-
Content Count
1,552 -
Joined
-
Last visited
-
Days Won
46
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Malkior
-
Here's what I mean. This is obsidian in a higher quantity. It has swirls, but is just darker. and @ milestails, I believe I still have my Dinosaur/ Plate Techtonics Bill Nye VHS which I used to watch in my youth (I don't know if I can find the dinosaur hologram card that came with it, but that too was cool) Back in elementary school I had a stint with geological analysis (the only science I was interested in at the time; to this day, I still don't know what valence shells really mean..:|)
-
This is what I used when I was working on the reskins of the Twin Suns when I was adding tattoos. Simple Model Viewer by Adinos It at least worked for the duration of my work on them. It has a pretty basic interface and provides you with the ability to have the model rotate at variable speeds. My biggest limitation is that it doesn't display .txi shader changes. (That and you have to have all of the models and textures saved in the same location in order for it to find them.)
-
I've actually given what type of rocks would be appropriate for a planet affected by a "Mass Gravity" flux. (It may be a bit over-thought, but bear with me) Basically, Malachor's crust would be over-pressurized to the point of melting and fusing, so you would end up with an almost shale-like texture for the floor texture. (of which you did, and I fully approve of) Gravel, however is caused by wind or water weathering. Malachor V experienced massive amounts of pressure only toward its core, so I don't see how gravel ever made sense. The spires were most likely created compression of all of the carbon-based lifeforms, sand, and possibly even jet streams of magma coming up from the folding of the planet's surface during the crushing process. These would be more like metamorphic rock, since the planet's mass gravity would be of a similar process within the earth that forms metamorphic rocks out of sediments. Obsidian used igneous rock as a reference for their spires, since they look a lot like, well obsidian. I'm fine with that, but they wouldn't be sedimentary.
-
I'd never heard of it. Brief research states that I've got to check it out, though. I'm sure there are more. Perhaps we can transmogrify this thread into a list of the best KOTOR 3 story mods?
-
That's what I used for my texturing tests, but it turned out unreliable due to being too brief with too low of lighting. Also, you have a good point. Lekku would probably remove confusion, it's just less esoteric to use non-specific terms normally.
-
Wookiepedia is based on a bunch of novels and products (such as trading card games). It's its own canon, and frankly I don't see how a movie should be able to undo an entire timeline of information especially if it was well received by fans (See Total Recall or Robocop) Fans will just view it as an odd reboot if it ignores or rewrites canon, and all of that other material online will be preserved in one way or another since they have such a saturation with the fans and because you can't just ignore 20+ years of stuff. Either it won't change Star Wars Canon, or they will be separated into different categories of canon (which ruins anyone new getting into it, but it happens) ___ As for the fan project known as Project Black Light. It looks to me like a good story, and nothing more. For one, clearly the team hasn't talked to anyone or else they'd stop showing concept sketches due to NDAs and how a project in development of anything even resembling an EA property would never show material like that to the public unless they'd gotten past their Alpha stage. This is further compounded by a lack of any information resembling an engine spec release as well. (How are you going to get a game even to Pre-Alpha unless you have an engine?) Secondly, even if they're talking to an EA rep about someone else making their plans a full-fledged title, it is unbelievably unlikely that EA will agree to it based solely on how unprofessional their concept work is. The scan quality is pretty bad (The contrast is too high and there's a significant blue hue on the pencil lines on nearly all of the sketches) and the "cleanup" is likely a quick run through Photoshop with a few color filters and brush strokes to indicate lensflares and light sources. However, let me clarify that I am not insulting their artwork or even techniques. I am simply saying that a high-profile company like EA would be hard-pressed to pour the amount of money needed for the process of creating a title like KOTOR, and that in order to convince them to agree with something as limited as a storyline and concept work, they would need to apply a much more professional technique and provide more visually impactful images. So, basically, I like their ideas and story, but I see no way that their material is better than the ideas and concept art that has already been pitched to EA. It looks to me like a cool project that they could work on, but I have very low expectations since clearly their concept artist would need to add meaningful characters that aren't HK-47 and T3-M4 if any work is to be done at the caliber necessary for a KOTOR game. I've worked with Unity in the past, and the biggest barriers that they would need to pass would be the coding portion of their game levels (Yes, things like attack patterns and simply clicking past dialogue options would need to be done by hand) and getting highly-detailed and low-poly models all done for ever single asset ranging from the single-player character to the shrubs in the background. Plus they would need to balance their levels and enemy difficulty as well as any other dialogue-based material. It would be much more attainable if they just modded an existing game and added all of their ideas and gameplay, IMHO. Also, how are they going to not only make a new KOTOR, but also a new Battlefront on the side?.. Needless to say, I'm suspicious.. (Also a heads-up "people already in the industry" can apply to anything from start-up game company members to unaffiliated game testers who support the project) __ It too irritates me that Logan isn't getting the recognition he deserves for his ROR mod which he is still working on to my knowledge, and has its own great story, actual game assets, Full VO, as well as its own website for crying out loud.. ____ Edit So noted, SH. I will relinquish my diatribe then for now.
