reviews
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At the risk of highjacking the conversation, what would be your preferred method of editing UTCs for those of us who use a lot of UTC files in our mods?
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Which mods did you install before the tomb specifically? I have a lot of the same mods as you, and I got a similar text error.
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Which other mods are you using? I have the High Level Force Powers mod (Not 100% sure about Full Force) but I also have Tomb of Nagzath N' Dul with the compatibility patch (which also edits journal entries) I have been having similar issues where Critical Strike has basically some of the dialogue from the Droid Factory quest.
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That robe will be interesting to see slow.. I vote slower or the same. Great to see the crystals all in-game, as well.
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Installing CD version TSL - CRC error
Malkior replied to a topic in Knights of the Old Republic General
This may sound odd, but try wiping the crashing disk off with a dry cloth. I got that error a few times due to having wax on it (don't ask). After scraping it off, and wiping it down, it worked again. Is it saying verbatim "cyclic redundancy error"? -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Thank you soo much for your kind words, all of you Additionally, I am excited to reveal yet more things that I've been running with, lately. Ironically, I was only playing through Dxun to the beginning of Onderon, so a lot of my focus has been on that specific planet's textures. Grass: (Note: I also used FairStride's WalkSwitch editor to change the grass texture in the first module to "swamp" tiles, so now the ground splashes water when you run on it) I also changed the Onderon Planet backdrop from the Tobin cutscene which appears after you finish the first part of the jungle. Before After I also plan to use this texture to change the planets in the turret minigame, and am also hard at work in adding the ships in its backdrop to have more detail than the blobs that are currently used in its background. Wildlife: The Boma is fully done. I will be adding them to my Aliens Redetailed update when I finally release it. Just a few more things to address, and that'll also be uploaded. The Maalras have also gotten a similar visual update, but I still want to find a way to make them look "spikier", like the concept art of them. Concept art: http://img24.imageshack.us/img24/9496/nighthunterk2promo.jpg I also plan to have a variant of them as a "nighthunter" or similar with a red color scheme and yellow eyes, like their original look http://images1.wikia.nocookie.net/starwars/images/b/b2/Nighthunter.jpg And finally, I have the ship fully fleshed-out. I plan to add fine details and texture to the individual panels, as well. Anyway, that's it for pics for now. As far as upcoming projects go, there's a few notable ones, but I am mostly hard at work on getting the skyboxes to proper levels of quality. I am currently working on Dantooine, but am still in the very preliminary phases. Once all of the skyboxes are done, I will release my Dxun sky update at long last which I've had in my pics for quite some time. Another task I will be doing in the near future, is uploading the update to the lightning retexture that I did with my Effect Retextures once I get those pesky conjure animations colored to match Also, before I forget, Onderon will be another project in itself. I've done all I could with terragen, but if the resolution remains as low as it appears, I may have to either change my render or find a trick in Photohop to fix it. I have a few more mods that I'll be working on, so I'll add the pics when I have them ready. -
If by "consistency", you mean detail and quality, I couldn't agree with you more, but if you mean color scheme and overall look, then I'm not as keen on it. My impression at least of Kotor 2, is that these worlds underwent changes, and are a shell of what they formerly stood for, visually. Dantooine is a misty and cloudy planet due to how " presumably" the atmosphere was polluted with the dirt and smoke that were originally its surface, after the sith bombardment. In Kotor 2, it more visually resembles a mystical and almost etherial quality with almost hints at the centuries of history buried beneath its grassy fields. Ironically, Korriban is much like Dantooine in terms of history, so it's only appropriate that it would be the only other revisited planet. In Kotor 2, it has been rendered virtually lifeless, yet again, and has the dimly sunlit and barren landscape, one would come to expect of its legend. So if the color schemes and visual impressions were to be colorful and at midday, as Kotor 1 is, then I feel we may lose that extra visual impact the Obsidian artists at least attempted to create.
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I wouldn't be against the help I have the 3d Terragen files, the free version just doesn't give me the quality everyone's looking for.
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Blog #7 - Creating a closing credits video
Malkior commented on Sith Holocron's blog entry in Sith Holocron's Blog
Dumb question, and I hope you don't mind my asking, but what about using PowerPoint? It has a pretty decent level of visual quality and is incredibly easy to edit. -
Well I'm totally on board with this idea! It makes so much more sense to have clothing conform to whosever body-type, not to magically change into the most "visually appropriate" version based on what the person wearing it looks like.
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The textures are overall more even, and the visual noise on it has been reduced, somewhat? Also, a darker armor, and new thigh armor design. Is the model also darker compared to the background? And doesn't have a shadow?
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Wow! Well, great Photoshop work then. That gif, though ...and suddenly, a meme!..
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Astounding work on that piece. I'm just flabbergasted by the amount of detail and sheer quality! What program/s did you use, if you don't mind my asking? I assume Terragen, but if so, you've really pulled every spare amount of quality with it.
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Wanting to start modding, seeking help and advice.
Malkior replied to Ninko's topic in General Kotor/TSL Modding
Link to do with getting KotorTool to work with Steam http://www.lucasforums.com/showthread.php?t=210702 There's a second link on how to get the registry edited with a simpler format as well. http://lucasforums.com/showpost.php?p=2047700&postcount=2 Hope this helps. -
GOG MAY THE FOURTH SALE!!!
Malkior replied to djnugent's topic in Knights of the Old Republic General
I definitely like the choice of games, but I still think it's too bad they didn't include the Episode 1 game. For a movie game, it wasn't bad, and for me was way more interesting. . Another would have been Demolition, which, while it perhaps hasn't aged well, was still one of my favorites back in the day. That said, Rogue Squadron is an excellent choice, along with all of the Dark Forces games. ...And yeah, I was never able to play Shadows, but have always wanted to.- 15 replies
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Transparent Character Issues? Look Here.
Malkior replied to ratchet_owns88's topic in General Kotor/TSL Modding
Thanks, djnugent I'm glad the issue was resolved for you! I also look forward to seeing the tutorial actually getting done, as I sort of dropped the ball on it. and apologies, SH. I sort of got myself overwhelmed and a tutorial was getting set back over and over. Thanks for being patient with me, regardless. =D