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Everything posted by Malkior
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Looks like the changelog is here http://www.moddb.com/mods/mehem-the-mass-effect-3-happy-ending-mod According to it, there are a couple of changes with the soundtrack (though still no way to get the original "vanilla" ME3 ending one) and a couple of added e-mails and animation tweaks. Also apparently there are new improved ending videos and a somewhat ominous secret addition as well..
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A tease . . . of the next version of M4-78 EP
Malkior replied to Hassat Hunter's topic in M4-78 Enhancement Project
Teasers are meant to give away minimal information but to leave the viewer wanting to know more. Though I too am interested in what this means. Who are these aliens, and what do they have to do with M4-78? Incidentally are you making a changelog, or is this supposed to be a surprise until the full reveal? -
Just discovered this thanks to your link. Maybe I'll finally break down and buy the PC copy of ME3 since I've been hesitating all of this time due to news of how bad/ poorly designed its ending is.
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I see. Well your mod should be fine as long as users remove the .txi from their override (as they should in the first place since it corresponds to a different texture altogether)
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Nexus Mod Manager. In Fallout and Oblivion, it makes mod conflicts less likely since it prioritizes the changes they make. However, I'm not entirely sure that something optimized for Bethesda's engine would be as likely compatible with something like the Aurora engine.
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So are they fully supporting Kotor as in a subsite? This certainly may change things. Are we going to be hosting mods on both sites like we used to do with Filefront? A huge question on my mind is how they would enact NMM implementation.
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I prefer flicker, but it's a matter of opinion. (I actually go out of my way to make sure it's flickering or I feel the game looks too unrealistic..)
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Isn't the flicker caused by making the texture animate with nothing to do with the model. All you'd have to do is turn the texture into an animated file which requires duplicating the image in the texture a few times and applying the .txi .. I believe it was procedural cycle.
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I probably just skipped it when I first played the original game so I didn't notice the timing. Is it doing the same thing for you?
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I know you work extremely hard with all of the limitations and quirks that this engine has, so I understand that in the scheme of things, this is pretty minor; --- In the first cutscene between Hanharr and Mira on Nar Shadaa, the dialogue after Hanhar has his hand around her neck takes a little bit too long between lines. For example, Mira's lines seem so exasperated when she says "Don't Hanharr.. I'm warning you." and "Of course I'm afraid...etc" , but she stays completely still for at least 10 seconds between these. This is jarring at least for me, since something that desperate would take a lot less time to say.. I hope that this particular line wasn't one of those "memorable" ones where you had to work for hours and the best the game would let you do is this. If it was, then I apologize for even bringing it up ...
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After a fairly in-depth search, it seems that 1500x1500 (which the image I linked appears to be) is the highest size I could find on the internet (via google) However, there is an essential atlas .pdf which has all of the planets and their exact coordinates http://starwars.com/media/general/atlas-appendix.pdf , so you can chart them off of it.
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@Fair Strides The map you have actually seems to follow parts of the NJO map http://images.wikia.com/starwars/images/1/11/NJO_galaxy_map.JPG (which was published in 2003); with things like Bakura being on the top left instead of down by Endor. Coruscant also seems to be closer to the right in the NJO version. The essential atlas is the way I'd go. http://www.tor.com/images/stories/blogs/11_02/essential-atlas-star-wars-galaxy-map.jpg It has all of the added planets from the TOR (not to be confused with SWTOR) library and is in current (as of 2011) specs.
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That's great news! I didn't even know this bug existed, but it's great to hear it's fixed. ------------------------------------------------------------------------------------ One question. Is the TSLRCM release working on compatibility patches with other mods, or is that at the modder's own discretion?