-
Well, Mr Phil, I like to see where your head's at. I've tried numerous times to find a proper testing scene, but your choice of the Nar prologue is the only one with good enough lighting outside of walking up to one of them in stealth on Goto's yacht during the final fight aboard it. A particular feature I like is how you gradually added the green and pale blue to the sides of the head because they make the transition of the head-tails look more natural. The head/brain-tails are only off because the stupid UVW unwrapping is bulging out your pattern on the sides and causing the pixels to smudge. The only real solution to this I've found is identifying the problem spot and making the pattern in that region smaller, so there's less to stretch. As far as your choice of colors; you're doing fine It's good to see that you have such a particular taste that you're taking it into your hands in order to make it a reality.
-
What rez are you saving these as, if you don't mind me asking? Normally anything above 2048x2048 will get my game to start chugging. Least of all any more than one texture has disastrous effects.
-
SiC stands for Self Induced Coma. He does his texture mod TSL Textures Remastered among other things.
-
Aw schucks.. I was gonna work on those.. But seriously, great work! Malachor V will be one of those planets that I'll actually want to visit for the scenery for once! Can't wait to see what you do with the background rock formations once this invisible skybox malarkey is fixed.
-
Keeping a clean install on a external drive.
Malkior replied to Sith Holocron's topic in General Kotor/TSL Modding
I don't know about the inherent impact, but I just copy my entire "KOTOR2" folder from my C// drive directly to my external. I don't use this as a full backup, but more as a resource that I can extract components from. Such as for re-installing module files if I messed up any of them. The things I rely on backing-up are basically just my Override, Module, and (maybe) Streaming Audio folders. I don't think TSLRCM changes much else. __Edit Although, I feel I must clarify; I still install and uninstall TSLRCM normally. I use my backup so that if other mods skewed with its components, I can easily revert them to a state post-TSLRCM, instead of deleting everything and starting over. I don't "drag and drop" the backup folder in lieu of actually installing it. In my next install I will also have a "mod order" document so that all of my installed mods won't interfere with eachother. -
Ask the Developer of Revenge of Revan....a Question.
Malkior replied to Logan23's topic in Revenge of Revan
Well, I have to say I'm in the "hated Rosh" camp to almost the degree of Jar Jar; of which makes me feel bad, since he's not really too bad of a guy. He just talks in the most obnoxious and/or boisterous way and is characterized as "fallible" and of not much else in the form of a personality. (Basically akin to Anakin) IE They feel like this training is holding them back.. The jedi are weaker, I mean at least the sith don't ignore their emotions.. etc... At least give the man some backstory.. for all I know, he was born on an outer-rim colony and peddled counterfeit blasters for a living before running out of credits and bumping into Rebel Sympathizers who recommended him for application into the new Jedi program to keep him off of the streets.. They don't say what he wants out of the Jedi training or even anything like what opinions he has galactic politics, food, or holodramas. [rant/] -
Thank you, extremely much, Loki
-
Bah! I'm trying it out, and it just too bright... I'll let you know if I can get it to work, but if it's possible to just add lights to the model, it will probably be easier and more akin to what you're looking for. That said, I will still keep trying.
-
Hmm.. I'm sure with a little finagling, you could get the effect you're going for. The downside is that the rest of his texture can't use CM_Baremetal or similar (So no reflective metal).. It's a technique I am familiar with, but it has its limits..
-
Alternate from my previous post; Does anyone know what texture is used for the "incapacitated" animation seen here in the Nihilis confrontation?
