Malkior

M478_Staff
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Everything posted by Malkior

  1. Malkior

    Closeup Flames

    From the album: Screenshots

    I tried to ensure that the fire effect I was testing looked alright from all angles by zooming in close to it. The result looks pretty cool..
  2. Malkior

    Way of the Jedi

    From the album: Screenshots

    Cool fire effect in the background. I was testing a few edits of the fire effect, and here we are.
  3. Thanks. I like to think that Chodo's just stressed about Czerka taking over and sabotaging his life's work. Or maybe he's just naturally meloncholy.. Yeah.. When you mention it, he really does have that look. Well either I can work on some other eye colors for Chodo (I'm thinking a light blue or even teal could be good) ../or we could assume that Chodo was secretly a sith all along and was just using the exile (and Bao Dur) to find where the jedi were hiding as well... ................................. ----------______________________________================================================================= And now that I finally have my screens, some progress. First, Korriban is on my list of highest priority so that I can move on with my save-game (I'm weird like that, but I want it to look good before I further my character) My screens have a lot of work in cleaning up the seams still, but I've been debating whether or not to show them in such an unfinished state, and I guess I want to at least show what it's shaping into.. I'll keep showing each iteration as it nears completion in subsequent postings.. -------------________________________----===============================================- Next, I finally have the new bolt for the bowcaster firing animation created With this I have also made my own custom muzzle flash for blaster weapons which mimics the flare you would see with traditional firearms. I did a massive amount of research into plasma reactions and electrical arcing, and according to that, a release of highly energized plasma gas via a charged electrical field would look very similar to the effect we see in the movies (which were from blanks with a color filter added) So, I tried to recreate that look.. ------------____________________====================================================-=== I've also been tinkering with making the flare texture additive instead of its default setting (diffuse I believe) Concussive Grenade: Sonic Grenade: I'm thinking of releasing it alongside my other effect edits like the rain/snow.. ---------------------_______________________==============================____________- I've been working on getting the fire effect to a higher level of quality. It may be a similar color to my previous version, but it actually spreads more realistically and has small "embers" near its edges due to some editing of its alpha. It may be still too blurry, so perhaps increasing the targa size may be necessary. -----------------------________________________________======================================-- Lastly, A bit of testing of a new marble texture found in the Exchange module and Ithorian quarters yielded some interesting results in the Telos military base. (You might have seen it on the floor in some of my Ithorian screenshots. ) It looks good with the rest of the oranges and greys; and actually matches the Telos military droid colors as a plus. I'll probably offer it as "optional" when I release my take on the textures for Telos, but I personally like it. ------------------------_________________________________________============================-- Other than that, I'll be working on finishing up more of the Korriban skybox (a suprisingly herculean task it's turning out) and when that's done, I'll move on to the rest of the skyboxes' details. I am also working on making the fire effect (The wall of flame, not the fireball effect which I've shown screenshots of) a higher level of detail and opacity. I already gave it an additive shader, but have yet to test it aside from the campfires. Then after that, I'll work on getting the rest of the alien textures done (I'll try the Hutt textures, but I don't know how that'll go yet) so that I can get the update published. I don't know how it will go from there. I have a lot of other projects I plan to work on, but my time may become limited if I get employed again. I will keep updates coming as they are completed.. -------------------------------------------------_____________________________===================------=== I appreciate everyone's feedback and I am extremely thankful for every word of encouragement and (constructive ) criticism.
  4. I sense no evil from him. Rather that he will bring peace and balance to the repub .. community. Seriously though, I am glad to hear that you (Logan 23) are working on Revan and the Exile to sound authentic. (Now hopefully you can rescue Revan from the pit of despair that was his endstory according to that [dreck of a novel]) I will definitely be on the lookout for when this mod is released, and give it a try.
  5. Well, while I agree about filming in different areas, Youtube has a built-in plugin to increase the brightness/contrast, color depth, etc.. which I used to get some of my darker videos to a higher level of visiblity (I was filming on Dxun). BTW, when I maximized the video playing on DS, it automatically set the quality to 720p, so I was already viewing it at the highest quality..
  6. Firstly, I approve of your way of showcasing mods with video for easy comparison for people unfamiliar with what options they have to make Kotor look better for them. I just have a small issue with the way that video is presented (at least for me); the video seems to be too dark to the point that I cannot see the differences. Your voice in comparing them does a fine job of describing them, but I can't see it in the video...
