Malkior

M478_Staff
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Everything posted by Malkior

  1. Just the .mdx is empty. The .mdl is the model file itself. You need the .mdx with the .mdl for them to work.
  2. I really like the GUI design. (Kind of funny that it looks like Czerka pays for the User Interface since their symbol is displayed prominently in the background, even though they're basically your enemies in both games. ) Still, it's nice to see something different from vanilla yet at just as high of quality. ====---------------------------------------------------------------------------------------------------__ Did you also do the Dantooine skybox in the background with T3, and is he a reskin as well? _____-----------------------------------------------------------------------------------------------------------== I also dig the username you gave your character.. (even if it's game-generated ) __------------------------------------------------------------------------------------------------------------------------<< Incidentally, are you working on a Darth Sion reskin? because I've tried (believe me), but he's just too macabre for me to wrap my head around toward doing a good quality one (makes me a tad squeamish). Yet, I still believe he absolutely needs it, since there are so many closeups in the cutscenes throughout most of the gameplay, and his highly pixelated presentation shows up quite prominently. (most notably in his eye and skin/tendon "cracks")
  3. It should be. I've been using it with TSLRCM since it was released, and I have no problems. All it changes besides adding textures is a couple of entries in appearance.2da, and since it uses the TSL Patcher, compatibility shouldn't be an issue.
  4. Well the fun thing is, the assets were actually first in Kotor1 and then added to Obsidian's assets for use in Kotor2. (Both K1 and K2 folders have them)
  5. Fun Fact: There are fully textured models for Stimpacks, Belts, Armbands/Gauntlets, and even Security Spikes/Medpacks in the Kotor2 game files. It seems to me that they were planning on making armbands and usable items actually appear in-game, but either scrapped the idea due to difficulty implementing it, or ran out of time. I'd rather like to see them as a part of gameplay (I feel the options to customize your appearance would be nearly endless, and it'd be cool if the "give item" animation actually showed datapads and credits; Oh, yeah I forgot to mention that those were also in the files :]...), but I'm sure it would be a huge project in and of itself to actually make them work. ----------------------====================================---------------------------- And an update as well. Gamorreans. Before: After: I'm planning on adding a bit more detail to the clothing on the Gamorrean Boss (Top picture in each list) to denote him as a leader type, and will be probably tweaking the muscle definition as well. I also have to get the metal on the gauntlets to look much more realistic since their weapons actually use the creature's texture. Please let me know if anything is off or needs work as this will be included in the Aliens Redetailed resubmission.
  6. Hmm.. That would require adding code to check for awareness stat and change the texture as it increases.. I would probably require help from people who regularly use script with the engine, so that I wouldn't break anything That said, I definitely like the idea -----====================================---------------------------------------------------------------------------------------------------- BTW, Speaking of the mines, did you know that there are unique models for each different type? (there are others, but I don't want to overburden this page with images :|) Interesting to note that someone actually went through the trouble to model and skin them yet it was impossible to see them. -------------------=========================================----------------------------------------------------------------------------- I'm working on the screens for the next progress update, and will have it up as soon as I can.
  7. More Vibrant Skies doesn't affect the Telos Station skybox at all; just the girders, so they should be 100% compatible.
  8. Hmm.. I can't say whether the code actually runs or not since I don't even know where to look, but I have a literal 1 point difference between detecting mines and not; and regardless of whether I walk or run into the area, they are detected. The only way for my character to not notice them is by increasing the check by 5, which then makes it impossible to detect no matter what. BTW, I have one version of a retex for the mines out If you have any alternatives you'd like to see, I'm open to any ideas. Just bear in mind that the texture has to rotate forward all the time, so not all will be feasible.. Footage of it in action on my Youtube account. (linkage http://www.youtube.com/watch?v=HPVlHwPs--4&feature=youtu.be)
  9. Yeah, I think intelligence is just used as a skill-point pool of sorts. Just a strange inquiry as to why they didn't use it differently.. Also what awareness did your character have in order to see them when walking, but not running? My character either sees them both ways or not at all.. :| I'm trying to make walking a viable strategy instead of just a visual choice.. BTW, you can actually see mines sticking out of the ground if you look closely enough. (even when your character can't see them) __==- And it turns out that after looking at the feedback panel in-game, running seems to have no penalty on awareness checks...
  10. Just right-click on any one of your images, select "search Google for this image", and at the middle of the window a bunch of images show up with the words "visually similar images" underlined.
  11. Heh.. So if I change the DC of mines, it also effects the recoverability?.. Also strange that intelligence doesn't factor into that equation and that there's no saving throws with dexterity when disarming them.. I guess I'm nit-picking at that point though.. Fascinating.. I guess K1 developers figured that players would expect mines to be brutal no matter what difficulty level. Still hilarious that NPCs always fall for mines whenever I drop them behind me.
  12. Ulp.. no that's the screenshot's fault. The ocean's geometry actually starts at ground level. The splashes can show up in random places due to this.. I guess it's my fault for not getting a better comparison shot. Fixed, but on further inspection, the shots look danged near identical... it's really, really subtle since I edited the the effect texture and not the alpha.. and editing the alpha seems to make it worse.. Gonna need some work.. Sorry about that..
  13. Popups are gone.. Carry on..

