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Everything posted by Malkior
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SKIN:Replacement Peragus II Artwork by Trench
Malkior replied to Sith Holocron's topic in Mod Releases
Eh. Sorry bout that then.. forgot to link. http://knightsoftheoldrepublic.filefront.com/file/Korriban_Retexture;80759 My favorite of that pack was version 1.1 I also highly suggest the Mandalorian weathered reskin he did. I did a couple of minor edits to the armor for my tastes, but it looks great for the Mandalorians and also illustrates how they would have some level of fatigue on their equipment since they've been in the jungle all of that time.. (The other Mandalorians throughout the other levels are also changed by it, but not too noticeably)- 12 replies
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SKIN:Replacement Peragus II Artwork by Trench
Malkior replied to Sith Holocron's topic in Mod Releases
I can try to at the very least, work on getting those cliffs to be better... (Never noticed it was THAT bad). I'm currently working on the Korriban skybox in addition to my regular rotation of planets (Another oft ignored planet which is in a somewhat significant need of work itself) Although, I recommend the Korriban Retexture pack by LordRevan999 for the terrain textures as I've been using it in my own game (Can we recommend other's mods? If not, I'll edit this out :|), and it's been great for background textures since it gives the ruins a more "weathered" look.- 12 replies
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SKIN:Replacement Peragus II Artwork by Trench
Malkior replied to Sith Holocron's topic in Mod Releases
Eh. I noticed the typo. It didn't seem to need correction considering you would have to re-upload it. I think Peragus is just simpler (considering its module size) and easier to edit. It's also easier to change since so little work was put into it looking remotely interesting (I mean, it is basically Telos Station sans the people). I don't know about everyone else, but I'm working on everything (but Malachor) en masse. I mean, I looked at Malachor, but haven't worked on it since it remains mysterious to me considering I haven't played far enough to actually see what happens outside of vanilla; which is a problem since practically nothing happens in vanilla (Two cutscenes with the original characters, a minigame as <the floating robot> and a gauntlet of enemies until you meet the Big Boss) So my lack of experience and overall confusion with what it's "supposed" to look like is why I haven't done anything with it. I don't know about other people, but that's my reason... That said, when all is said and uploaded, all of us working on the same parts will as a whole make each level look much better, which is good in and of itself.- 12 replies
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My first impression was along Sith Holocron's lines, but it really looks fine, and if its the appropriate Je'daii symbol, then that's alright. Regardless, the look itself looks "ritzy-er" which fits into the old republic theme a bit more due to the exorbitant lifestyle that the jedi were going through. (Reminds me of 1920s New York) As for the statue, I think it does a better job of explaining why the jedi council members are so hostile to the exile later in the game, since he/she allegorically stabs the jedi themselves rather than some random pillar. (Though it does beg the question of why the jedi masters saw fit to stare at a statue of themselves while discussing matters of the republic... )
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SKIN:Replacement Peragus II Artwork by Trench
Malkior replied to Sith Holocron's topic in Mod Releases
Really glad to see you got this one to work! Kudos to those for helping out. DLing and checking it out, now. ...Fun question. When is Peragus going to ever truly be done? >D- 12 replies
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Update from pretty much this past week: Work has been continuing on Nar Shadaa. I've gotten the orange coloration on all of the texture surfaces now Before: Now: Also tested the new color scheme in the cantinas. I've tested a new texture I've been aching to try for the overhead lights. It's still a work in progress since the glowing tables also happen to use the same texture.. :| (I'll try to have another screen to show just how bad this effect can be on the green glowing tables and not just the bar counter) Another Project I've been working on is to finally eliminate the banding that is present in all of the skyboxes throughout Kotor 2. So far I've gotten Telos at least started. The hard part's going to be cleaning up all of the seams.. it always is.. I've another leg of labeling all of the miscellaneous boxes by making the logos and contents a higher resolution Unfortunately I'm not done, because the low quality of the original box texture will just bring down the overall look and must be redone. Lastly, an Onderon skybox I'm working on doing to make it more "deserty" -
