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Everything posted by Malkior
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To the download section! https://www.youtube.com/watch?v=Yic7IRO9d6I&feature=kp
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I hope the name isn't a misnomer where he's just an innocent guy with an unfortunate name. Or perhaps he is more nefarious than he appears?...
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Well put. Exar Kun is just one example of how Old Republic sith had colors ranging in the browns to greens (although some Sith Lords had purple coloring..) BTW, Isn't Galactus also purple-colored rather than red in many of his iterations?
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Look. That's a tad too complicated to follow for me at least. (Least of all if it's his first reskin.. correct me if I'm wrong MrPhil) IMHO, if you want to get a "unique" reflectivity that doesn't shine all over, just EDIT THE ALPHA LAYER with the paintbrush tool. It's worlds easier. You just paint black that which you want to have the specular/shiny (or whatever environment effect you use) applied to and blend it like you would with anything else. It literally adds shine to different places, so I fail to see how it applies it all-over. (What I actually did for a lot of my leather textures, is pasted noise into the Alpha layer and then used the white brush to remove it at parts I didn't want to shine as much) However, a good point on using different Environment maps other than Baremetal and Specular. One thing to note, you can easily find all of the Environment maps you want to use in the "CM" category of the texture pack in the Kotor Tool. It's good practice to just try out whichever ones look appropriate for the look you're going for by copying their name and replacing "CM_Baremetal" or whatever you have in the .txi
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I only used it a few times when I was first invited here. However, I personally see a potential for it to replace having long-winded PMs all the time when we can get a majority of our ideas communicated with one-another; that is, if it is utilized. (Especially considering it takes space to store all of our archived conversations) Thing is, it's hard to get people to actually use it when PMs are what we normally default to. Though it could be quite helpful for those of us who are on here for hours at a time _ But such action would require coordinating between members, so it would be harder.. ]/ My (somewhat) brief explanation of how I feel about the chat system
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No, I believe it's technically a minor inconvenience, since first-person view is also interrupted and reset to the default third whenever Mandalore calls "Scouts report in", Zuka complains about his tech, or [bralor?] gives his pep talk to the trainees of how "the mandalorians will triumph".
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Just a thought. You could theoretically edit the alpha on the particular segment to black in order to have full transparency. -The flip-side to that is you would have to remove the .txi settings applied to it (IE Cm_Baremetal) in order for the alpha to make it transparent, since I believe you can't have transparency and any other .txi setting
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Urk... I have them done, but I'm working behind the scenes right now to get my files published to the site.. Computer stuffs..
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
I've tried mounting drives, but at the moment it's still gibberish for the most part for me, and since the process seems to require in-depth knowledge of it, I'd need one-on-one assistance to avoid breaking things.. I'll definitely keep it in mind though when I'm working with someone better qualified on a solution, though. I've also been approached by a friend about installing Linux, but I could barely get through the GUI when I was trying it on their system. That said, when you get past its learning curve, Linux seems like a really great deal, and if I somehow get better trained at MSDOS or whichever coding structure it uses, I plan to use it on my future computer setups. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
An update yet again.. So, my computer is experiencing distress in the form of me not being able to use it. It's not a total loss, but I can't access the data currently on it or use my copy of Photohsop; so projects have reached a standstill. However, the good thing is, I backed up most of it before everything went south with only the exception of anything I worked on about two weeks beforehand. I'm going to be doing an inventory on what I can upload off of my external and checking back here over the next couple of days. In the meantime, I'll try to experiment in programs like Gimp and see what I can come up with so that at least something can get done ) I'm hoping that everything gets resolved and I get access to Photoshop and my copy of Kotor2 so that I can actually test things, but this is my current .. ordeal. _Expect updates on this Topic as I have them available. -
Both games use the same engine, which I believe also use the same effects.