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
So, are we good on the grass? Do you want me to send you a copy of what I've got and see if it doesn't fix that graphics problem in addition to the visual changes it already does? -- Oh, and I have an Nvidia on my PC as well. I got sick of the research that comes necessary with running the drivers on different games, and I still suspect it being responsible for murdering two of my monitors; which was never proven. (..Of course my Nvidia has its own problems running anything better than Kotor, but I have an older system with only four gigs of ram, so it could be more complicated than just my GPU) -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
@ Hassat Hunter Well, all I did was edit the alpha mask a bit. From what you're saying it seems to be more of a driver glitch in using the proper transparencies. I would be extremely glad if adding more pixel data to the layer mask (by making the grass parts of the texture more opaque) fixes the glitch as well, but I can't say for sure, since I've never had any issues with the default grass showing up since I upgraded my card about 10 years ago. However, there is an option to turn the grass off in the menu. Is it possible that something isn't switching on when it's checked to visible. (That's my best guess. I haven't had driver issues with it, so I have no idea, really. ) ----------------- ... Well after actually reading the solution, it seems pretty simple. If darkening the background fixes the grass, I can run a couple of contrast filters on top of my texture if it helps. @Self Induced Coma Was your grass the same in your texture pack as of March 2013? --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- One other question, do you know where the hints (displayed during loading screens) are found to be edited? I see a couple of grammatical errors and minor redundancies I want to correct. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, what do you guys think about the rain? I thought it was too big, but if I make it any smaller, it looks more like a trickle and I want it to look like a downpour. Second to that, is there a simple way to make the rain effect animate faster without breaking everything? -
Another problem I can't fix. I need some way to replace the suit used by Mara on Nar Shadaa in the Jekk Jek Tar. I need it to be the watersuit instead of the spacesuit. I believe it's somewhere in the script or dialog triggers. I just don't know how to change it, and I don't want to do anything drastic that would be a problem for TSLRCM. ----Got a PM for a fix Thank You, Fair Strides
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
So the Korriban Skybox was taking forever to adapt the original color palette to get anything even remotely looking like a real sunset. To take my mind off of it, I retextured the raindrop texture to look as realistic as I could since the original rain was 1px by 1px blobs. When paused, battles look more like the Matrix. ... which is cool. If only the game engine would allow me to increase the speed the rain particles travel, so it looks more like a downpour and less like a drizzle. --------------------------------------------------------------------------------------------------------------------------------------- It's take .. erm, 3 on getting this cloud structure to look right. Here's what I have so far. I think they're decent, but not as good as I'm aiming for.. ---------------------------------------------------------------------------------------------------------------------------------------- And, some in progress shots of the Onderon Backdrop. I think the sky's too dark still, though.. ------------------------------------------------------------------------------------------------------------------------------ @ Mr Phil I actually bought a copy of the Choices of One and even got to meet Timothy Zahn where he signed it and my copy of Outbound Flight (another really great one) One has to read Allegiance to understand the characters and set up of the Choices of One, but I prefer the latter just for how cool Mara is in it. Heh, all of his Star Wars novels are connected, so one really has to read them all to get the full scope. (I have high hopes for Scoundrels.) ..BTW if you're interested, I have also read Zahn's Quadrail series, and it is phenomenal. (The premise is basically a Noir set in the backdrop of an intergalactic supertrain run by .. ehm giant robotic spiders.. The details get even crazier, but it's still highly believable and abundantly interesting.) In my opinion, his independent writing is just as good if not better than his Star Wars material. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
I had no idea he was technically the founder of the EU. It is also truly a pity what they did to Mara (his own character that HE created). I'm of course referring to what they did in the game "Mysteries of the Force" Indeed, it turns out that they *the unnamed club that writes Star Wars novels* made their decision regarding Mara for the NJO series without his consent or prior knowledge.. However, that's another conversation for perhaps another topic. ------------------------------------------------------------------------------------------------------------------------------------------------- Aaanyway.. As per my update of things what I'm working on, I've been cleaning up the foliage on Dxun. I cleaned up the Alpha for the grass texture in the Dxun jungle since its pixelated low quality bugs me so much, and did a few contrast and color corrections to the treeline to make it look less like a floral divider. The difference may be difficult to see, but trust me, it's better. For comparison.. Here's before: Here's After: Of course now that I've fixed the grass, the floor texture looks blurry beside it and the top of the treeline needs to be finessed to look less "blocky". --------------------------------------------------------------------------------------------------------------------------------------------- Korriban's taking on a new stage of work since basically the skybox is far too smudged in its default state, so I'm repainting all of the clouds.. Here's the reference I'll be using: ---------------------------------------------------------------------------------------------------------------------------------------------- Additionally, I'm working through the preliminary stages of the Mandalorian shuttle to see which parts affect what on the UVW. -------------------------------------------------------------------------------------------------------------------------------------------- So, my work's mostly cloud painting for now so that I can get it done before the often laborious process of edge cleaning.. In the meantime of that, I'll work on some neat designs for the bowcaster quarrel and show them here when I can.. -
Bugs and minor inconveniences with M4-78EP