Oh, trust me, working with any textures from this game can become a huge time sink. I'm just now coming to grips with the fact that my previous techniques do so little for the textures that I was essentially wasting much of the three years it took me to make some of my earlier mods :0 Nowadays my time is mostly spent/consumed when finding where a texture actually is, since the artists spread them so liberally throughout the level. I can be working half a day working on something only to find out that I was changing a completely different part of the level while the part I was trying to change was completely unaffected. (Of course then, it's a pretty simple step to just copy the layers from the first file to the next one, but it can still make testing difficult) and I have yet to find this ONE texture for the railing ... I've been at it all day... and don't even get me started on UVW Mapping... -------- I've also heard that it is possible to make something run continually during a level, but I couldn't tell you if I tried how it's done. -------- -In regards to your comment regarding Malak as a "disguise" So with that Malak test you did, is it possible to replace any character without screwing up the Appearance.2da? If so, there may be a way to make the Handmaiden mod actually work with TSLRCM (a mod where the handmaiden model is unique compared to the sister's rather than just the texture) I tried it myself with varying levels of Appearance.2da deviousness, and all I got where disturbing imagery of Kreia and even a random old man speaking with the handsister's voice. (since I assume that it was just replacing each as a "unique" character slot. Cool find regardless. (if I am talking about something completely different, then I may not have understood fully what you mean, and if this is the case, I apologize )
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I'm actually quite glad you took to making a distinction between the miners; especially considering how they would be wearing the Star Wars equivalent of a business suit in the most hazardous of environments. Additionally, you're right. That jumpsuit model really is too often overlooked. I never considered it before, but it really does deserve more exposure. Also, yeah... I never considered that according to KOTOR, something designed to protect you from G-force was great at stopping weapon's fire too. Trust me, there are others that appreciate detail work like this. I don't know about other people, but I've been itching forever to change the miner bodies into unique models (with varying levels of damage), but I was never able to find a way to do it. Heck, most of the things you're constantly fixing have been bugging me since I first got KOTOR 2 (8 years ago?!) - Lastly, Contrast work? You recolored the whole danged thing!
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
When I release the module skins, I don't plan to include the Nar Shadaa skybox (By Sharen Thrawn, I believe). That's one of the things I excluded from my earlier mod for the reason you just described. ------------------------------------- However, does anyone know an easy way to get a hold of her/them to ask for permission? -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
I see.. Well, how about some of these?.. I may have to redshift ™ the greyer parts if it looks more like patchwork and less like an orange all-over light, Heck, if it looks too much like a palette swap, I could also try to fake orange raking light or something to give it more variety, but other than that, whaddaya think? ---- I'm also thinking about doing something exotic with the overhead lights to make them a little more eye catching and less dull. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Okay. I guess I'll go with the more "Nal Huttese" colors. To keep it different, though, I'll try to work in some subtle hints of Nar Shadaa as it is seen in the Jedi Knight Series as well. Coruscant, eh? After a few minutes of testing it out, the blue tint was reminding me too much of Manaan. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
Thanks. After seeing the difference that painting a scene does, I can't rely on filters anymore. --------------------------------------------------------------------- And as it stands, I'm in a bit of a quandary. My next focus for determining visual direction is NarShadaa. I decided earlier that I would focus on getting it up to a (frankly less boring) level of color and detail. My problem is deciding which color palette to use. For example, the Nar Shadaa from the Kotor 2 cutscene is mostly concentrated with bright desaturated colors and with an overall off-white scheme. Whereas pretty much all of the most recent material which references it uses a color scheme of deep oranges and browns. So, basically, which one looks better for the planet's design This or This? Again, thanks for the kind words and feedback. I'll keep trying to produce the best results I can. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
@MrPhil How about this. Or is that too dark? Hmm.. maybe a bit between the two?.. -
My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
It's been another day, and another project has passed the planning stage. It's a bit difficult to see with the screenshot, but I did a quick painting of what the mountain background will look on my revision of the More Vibrant Skies mod. I guess the skies are only part of the problem of why the scenes look a bit bland in the vanilla... I did some quick research for reference shots and I found out that most of Dxun is based on one of the jungles in Thailand except for the mountains. (they look like they're from Hawaii or something). Anyway, I'm thinking that adding some foliage and color to the mountains in the background will make Dxun look more consistent given that everywhere else has trees except the mountains. If you guys want, I can try to make the barren background mountains a higher resolution and include them if the covered ones are too much of a change. Again, I appreciate you guys's feedback. I want to ensure that my stuff is something you'll want. ... More updates will be upcoming as I have the opportunity to post the screenshots.. EDIT What it looks like as the texture file :| Apologies for how badly paint.exe renders Jpegs... -
So, SH, is there a list somewhere of all of the lines that need to be found? There may be some people who want to help, but haven't played Brotherhood of Solomon. Also it may be important to know if they're looking in the Kotor 2 files (via kotortool) or elsewhere..
