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Everything posted by Malkior
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I was wondering if you could do something to fix the "zipper-ish" thing below the facemask and above the chestpiece. That's the one part that has always stuck out to me the most.
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Fan Made KotOR 3 ; WTFN?
Malkior replied to gillian_seed's topic in Knights of the Old Republic General
Wow, Insidious! That was eloquent. The only thing I'd have to add is that the engine itself doesn't work 100 percent of the time, and that alone makes the most ambitious and well thought out ideas simply impossible to accomplish without many revisions to compromise. This entire process can take years longer for an otherwise basic, well-planned mod to be finished. If done poorly, it will be mired with inconsistencies and plot holes, If done properly, it can still take forever.. Plus, videogames in general take years to develop with no less than 30 team members who are paid to do it full-time, and even they can be absolutely poorly written, and full of gameplay bugs. -
TSL now available on GOG
Malkior replied to Boilpoint's topic in Knights of the Old Republic General
I find it highly ironic that one of the biggest purposes of TSLRCM was to preserve the original story Obsidian wrote and only add what was in their production notes or interviews with the creators. It's like they're using it as a scapegoat for their distaste of mods in general, and only target it because it's popular, or something... -
Again. No idea how long it's been since I replied.. Anyway, the mod's actually designed for TSLRCM, since it edits the toydarian that it replaces. I've used it with TSLRCM, and had no issues. If you see any issues, please let me know so that I can get on fixing them quickly. I also am pleased to announce that I will include my updated Gamorrean skins to the existing mod, as well as a few tweaks to the rest if the lineup. (Pics are in my WIP thread http://deadlystream.com/forum/topic/2381-my-projects-in-the-pipeline-mostly-texture-related/?view=getnewpost )
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New to modding I have a few questions
Malkior replied to Assassinaded's topic in General Kotor/TSL Modding
Last I checked, there's a process with opening MDL files in 3dsmax, but it may have a plugin. (I know you can open the files in 3dsmax if you convert them to binary ASCII, but I don't know how to get them back in-game with animations intact..) I'm still new to modeling, but experienced modders on this site should be able to help you out. (I looked for more specific information on LF, but couldn't find it) The .TPC files normally have the same name as the model files, but there can be exceptions, and that's where you have to hunt them down. The kotortool thankfully has an image preview window that will show an image of the texture when you double-click it from the list. IE, if you go into the swpc_tex_tpa.erf folder and click C and then c_hutt01.tpc, double-clicking it will open an image of that texture. Area modeling requires several files being exported. Depending on what you want to do with the module, here's a link to a module reskinning tutorial, http://www.lucasforums.com/showthread.php?t=175101 a YouTube tutorial on making your own custom module, http://www.lucasforums.com/showthread.php?t=206101 and finally a non-video tutorial which is a downloadable .zip instead. http://www.lucasforums.com/showthread.php?t=185199 I can't vouch for ease of use, but it should hopefully help. -
Help or Advice in Using MDLOPS For a Semi-Beginner
Malkior replied to Malkior's topic in General Kotor/TSL Modding
Okay, cool! I got it decompiled and am looking at it. I'm on my way, now I just have to determine what these values mean. Thanks for the help. I'll let you know what I can glean from it.. Edit__ After my second attempt, I changed T3m4 to have .5 ambient values. No noticeable graphical changes, except now his model lost its animations. Further research is required.. -
New to modding I have a few questions
Malkior replied to Assassinaded's topic in General Kotor/TSL Modding
I can answer your first question, although in brief. The texture files are saved in ERF -> Texture Packs The location swpc_tex_TPA.erf holds the highest quality textures (with TPB and TPC in descending order of detail) The exception to this is swpc_gui_.erf which has the Graphic User Interface elements like the player health icons..etc The other item in the ERF folder is the module files .mod which each contain the .are .git and .pth (I believe .are stands for area and .pth for path, but .git eludes me...) And also in the Modules folder is the dialogue for that module, saved as .dlg in dlg.erf RIMS holds The .rim files which have inside them the area info files, .git .ifo and .are The BIF folder holds, The 2d array files (.2da) The dialogue files (.dlg) and the global journal file (global.jrl) The template files, Pallete blueprint .itp Character blueprint .utc Door Blueprint .utd Encounter Blueprint .ute Item Blueprint .uti (heh ) Placeables Blueprint .utp Triggers Blueprint .utt Waypoint Blueprint .utw Letter Combo Probability File .ltr And List of Soundsets .ssf Lightmaps.bif (basically used to create artificial dynamic lighting) saved as .TPC textures <it also contains .viz files which I do not know the purpose of at the moment> The actual GUI code for the elements which are .gui Layout files .lyt Script, both complied (.ncs) and source (.nss) Sound files in .wav format And actually, model files are saved under models.bif as two files, .MDL and .MDX The two must both be put into the override to work. It could take some time , but I could link tutorials for at least the basic file types. One last thing, the texture files have to be extracted to .tga before you can edit them -//-----------< In regards to your second question, the Override folder just replaces the files in Kotors files for whatever is in it, so it isn't necessary to change the filename for them to work. However, conflicts can arise with some filetypes being in the override, such as .mod files, and some files don't work in the override at all (like .wok files, I tried, they just crashed my game) Additionally it is general good practice not to have folders inside the override. -
I recently read the guide for editing custom models with MDLOPS, but it made me wonder how you would open any file with it. Do you need both the MDL/MDX and the ascii ?(which can be output with MDLOPS) How then would you save it? More importantly, what features does MDLOPS have? I am interested with working to change the following fields, Diffuse Ambient Render and Shadow. I just cannot find any tutorials that explain how.