Malkior replied to Hassat Hunter's topic in M4-78 Enhancement Project
No prob. I'll be sure to refer to this thread if I find anything else so that I'm not mentioning something that has already been addressed. I have three different mods running right now that effect this one region, so there's no way for me to know for sure. They are TSLRCM, M4-78 EP, and Tomb of Azgath N'Dul. The reason why I'm posting on the bugs thread for M4-78 EP, is because it's the most recent mod I installed.. Anyway, has anyone had this Placeable appear at the Korriban Entrance? It cannot be interacted with aside from shooting/ destroying it, but once destroyed, it only leaves a tattered cloak which says it was originally a "magnificent cloak of fine quality".. -
Bugs and minor inconveniences with M4-78EP
Malkior replied to Hassat Hunter's topic in M4-78 Enhancement Project
First, Many many thanks for fixing the droid animation issue... However, I just got further in my playthrough and I noticed that Vash is listed as being on M4-78 in the "Jedi Masters" Hologram when asking T3, instead of Korriban. Is this a small oversight, or is this working as intended? I thought M4-78 was supposed to be unlisted until you visit there. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Visions of the Future actually takes place 10 years after the Original Trilogy, written back before books had to canonically justify marketing decisions about video games. (my opinion on the matter notwithstanding) I'd suggest to at least check out Zahn's work. So far he's my favorite author who not only keeps an obsessive amount of Star Wars details/nomenclature in his writing, but also cares enough to flesh out even his minor characters while keeping the story interesting. He's also one of the few authors who can keep some level of mystery in his writing until the very end where upon the reveal, it makes sense to have happened that way. He also created Mara Jade who is one of the more fleshed-out characters (later dumbed down by other writers..) as well as, Grand Admiral Thrawn: an alien master strategist who uses deductive reasoning not unlike Sherlock Holmes to command the imperial fleet. It is ironic that bowcaster bolts are only green in "canon" because the designer for Dark Forces wanted to give it a unique appearance.. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
@SIC Wow. We really do think alike. I tried to get the charric to look unique, but to keep it in line with the descriptions from Zahn's Visions of the Future. I'm thinking of giving the bowcaster a unique sound effect which is more in line with say, jedi outcast and more of a ball of condensed energy instead of a blaster bolt. Do you think the energy ball design is too much of a diversion from the OT? I guess the color isn't too much of an issue, since I can change that with a few seconds in PS. BTW, the third screen is an ion weapon/electrical bolt; not that of the disruptor/charric. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I am also interested in whether the impact sprites look too much like blood for the melee sprites. I want it to have a visually dynamic effect, but I NEVER want to even infer that lightsabers draw blood.. -they cauterize.. I was thinking that since the swords and lightsabers share the same animation file, a good neutral ground would be a bright effect with no color. (or perhaps more of a shockwave looking effect instead of sparks) Any feedback would be greatly appreciated. -
A request to anyone that can help. I have been searching fervently for whatever texture is used on these bottles. I've looked through the texture-set back and forth and cannot find them. If you or anyone you know has an idea of where this is found.. please let me know where...
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Back and with more updates. -------------------------------------- Dxun is nearly done. I've added the other noticeable mountain hill and a more detailed moon to the outer corner. It's still a bit squashed, but just requires a bit of tweaking. The same moon has been added onto the temple module and that module can finally have a unique skybox, so I made it look a bit darker/ more like night. <on a sidenote, a family member actually told me that the moon would make sense to be directly above the sith tomb, since in the mayan culture it was common practice with temples and the like. Since the tomb/ temple rather looks like it's Mayan in design, and since the sith on Onderon had many similarities to these cultures, I think it makes sense.> ----------------------------------------------------------------------------------------------------------------------------------------------- After much appreciated assistance from SIC, (and finding out that I had a hex editor already in the Notepad ++ I downloaded earlier) I have gotten the Harbinger to be its own separate entity from the rest of the Hammerhead class ships. I also got the light texture in Narshadaa to stop duplicating onto the lit tables, and they will instead have their own higher resolution texture applied to them. I kept the light texture on the countertop in the Pazaak den, since I think it looks good. On the topic of that, I updated the food texures to a higher level of color fidelity, since it was frankly sticking out to me whenever I would run through Narshadaa levels. The light texture would also duplicate onto the windows outside the cantina and Pazaak den, but depending on people's opinion, I can either keep it the same, or make a unique texture for them. ---------------------------------------------------------------------------------------------------------------------------------------------- I FINALLY got the new spark texture I've been working on to stop showing up when the "kick" animation is used. (so that it no longer looks like they're taking an arc welder to the face ...) A side effect of this makes it so that lightsaber and melee strikes will use an entirely different spark type. In my tests, it looks kind of like a small red explosion whenever you score a melee hit, but I'm thinking of just relegating that to blaster hits, and instead using a more neutral color for melee. My spark mod should be available to download soon. (The accompanying unique weapon visuals in which each weapontype IE, charric, blaster, Ion are different looking visually) is nearly completed with the exception of what color to use for the bowcaster. It's a question of whether to keep with most video games and use bright green or movie canon where it's an orange-ish color <or something entirely different since this is the time of the Old Republic >) ----------------------------------------------------------------------------------------------------------------------------------------------- And lastly, a few Korriban skybox shots of my current attempt to get rid of the banding in the texture; I'm thinking the clouds may need a resolution boost later as well.