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Glad to see this get released I'll be certain to download it whenever I can get my computer working (yes again ... :| )
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*- Just a bit of a disclaimer, I was using the advanced AI mod, so my game may have been more difficult than usual, but these techniques could still work here -* The ending Nar Shadaa battles were one of those that required me to use stims. My best advice is to pay attention to what the text says on each one. (For instance if your shots aren't hitting, to increase you attack points) I normally have my party trained in force support as well which I cast before each battle. (saving throws and battle meditations are wonderful things) Shields are another item with can become absolutely vital, as some of the HKs have a one-hit kill, if they hit with a critical. Also an invaluable tactic (or exploit) that can be used when things get dicey, is to keep your party by something interactable, like a console, and at any time a character is about to die, you click it to either open up a dialogue box or go to the console screen and exit. All dead characters will revive when you do this, but with the same health as if you used force revive. Lastly, a great way to boost stats for dramatically better performance at times, is to equip your characters with belts and armbands with higher stats. As previously mentioned, a better attack (which actually translates to better chance to hit) works well with a high dexterity or good critical hits to make it so that your attacks are actually connecting. For my characters, I also make sure that somethings that gives saving throws (better if for the party as I don't have to equip as many) makes my characters harder to damage, and gives the enemies less of a chance to kill them. An immunity to critical hits can be used to make it so that even if an enemy hits you, it won't normally end up with taking out more than 50% of your health. That's all I can think of at any rate..
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... or Thrawn, or most of the old sith lords (stabbed for the most part) The only Star Wars villain that required a vast amount of resources to dispatch was probably Exar Kun (who required many jedi and [i believe the combined lifeforce of the area surrounding Yavin IV]) and the bugger still didn't fully die.. They're all technically mortal, so I guess that explains it, but it seems to be a common thing with the mythos. @Kerk I, too agree on the Ewoks. Aside from the storytelling aspect, I never could accept how armor built for galactic domination was that susceptible to brute force. Yes the typical Stormtrooper armor was designed for defense against blaster weapons ..(well, in theory ), but these were troops SPECIFICALLY designed to subjugate local populations; and brute force would be the first response most of those local populations would use to conserve blaster ammo.
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Facetious Remark: I was unaware that "trolling" was a component in HK-47's vocabulary.
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Happy Birthday! (if this birthday notification system is worth anything) If not, enjoy the day anyway
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Happy Birthday! (if this birthday notification system is worth anything) If not, enjoy the day anyway
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Welp, Verner is Scandanavian for "covered warrior" and Jorik (I still can't find the meaning) is a Nordic-based name. I think at least some of them are European surnames.
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@ FairStrides Cool! I'll have a list drafted as soon as I can.
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
No prob, Quanon. BTW, A sneak peek at some cloulds I worked on yesterday for the Telos Restoration Zone Skybox. I also found out that it seems at least some of the inspiration for the Restoration Zone's landscape is from Cape Horn, Africa of all places. (Albeit detaturated and darkened) (The water is almost the exact same color, the cliffs and clouds are of a very similar shape, and it also explains the Savanna-ish trees -which are also at Cape Town- ) ...granted that in canon, Telos is actually being rebuilt with primarily Onderonian flora and fauna, so the trees could be explained that way, but it is still interesting that the level designer/s used all of these elements. Needless to say, I will be using Cape Town as a reference.. -
How would one go about obtaining the UVWmaps for other models? It could make some of this retexturing a significant amount easier.