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Actually, I have to ask in regards to Terragen, is there a tutorial on how to render sky ceilings and edges so that minimal seams show up? (By the way, that sky looks good )
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Coruscant is more of a training room rather than actual storyline. It didn't ruin the pacing or make the overall gameplay easier; rather it enriched it for me. It gives you access to more force powers and more premium saber pieces which adds more options rather than unnecessary power/experience points. It also made sense to me if you are a Jedi to go back to the temple to train before facing a difficult adversary, from a storyline perspective. My only issue with the mod itself is a lack of story detail as far as specific references to Coruscant's history or that of the Jedi.
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Looks extremely minor. Some earlier ones just look like the brightness was turned up. I'm also curious to know which animations were changed. Looks more like charlatanism showing extended clips and then assuring the audience the second one is "improved".. I mean no disrespect if they poured hours of work into it, but I am at least suspicious..
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Altering Revan in Korriban Caves
Malkior replied to forgetcanon's topic in General Kotor/TSL Modding
So.. These steps seem to need either screens or a further description for context. Is there a tutorial for this specific process that people uninitiated with this could refer to? Also as a sort of "double whammy" question, are there plans to "beef up" the DS tutorial section either with links to the LF tutorials, or one of our own? -
Doh! Yeah, I meant Tien Tubb.. For some reason I have Dantooine on the brain. Thanks for the save, both
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If you were going to use the partial sabers or schematics, what about something like that in a dark corner of the 'Hawk? You know how Jedi's keep misplacing those As far as other oft unvisited spots to hide them, what about Mandalore's associates' (can't remember his exact name) clinic on Onderon perhaps by the body or in a junkpile? Or in the Kinrath cave, with the placeble itself in the actual ceiling (if you can do that) or on a darker part of the floor. Also in regards to the cave, perhaps nestled amongst the miscellanea in the mercenary hideout. In the deeper part of the Dantooine module that originally lead to the "Corrupted Grove" in Kotor 1. Also perhaps on one of the mercenaries during the Khoonda base attack. On Duxn, amongst the crashed droid controller ship (the one with the datapad chronicling the droid drop of the Mandalorian Wars found before you reach the cave to the second module, and before the Duros) A place on Narshadaa that I think works, would be beside Akkere, explained that since he knew Bao from the Mandalorian Wars, it was perhaps a memento from another fellow Jedi. Additionally one could be hidden in the poisoned tunnels under the JekkJekkTarr, since it's not unheard of Visqis either trapping them there, or them trying but failing to infiltrate the large room past it. Maybe a schematic in one of Saquesh's storage rooms; it's not impossible that maybe he took it off of a refugee and wants to try building a lightsaber for himself..
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This might sound odd, but what about positioning them in places typically out of reach as is normal with collectibles? Or for added challenge, put them in locked containers so you can't just collect them like candy..
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Reshade public beta (SweetFX for OpenGL)
Malkior replied to alinadem's topic in General Kotor/TSL Modding
I've seen this in such games as Fallout 3 to good effect. If this can be made to work for Kotor as well, I am excited as to what the results could be.(especially with how much trouble I have in making quality textures due to how bad the renderer is on TSL) Some nice post-proccessing effects like blooms for explosions or glows for planetary bodies/suns could also be a nice treat as well -
Sorry a bit late in replying. (Had to put on my thinkin' cap a bit on this one..) If you are trying to limit camera angles, then perhaps the scene will appear less static if Kreia walks up earlier in the scene (basically when Atris says "Who are you" the second time; since she seems actually able to see her at this point. Although perhaps a simple rotation toward Kreia on Atris' part could be sufficient at which point Kreia would then start walking toward her to continue her speech) However, I still believe two isolated shots of Kreia and Atris will still be necessary when they have their back-and-forth conversation taking place after Kreia is beside Atris. (Hopefully by this point, Kreia has reached Atris, and is beside her)
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Mine is, 1.58 Gigs? I'm surprised myself considering how many textures I have in there. Well, I guess it's because .tga files are small in file size.
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It perhaps concerns me that bypassing file-protection without the permission of the legal owner of the app, may constitute an illegal activity. I might suggest we at least verify that we are allowed to alter the files, since this is a new program and likely is covered by a different contract.
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Ask the Developer of Revenge of Revan....a Question.
Malkior replied to Logan23's topic in Revenge of Revan
Unless Logan makes an official announcement, chances are, the rumors are exaggerated. Logan updates here fairly regularly, and it's still the time of holiday break, so I think a month or two of inactivity shouldn't infer otherwise. -
Agreed with SH. Although, the first 30 seconds to a minute are soo good that they remind me of a scene from an epic movie. Not too many ideas on how to map out the rest if the conversation, unfortunately. Perhaps a few closeups or back and forth/over the shoulder to more involve the audience? (Okay, so a few ideas)../ Specifically to have Kreia walk all of the way to Atris by the time she says "Who are you" the second time, since Atris seems to be looking at her, by her inflection. The side shot of the two of them that you have already would work nicely for that purpose. Also it seems that they are going back and forth in their conversation after that line, so having the cameras also go back and forth between actors might work. Also, in the last few sentences, Kreia talking of the exile would look even more personal with a head-and-shoulders shot or closeup of Kreia's face. (Or movie-style extreme-closeup of her nose and mouth a-la-Sidious) These are just my inputs for the camera placement, though. The dialogue is well done and sounds natural, and the sound and mood are quite appropriate. (Although, I haven't played enough to see ALL of your changes ) Good stuff, HH !
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A Mysterious Object on the Republic Fleet
Malkior replied to Sith Holocron's topic in The Old Republic
The Space Duck is a well known master of camouflage.. As well as ventriloquism. I'm told they are majestic if you can see them..