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Everything posted by Malkior
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Definitely like the skybox. It's got the same cloudy quality of the original, yet with all of the detail it should have had. Also reminds me a bit of that ethereal plane in Ghostbusters.
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I have a suspicion I don't know the full scope of the problem, but have you tried using the High Quality Movie Patch? (Apologies if it's an older download link, it was the only one I could find) There should be no problem with up or down-scaling if it's already in a high resolution.
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Okay. Will it properly reference it in the ammunitiontypes.2da? Also, will I add it into the override, or a different folder? Second, a huge problem that I've been trying to work through all day so I can finally upload this thing: I created neat muzzle-flashes for all of the weapon's fire by replacing the default muzzle flash model with custom ones in the ammunitiontypes.2da . The problem is that, the default blasters are randomly showing the custom muzzle flashes, now... I just edited the "muzzleflash" section for each ammo type in the ammunitiontypes.2da. I don't know if there's something more I should do, or if it just naturally won't work..(like if each weapon doesn't actually check which type of muzzleflash it uses) __Edit Okay. I'll give it the old college try one more time, and report on what happens. Otherwise, I'll have to keep the sound and muzzle-flash changes as "optional", but with bugs. -
It's a cool feature though, and frankly gets very little praise for what it is. .. (Considering how much work probably went into it)
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Came with game from the first day. It was one of the features they showed during the game dev conferences calling it something akin to "a force power which can let you can see through walls".
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306 NAR, The oddly named "Entertainment Promenade". I have a link to the other module names as well, if you need them. :link
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
A bit of another update The bowcaster soundset probably won't work since A: I don't know how or if it's even possible to add another sound to the Stream Sounds folder, and B:The choice is finicky with which sound can be referenced in the ammunitiontypes.2da (It has to be a specific type of sound file or something to that effect.. so, basically A ) Anyway, I removed the tail from the bowcaster default-fire sprite since it didn't do much for realism and when paused, looked kind of silly Additionally, a few tests of my new Plasma Beam effect edits. I worked on a couple of details with the Onderon Skybox such as adding a more detailed horizon and cleaning up the aliasing in the mountains. _________-------------------------------------==================================================================___ If anyone is wondering, I haven't been modding quite as much since I'm trying to finish Kotor 2 properly so that I can get level references for Malachor and all of the other Endgame planets/modules. (Which by the way, will make it my FIRST TSLRCM full playthrough.. :} ) Regardless, I expect to have a few things released very soon... ... -
A request for information on how I would be able to edit the galaxymap in order to change the planet's positions. Does it require me to use something simple, like notepad++, or is it a more elaborate process?
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Just finished M4-78 for the first time. Delightfully challenging to say the least! I was reminded of Kotor 1 in the best way. I will have to play it again to finish the quests I never thought about.. there were regrets.... (and I totally didn't look up a puzzle online)
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Bugs and minor inconveniences with M4-78EP
Malkior replied to Hassat Hunter's topic in M4-78 Enhancement Project
Ah. I see. Well, I'll continue my playthrough and let you know if anything else comes up. (This thread already addressed all of the things I saw amiss, in detail) _Edit Aaaand, I also noticed that the music in the M4-78 intro video is a bit "tinny" in comparison to the rest of the in-game audio. If it's a fault of the .bik generator, then I guess there's nothing that can be done, but it was enough to be jarring. -
Bugs and minor inconveniences with M4-78EP
Malkior replied to Hassat Hunter's topic in M4-78 Enhancement Project
Sorry I'm late to the party. Just got to M4-78 in my playthrough. Anyway, one thing at the beginning of the planet -
Fixing the camera, blacking the screen
Malkior replied to TimothyJRay's topic in M4-78 Enhancement Project
Erm.. I..just now got to M4-78, and I can verify that I have experienced the exact issue which was described. I did not click through the dialogue; in fact the screen blacked-out when the maintenance droid had finished speaking about fixing the camera. I'm now going to try the team member swap you just described. My current team members are Atton and Handmaiden. (I'll try with all different combinations and see what I can find out) Additionally, my game version is a home copy and not through Steam. ... _Update You're not going to believe how I got it to work. I have the exact same team members, but I had to and then the scene would play all the way. When I didn't close it, the scene would remain as a black screen. -
Hilarious treatment of RevanFan's, SH (..that was you, wasn't it?)
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I feel.. so bad. I never noticed Boilpoint had changed so literally and I always thought Monster Fish intended it that way..