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Yeah. Dantooine always seemed to me more of an ancient place with an extremely rich history yet so peaceful, you can only know of it through research; even though the sith firebombed the planet, it still looks the same albiet with another dark haze in the fringes of its sky. (In fact the sith probably firebombed the surface many times before, but the damage always fades into the grassy hills) It's sort of a counterpoint to Korriban which is much more dangerous and sinister beneath the surface than what the landscape shows, yet its harsh nature bleeds through in the desolate and harsh climate. I've only got Dxun, Korriban, and Dantooine at a point where I'm as happy to release them. The rest of my skyboxes have seams on the edges where the screens don't show. ( I learned after Korriban, that I have to show all of my skies if I'm to give a proper representation of their status) I can release the three if people want to see what they look like for themselves. Peragus is the only full module retexture that I have done enough for release, but I can also upload the Telos Station textures as I'm at least 80% done with them. I can definitely release my effect edits and computer panel detail work as well. So I'm considering it. I just need to know, what does everyone think? Normally textures are released in packs, so should I release them separately, but only partially completed, or as a full beta pack? (a pixel border tends to still create a second seam since it's slightly different than the rest of the sky; earlier, I tried to copy 3 pixels off of one side and duplicate it onto the seam, but it never looked that good) A quick answer, I studied each seam and painted them in manually. To do so, my best advice circa Korriban is to first know where the texture is actually being cut off. Skyboxes are tricky in that the texture itself will pinch as it is slightly in perspective, and the only way to see it properly is to take screenshots of a problem area in-game and study how it looks. To correct the seams, though, I open both texture files windowed in Photoshop and line them up exactly beside eachother the way the screenshots show and then get a color sample of whichever color I'm trying to transfer across. Then I blend it into the "receiving" sky texture side. (Basically when doing good seam work, you have to decide which cloud/color pattern will dominate any given part and then continue it onto the sky edge of the texture it parallels) You'll want to use whichever brush looks best, and use it to gradually blend it into the rest of the texture so that your change doesn't draw any attention to itself. It takes much perseverance and a lot of patience, but gradually the seams will fade away with this method. Another thing I feel I must mention is that anything at the level of a few pixels will probably require you to zoom in up to 600x to get the best perspective on how the layers differ. So another tip I have, is to give yourself visual landmarks, such as an odd blotch or other such thing in your screenshot, and match it up in your texture so that you know what you're working on when zoomed-in to such a degree. __ Edit Fascinating, so the UVW are pinched, because the texture is actually bowed at the center? That explains so much of my trouble with the things.. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Awww... Here we go again! Quick update I need people to test my unique weapon's ammunition mod to see if the muzzle flashes can be salvaged for release. The rest of it works, but when at least I try it out in my game build, the muzzles flare in all of the various textures when using the standard blaster. (If possible, please PM me, so that I can get this uploaded at least) Secondly, I have made some more progress on the Dantooine Skybox. Next up, Working on Telos Restoration Zone Skybox... -
The Twin Suns as Atton; excellent choice! Your choice of pattern is quite nice as well Sucks that the program didn't work. It's older, so that's probably the case with it. And, your shoulders seem to just be seams showing. (Which looking at the red dot you have drawn, you seem to already know) You'll have to treat them like skyboxes where basically you have to find exactly where the texture parts converge and blend it in. One way is to paint the color of the arms onto the edges of the torso portion where the arm connects. Bear in mind that character textures will sometimes be UVW Unwrapped horribly, so seams and even reused texture portions can be quite unpredictable. Changing a dark skin to a light one can be bothersome, but a way to lighten the area is to paint white in a new layer and then go to the layer mode/filter (dropdown menu above the layer that has options like multiply, color dodge, soft light, overlay..etc) and change it to "Luminosity" in Photoshop (Or "Value" in Gimp, but Gimp seems to use it differently, so you may have to experiment with its filter modes) I prefer to use paintbrushes for detailing work, such as lightening up a specific part or adding color hues, but you can also theoretically use brightness/contrast and tweak its layer mask to only show up in those specific regions. (Ah, and you also have to remember that the bellybutton and back are actually getting darker at the edge of your texture, since it's mirrored, so you have a gradual darkening that needs to be corrected on the edge of the stomach and back region of your texture file, and not the center.) If your brushes are too rough, you'll have to either utilize the eraser tool with a softer edge, or make a layer mask and use a softer edged brush. Blending can be another unforeseen nuisance, in that sometimes brush work will look blotchy until you have the right combination of brush softness and opacity, but it is a necessary part of making texture work look realistic. (If this is a confusing explanation, I apologize. I'd be happy to help with any questions or further information if need be) One last thing I also noticed is the way you did the eyelashes; very interesting design which looks great with your coloration. --Lastly, lastly, does this process remind anyone else of "FaceOff"?-- ^ Beware the word-wall.