  7. Ah.. and I jumped the gun a bit and wondered why my game kept crashing... (Is there a bigger facepalm animation..! )XO!!!!!!!!!!!!!!) So the .mdls don't work between K1 and K2.... Patiently awaiting release then.. with.. barely contained enthusiasm...
  8. Welp.. I guess the countless hours/years I poured into retexturing the horrendous original weapon textures were for nought.. Doesn't matter though. This is a must have! These look point-for-point exactly how I've always wished they could look like. Bravo, sirs! Downloading as soon as possible... BTW, Is ToastyFresh considering uploading his mod on DS or Filefront as well?
  9. At the moment my changes do nothing to interfere with .mod files or the .utp files which the NPC Overhaul mod uses. I will do some extensive tests as well to be certain that the .2da changes which the installer enacts will do nothing to interfere with the App.2da file which is required for The Overhaul to work properly. (The App.2da edits are there to basically add CM_Baremetal to a few entries for the Alpha edits to not result in transparent textures, so they shouldn't interfere anyway. However, I will still do tests to make sure. )
  10. Thanks. I added some small red stripes on the upper portion of the head and darkened the top a bit. The fingers are still a tad finicky, but I'm working on them next.. I'm thinking of doing something extra with the coloration of the clothing since the blue on blue is wearying. My first choice would be to add some turquoise to the tunic on the default Ithorian skin to start. ---------------__________________________________________===================== Managed to work on Moza and Chodo Habat. Since I've been working on getting Kotor2 back up due to (erm..a bit of an incident which was a result of my lacking knowledge regarding K1 versus K2) I haven't been able to work on anything. However, since TSLRCM 1.8.3 is soon approaching, I will be redoubling my work on the last of the weapon effects and start testing on some new explosions (so that it's not just a big white ball) The skyboxes will be the next thing since edge-correcting is taking so much time to complete. Hopefully after it's released, I can test the .2da installations to eliminate any possible incompatiblities.
  11. Scratching his chin thoughtfully.. ... Ah! @MilesTails, I see it now. Strange how it comes across that way ..
  12. @SH, Indeed. I have been meaning to work on that.. BTW, Mini Update: Here are my first screens of the updated Ithorian texture. I used my references more meticulously and tried to keep the colors a bit more saturated; as I noticed to be the case with Jonathan7's. The one thing I have a bit of trouble with is the color mixing, so if you can think of a good/better color scheme, I'm all ears. I also notice the clothes are a bit hideous at the moment and will be working on remedying them shortly.
  13. Bah! I guess my stuff is just full of odd glitches with no logical explanation of existence for the time being... I'm going to do a full re-install after I finish the story with this save in preparation for TSLRCM 1.83 and whatever they're calling the next version of M4-78 (I believe it's also 1.8.3, but I'm not sure). By then I should have a better means to tell if something is actually wrong or not. Until then, I appreciate you looking into it, regardless. ________________________=============================================_ One other thing I intended to ask before this whole malarkey with compatibility; Was the same white-colored armor supposed to include the heavy weapons specialists (the guys with the heavy repeating blasters)? According to every other source both the grenadiers and the heavy weapons specs have red armor, so it just seemed out of place to me.
  14. I am referring to my post in the bugs' thread for TSLRCM. Clearly no one else was having the issue of still showing Republic soldiers in the bunker where the Talia Loyalists were hiding out, so I decided to chock it up to some incompatibility on my end. Since I don't have any other mods that alter that module, I have to assume the cause to be this mod reverting something. (Especially considering it uses names like "repsoldier" although that could just be a wild coincidence..)
  15. I wish there was a good compromise between the two. Some of the changes this mod does are incredibly appreciated, but if what you say is true, the incompatibility is becoming a real issue. I have a bunch of bizarre things happening to my game build which include headless Sith assassins and random items spawning at the entrance to the sith academy (as well as an apparent reversion of a fix TSLRCM implemented in the Onderon module). It could be quite possible that most of my problems lie with an incompatibility with the Tomb of Azgath N'Dul or similar mods which I have installed, which while confirmed to be compatible with TSLRCM, may not be entirely compatible with this. Something with this big of sweeping changes need a list of compatible mods and/or workarounds so we can make heads or tails about it.. IMHO.
  16. Ah.. Dang. Yeah, I have been neglecting it. Well, first I'll need to get to a playable build for the area, but I will definitely have to shift more focus to it. I assure you, when I start to notice all of the flaws you do, I will start remedying them. (I haven't played Malachor V in about a decade and the only flaws I saw were the deplorable gas field animations and the unnaturally green monsters. I'm thinking perusing some of the Dawn of the Jedi comics for references to sith abberations will help with with making the monsters look better at least. You gave me some perspective on the Malachor skyboxes situation, so I will be collecting good references of nebulae and electrical fields for that as well.
  17. Malkior