  14. Glad to see you're back. It's cool to see how our styles diverge when comparing the screenshots side-by-side. Your visual theme reminds me of an early 1990s action film (something like, Escape from New York or Fortress 2) Personally I believe that having more choices is better BTW.. Fun exercise: do a quick google search of your screenshots and select the "visually similar images" button.
  15. @Fair Strides Thank you sooo much for providing me with the texture name! Most of my time has been devoted to tracking down texture names, and I wasn't sure there was a way I could ever find it. I'll see what I can do. BTW, which .2da controls what awareness you lose while running? I've got some ideas of how this could work.. @Varsity Puppet I had no idea they actually tweaked the value from K1 to K2.. Although, I kind of wondered why in the Prologue, the mines would instantly show up on the Hawk http://lparchive.org/Knights-of-the-Old-Republic-II/Update%201/img-24.JPG (immersion breaking for me from the first time I played it IMO) I'm glad it's addressable, but now I have to find a way to make it realistic yet playable: IE if you go running into a field, it's doubtful you'll see them, but not frustrating to the point of breaking the flow of gameplay.. Er.. playtesting could also be an option, perhaps.. :\ .. @Mr Phil Thanks. I hoped the consoles would be noticeable without comparison screenshots. The holos were something I had wanted fixed from day one, but I'm glad others shared this belief. Hopefully the rest of them are as simple to fix.. _-----------------------------------------------------------============================================================================== A couple more things. I have a few sound edits for the glass breaking in the Harbinger and the spacesuit breathing sound. I'll give it another shot with FRAPS to see if it can finally capture sound, but in lieu of that, I'll upload the files here if it doesn't work. I have.. yet another project with the effect files in order to make the splash effect have a more localized appearance. Comparison: Before After (By "localized" I mean less of a spray of water in all directions, and more of a jet of water from where your boots hit.) *pay no attention to the man-skirt... More stuff as I can update on it...
  16. I'm getting a lot of popup ads from "Voicefive" via whatever googleads is using. Is there any way we can report them or remove them from DeadyStreams?

    1. Hassat Hunter

      Hassat Hunter

      No adds here, them appearing via adware sounds pliable...

    2. Malkior

      Malkior

      heh...well.. thanks for the heads-up.

    3. MrPhil

      MrPhil

      Firefox + Adblock is your friend ;)