-
You can fake it with a .txi of it with envmaptexture CM_Bright. You would need to edit the alpha layer, so the dark parts in the alpha layer would be what glows the brightest and the white would be less bright. Bear in mind that this effect glows with a blue hue naturally, so some color correction may be necessary afterward. __Edit Although, the robots' eyes actually have lights in them, I believe.
-
I know this may be a bit of a long shot, but is there enough "model real-estate" fom the background stuff in the Telos Entertainment Module, and if there was, is it even reasonable to believe that even within a finite timeline the walkmesh could be altered to use it? Basically, I dare wonder if one could use a different part of the area model used in TEL222 for the endgame portion of the gameplay, or if it would be more reasonable and less impossible to just reskin the whole thing to look like a different place instead of changing the walkmesh (and I assume NPC placement, plot triggers, lighting placement, etc..)
-
Max Rebo.. What kind of idiots do they take us for? All they're doing is insulting those of us who actually stood with (okay at a close enough distance to not be actively antagonizing them, but still) them through all of their inane money-grubbing and further degradation of their once trusted name. At least go with something tongue in cheek, like Peet Wozniak or something less offensively obvious.. It's like they don't know or care about the Star Wars name at all. Second, why did they choose the same teaser screens in the reveal that they used for Kotor 1 originally? At least give it a little effort, eh? That Pokemon thing google did, though.. that was funny..
-
Just a question in that vein, though. What kind of conflict causes "missing heads" in a mod installation? Is it the Appearance.2da having the wrong entries, or is it a "redundancy problem" where two mods are changing the same .utp file? I'm just curious, so that I can determine which files to switch around if I see it happen.
-
Yeah.. I know. I was going to say, yeah, it's red. (They could have at least pretended that it was a different place or made the "locked" door at the shuttle from the residential model extend to the zones we can see when going toward the TSF prisons. The models were there, it would just require a few walkmaps and added items.. I would do it if I knew how...) The Factory level design though was pretty much the same as a couple of the levels, such as the Ravager and to a fair extent, Onderon mid-battle; just fight through waves of enemies to reach a single goal. At least the bit about the I also think the HK-50s were a pain to fight especially since they don't self-destruct as they're supposed to according to the dialogue. Lastly, the fights were a chore for me at least since droids are so limited in capability in regards to feats and a lack of boosting items; the armor does nothing more than add def instead of fancy things like saving throws or regeneration, so a solo mission makes him so weak compared to the rest of my characters, that I had to play part of it on Easy difficulty. Yet, for its flaws, the pacing was as decent as it could have been, and some of the details and visual setpieces made it better for me than a few of the other planets you visit.
-
Point, but for me, the issue wasn't with the HK Factory, it was the Telos invasion. You literally push through a handful of enemies, and then talk a few times, yet this constitutes an "invasion"? And the really annoying part is that you don't even go through somewhere "new" or "refreshing", like you know, the fuel controls and Citadel maintenance sector. No, you go through the EXACT same place you were trapped for the first half of the story which was such a joy the first time around. And then, based on the evidence, apparently, the Citadel's severely limited number of resident guards have complete control of the entire station's fate that of the lives of what seems to be thousands of people (based on the size of the station) And these controls are located in the PRISON of all places..! (Where, might I add, a convict managed to escape from without any intervention.) For me, that was the worst part. (And the module is completely separate from the original Telos Station, so it could have looked different) At least the factory had a few fun diversions like the program installation jokes and constant banter..
-
Question, will you be expanding on the Trayus Academy in regards to its structure and quests? For instance the addition of at the very least items to explain how with perhaps a brief datapad/quest to explain how they are spawned and grown. Or perhaps creating evidence of the methods Revan used to turn the Jedi to his cause. I've been considering these things because not matter how interesting the ending story happens to be, for me, the greatest part of an ending level should be how it ties up all of the loose ends through gameplay decisions and the player discovering these secrets themselves rather than having it explained to them.
-
I see.. Well I will remain on the lookout for anything else unmentioned form the changelist for 1.8.3 Many thanks for the response.
-
Just a minor thing I noticed when I first got to Malachor V. There is no camera collision with the wall on the lower right corner of the map. So if you walk beside the wall there, and rotate the camera, it will clip through to the point of seeing the skybox and parts of the rest of the module. This was using 1.8.2. I haven't gotten to that point in 1.8.3, so I can't test it there yet, but it wasn't mentioned in the changelog.