    Requests

    Look above you.....
  18. I will take your references into consideration. I think the problem lies in my color scheme not really meshing together well (most evident in the odd yellow coloration near the eye sockets) I'll run a few colors through and see where we get. I also see that the low-resolution .tga I'm using is adding wayy too much contrast caused by compression. I may have to recreate a majority of the original texture it seems.. (I hoped it wouldn't come to that ) Thanks for the honest feedback, though. I had my own reservations, but better to find mistakes early, eh? -----------------______________________________________________________=============______________________ As for some of my other work, I am currently undertaking the process of cleaning up the various mountains in the background of the skyboxes of most of the major planets (Telos, Onderon, and eventually Dantooine). The Duxn skybox is done, but the rest need to be finished before I can release the full planetary skybox pack. I will also work on odds and ends around the rest of the Telos station textures with the possible work on some of the Telosian flora to supplement its place in my module workings. ----------------------------------------------________________________________________________________________=============================================_ Screenshots will be available when I have some more stuff to show.
  19. Well, there is a reference shot where they add black to the toenails, and if you think they look too clean, I can do that. (IMHO, I think Gamorreans just naturally reflect the fact that they were by design basically a bunch of guys in pig masks and padding.)_
  20. Malkior

    Requests

    The only thing my research has yielded is the user's name is "Colja", and the only place that ever uploaded his reskins were pcgamemods.com (which has been disbanded for roughly a decade) and one defunct reference on filfront to some "lizard people reskin". The only thing I can think of is to either try to contact the user (who hasn't been on Lucasforums since 07') or to see if anyone still has the files before they were removed from the internet.
  21. Nother update of progress. I'm almost reaching the finishing point on another alien that rhymes with Gamorrean. A few creative liberties have been taken, such as my removing that ridiculous snorkel looking apparatus from the face, since it cannot be found anywhere in all of Star Wars canon. and the skin has been given a rougher texture The legs have also been given details and toenails/talons have been added to the feet. I've only thusfar edited Ithorian1, but the others should follow suit shortly. ---________________________________________________==================================================__ The skybox for Onderon has some edge cleaning done for the ceiling portion so that the seams are less noticeable (ideally not visible) -------------______________________________________________________________=========_____________________ Lastly, the rest of the Gamorrean guards have neater toenails and a better texture for their guantlets/axes. -______________________________________________-====================================================== I'm working on a few innocuous things like adding lights to the worktable yellow portion and hopefully I'll be able to progress toward adding indicator lights to all of the idle speeders littered throughout the levels. While I do that, I'll keep working on finishing the rest of the aliens for download and keep chipping at cleaning up the skyboxes. I've a few other projects I hope to get to which I will post when I get some prototypes started.
  22. Heh.. odd. I even replaced my module file with an earlier one (since I had the NPC overhaul mod installed) just to prevent it from interfering.
  23. Onderon during Wartime: There are republic soldier corpses in the garrison room you open when fighting your way up to the palace near the turret minigame building. Logically the corpses should instead be those of Vaklu's soldiers since the room was hiding soldiers supporting Queen Talia. (and Onderon specifically chose to be independent of the Republic army, so the presence of Republic soldiers being dead in the same room Talia's supporters are holed up in would need far too great of an explanation.. )
  24. Yoink! http://www.mandoa.org/ Also a copy of the script alphabet online for the written language on Wookiepedia.