    4. Show next comments  150 more
  17. Would be fun, but the entire game uses the same build for pretty much every person. You would have to rebuild the entire game in order for Peragus to fit around it. (I also personally believe that Peragus is perhaps one of the deadlier places to work, and due to the strain, I would think most miners would stay physically fit; now if you were talking about Citadel Station... ) All in all, fun times. _-------------------------------------------------------------------------------------------------------------------------------------------------------------------------========================================== And an update. Over the weekend, I was able to significantly increase the quality of the consoles found pretty much everywhere throughout Kotor 2. Here are a few of the best screens. Peragus: Dxun: Polar Complex: Ebon Hawk: ________________----------------------------------------------------------------------------------------------------------------------------------------------------------------= Additionally, as per SH's valid point, here is the Nebula with the Vanilla Peragus II backdrop. _-----------------------------------------------------------============================================================================== And lastly, I am all to overjoyed to have found at least a temporary solution to the eye gratingly see-through holgram people Examples: 1 Before: After: 2 Before: After: -----------------------------------------------------------------------------------------------------=====================================________________ Oh yeah, and I spent all day trying to fix the super overblurred Ebon Hawk in the prologue by painstakingly adding panel details to a 1820 X 1820 px texture. I hope it's at least an improvement.. I'm still not sure whether to call it a success or "experiment with potential".. -------------------______________________________________===============================_ I've got a couple more things in the works, but the number of images will have a limit it to another post.. ---------------------=========================================____________________________ I'm thinking I should probably start releasing this stuff into the download section soon. I've nearly gotten all of the skyboxes finished for my newest version of More Vibrant Skies:the mod, and I'm all but done with retexturing Peragus into a higher definition. Which leaves me with Peragus and Telos nearly retextured while Dxun is pretty much a done pack. I'm thinking of dabbling with some of the features on Dantooine, but not sure if I'll have the time to do so. As far as other mods go, I'm refocusing my efforts soon on a revision of Redetailed Aliens with the inclusion of a full Gamorean retexture and hopefully a much better level of detail on the Ithorian NPCs. I will also include the Boma retex as an added beast to the mod. I'll probably have a separate mod for some of the little fixes on miscellaneous things such as the boxes, sign, and spacesuit retex. _---------------------------------------------------------------_____________________===================== A side idea I had...:I'm looking into finding a way to make mines more.. mine like: IE undetectable if running. It just looks so hokey to me when a level loads, and you end up with a bunch of glowing spheres with enough awareness stat, no matter how careless you are. It warns you in-game not to run when trying to find them, but it doesn't seems to matter whether walking or running. I was thinking either to increase the cost of awareness while running, or to find the texture that creates "detected" mines and make it more transparent so as to not immediately see it..
  18. I ... sort of noticed that on subsequent playthroughs. It is a shame that such an important decision is removed from your hands that way, though.. Perhaps a separate mod from TSLRCM, then? I for one would be interested in something that remedies it. Thanks for all the work regardless, HH. Hopefully your "to do" list gets shorter as time goes on..
  19. Yeah, I can't imagine having to remodel them. Scripting in renamed versions of the miner model files that are directed to different textures should do the trick.
  20. Hey that's cool then. I definitely prefer it, personally. would it be likely to be implemented in TSLRCM, or is that less restoring and more changing? I'll also try to talk with some people about implementing unique character models for em'.. with VP's permission, of course.
  21. That you did. I merely wanted to show the changes to the Peragus 2 nebula, but it complements Trench's mod well. Would you like me to show the default background as well? The purple nebula's totally vanilla, though. Also, SH, I made a few detail adjustments to your Telos travel board if you are interested. @Mr Phil I always thought the miner corpses were changed into proper models by TSLRCM as of 1.7.. Anyway, there was a brief discussion I remember having about having to add a bunch of new NPCs to get the unique look for each individual miner. If someone with more coding knowledge than I can manage to do that, I'd be more than happy to make unique bodies for all of them. In fact, I've wanted to do that for years..
  22. And now that I have my online album fully set up, here's some progress on what I've been up to. ----------------------------------------======================================================-- A few more shots of the Peragus Nebula and Planet background after a few alterations: -----------------------------------------------------===================================--------------------------- A few retexes of the Peragus facility to make it darker, but to still match the blue color scheme as well as to bump up some of the texture quality. Before: Now: with the newest version of my realistic maintenance officer body mod ---------------------------------------==============================================------------------------ Some Telos texture detail increases for the pipes in the ceiling and a texture increase for some walls. ------------------------==============================================--------------------------------------- My own take on the Czerka poster above Jana Lorso's desk. -----------------------------------------===================================--------------------------------------- Yet another minor project in which the frankly uncomfortable looking chairs have been given a yellow border to give the impression of padding in them. --------------------------------=========================================--------------------------------------- And it seems I've run out of space for this post.. There are about 4 to 5 other projects I have screens for, but I don't want to irritate the moderators with another post full of an over-abundance of images... Well, for the sake of brevity, I can simply say that I have updated the quality of the Mandalorian shuttle as promised (screenshots are on my photobucket if I can't upload any more images) and have been hard at work increasing the quality and visual detail of the console texture which is used in pretty much every level. I also made it so that the console light actually uses its own light source via shaders Lastly, I have a separate blaster impact texture which shoots out red sparks when a character is hit by blasterfire (I plan to make a demo video showing the different types of sparks in action soon) and a more "neon" neon trim texture in the JekkJekkTarr. I may have missed a few such as a minor quandary I'm having with determining whether the Dxun skybox is fully done, but that's the gist of it. ------------------------------------------------==========------------------------------------------------------------------------ Incidentally, due to the nature of my massive collection of project screenshots during any given post, could any of the moderators tell me if double-posting to get all of them in the thread is unacceptable behavior? I want to share all of the different things I'm working on in their full fidelity, but I don't want to bog down the servers or break anything to do so.
  23. Ouch.. Well, it was an idea anyway.. Regardless. I very much appreciate the attention to detail your mod provides, LDR. I'll be on the lookout for the next version for certain.