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The entire underground arena underneath the Jekk Jekk Tarr was originally going to be the Genoharadan Headquarters, according to this link http://lparchive.org/Knights-of-the-Old-Republic-II/Update%2015/ (near the bottom of the page)
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Hey. I wouldn't know about it if you didn't say anything, so I am glad you're mentioning it. The lighting is so bad in the module that the skybox tends to be slightly unpredictable and will add brighter sections to places on the texture that I otherwise wouldn't see. So, it's possible that it's on the texture; but at such a small amount that I never saw it. (The pixels are also stretched given the way that the skybox has such exaggerated angles, so the textures that make up the skybox itself have to be slightly offset to fix it) So, I'll give the screens the benefit of the doubt, but it doesn't look as much like that in my game. I can have a few other people test it to see if it's the same for them as well. (BTW, which screen are you referring to? the third from the top in the first set, or the sunset side in the second set?) The mountains having a blue hue when they go toward the horizon I believe is a result of the horrendous lighting in the module. Fog could be a probable solution, but I don't know enough of how to do it in order to get it done in a timely manner. Do you know of a simple tutorial no how to make/change it? If not, I can also fall back on my contingency and just color the mountains in the texture with the same purple-blue hue to match the rest of them in the foreground. It won't be as cool, but I know I can do it and quickly. changing the lightmap is also something I'm considering.. _______________-------------------------------------------========================== Eh, I hate to leave it on that note. Anyway, I'm currently working on the power blast sprite for the bowcaster. Screens when I get the results. (Screens Below) Next up is the second barrage of skybox cleaning. __________-------------------=====================================_________ The bowcaster sprites so far: Bowcaster Standard Fire Power Blast No clue yet on how to get the bowcaster soundsets to work since there isn't unique audio for them in the orginal game. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Yeah. Skyboxes are that exceptional texture where any small detail out of place sticks out like crazy. Thanks for the encouragement, though ; this has been by far one of the most tedious and time-consuming parts to work on. Some recent screens: Also took a few moments to try out a sunset effect to the front screen (basically just adding a yellow glow to the center, but I may add a visible sun in the future update). There could be a few lingering seams, but I'll have them taken care of when I'm done with everything. As it stands, I have to get started on my next phase of skyboxes so I can finish the rest of my mods. (And I've poured 100% of my energy into Korriban, so I need to move on)... Next up should be more screens when I make some more results.. _ -
Ah. I should have known .. Well, the good news is that there are very few textures for Sleheyron as a whole. In fact I found nearly all of them on Dxun primarily with a small smattering used on Dantooine and a few on Onderon. The only issue I see is that I count 4 to 5 of them being 100% unique. The first set of these are the Sleheyron floor pattern which could be replicated pretty easily, but the second is a fully different set of signs which would have to be remade by hand to stick with not porting..
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If you can find the filenames from Kotor, I'm sure I could find their equivalents in the Kotor2 assets.
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Of course I am working on that one the most. It has such a difference of color that I'm considering throwing some of the purple from the one on the right into the one on the left. The bottom portion with the bright yellow is the part I'm working on right now. If it helps, I can just edit the post when I complete the conversion (hopefully later today). Were any other seams sticking out as much? -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
And, Good News! The Korriban Skybox is almost fully done. Just a bit more fine-tuning on the seams. My sincere thanks to Mr Phil for his reference which was invaluable for the rear sky portion of the sunset. ------------------------========================================================________ Additionally I have the results of the flame tests after (I'd say) 5 iterations. The effect is fully additive, too; so anything in front of the flame will have a slight red hue common with a real fire's ambiance. -----------____________________-===================================================== The next step will be to clean up the ground portion on all of the other skyboxes to near the same degree of detail and visual impact as the Dxun ones. I plan to have screens of those as well as the final test for the Bowcaster (Power Blast).. Updates incoming as they become available.. -
Quick question; have you already drafted a full story for the planet? I just read the near-entirety of the old Sleheyron thread, and according to that (and the writer for Kotor), it was originally to be a convoluted plot about underworld hutt politics and illegal arena fights mixed in with finding the elusive Star Map which was owned by one of those hutts. Are you shooting for anything that ambitious?
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From the album: Screenshots
A slightly updated version of the fire and lightning for comparison purposes. Ironically I never planned for it to be nearly identical to the original. In fact I didn't notice until after I had compared the two, that it even has almost the same placement of enemies. -
From the album: Screenshots
That is one twisted droid. He seems to have a preference for immolation. Once again testing fireball effect.