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At least there was never a finished mod. There were a few posts on Lucasforums by a user with the name, "Nyila" of a dialogue pack, but that topic hasn't been updated since 2007.
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So noted. Thank you for stopping me from making a horrible mistake. Is there no other solution for NPC replacement, though...? I guess it would be more trouble than its worth, since one could just to customize the patcher ini and call it a day, eh?
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Man, I appreciate it. I view hours spent researching something and the results of said research to be the property of whomever does it, so, thank you for that tidbit. I had no idea that the models and texture files were so complicated... (I figured that finding out where something was in the Kotor tool via deciphering its esoteric name was difficult enough... :| ) I never saw myself as a competitor. I just personally have a different taste on what textures should look like in the game. Things just got kinda funky when you ended up changing stuff that I had been working on but never posted. I needed the model name or a hint toward its direction, because I didn't want to interfere with (spoiler tag in case someone hasn't beaten the game)
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I have a small request, I'm working on my own texture for the harbinger to match with the mood that I want for my game, but I can't find the model file to make it a unique texture. (I've looked all over the model list multiple times ) Do you have a copy of the model name that you used to make your harbinger unique so that I can fix it? In regards to the nebula, Was the yellower color a result of the Alpha tweaking? For what it's worth, I think it looks fine as is; given how it still has that visual punch that's sorely lacking from a majority of the Peragus level. EDIT I want to make it clear that I am not trying to steal your work. I just can't find the model file, and I'm asking for help in finding it..
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Hmm.. Are there any mods you have other than TSLRCM that would conflict with the Modules that this mod changes? I assume this mod works with TSLRCM since it's listed as compatible. Perhaps do you think nested folders in the Override would remove the conflict of NPCs having the same UTC names, or is that a bad idea with the engine? Also, is it the TSLPatcher utility that lets me edit the changes .ini?
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First, I must say that I am unbelievably interested in trying out this mod (Most notably on Onderon) The problem I see, is that after looking at the namespaces.ini on the .zip file there seem to be A LOT of changes that it makes. I have a few Appearance.2da changes and quite a few NPC textures in my override folder that could conflict. However, I am most concerned with the mention of Carth appearance changes the most, since I have the Admiralty mod installed and I prefer that appearance. Is there a way that I can pick or choose which changes are made, and is there any way to make it so that .MOD files aren't affected? Can I just take files from the .mod folders in the TSLPatch data on the .zip file and put them on my override?
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So I just noticed now, but that's the Solar system on the left monitor. Is Peragus actually a secret listening post to study us (Earth)? ... Perhaps HK50 is our greatest secret asset. But seriously, great texture that I'm just now discovering. Kudos. (and I am definitely going to try to translate the scrolling text).
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My Projects In the Pipeline (mostly texture related)
Malkior replied to Malkior's topic in Work In Progress
I appreciate it, Zhaboka. I originally just made this stuff so that KOTOR 2 would look as good as it could possibly be, but I'm glad that you like it. ----------------------------------------------------------------------- Today's experiment yielded great results! I got the Peragus exterior lighting down to a more reasonable level to match the theme of the level (and the music for crying out loud) IE, it looks creepier. I just really hated how the exterior had an artificial glow on all of the objects and the Harbinger in places where it frankly couldn't have been realistically produced since there's no light source out there except for the distant dim glow of Peragus 1. I also darkened the space suit since you are also in deep space with only the two lights mounted on your helmet as a light source. Now onto skyboxes!.... -
Oh... Ha! I feel rather ... dumb. eh. Anyway, my only pet peeve was that the case regarding how he got into the prison complex isn't even touched on, but... my argument loses a lot of steam since that's more in the realm of created content which in this case isn't really part of what TSLRCM is designed to do.. So.. I guess my fault is with the content not being fully fleshed out in the game concept phase which apparently has nothing to do with the Genoharadan. (I thought it may have, but yeah, I guess it doesn't) So, you guys really did a bang-up job! The only other real fault I can find is with the Kaevee character model looking er.. not good.. and the (slightly muffled)VO assets you used. However, they were originally found in the game or made by someone who cared enough to do the voice, so criticizing your usage of them would be pointless. ... Also, you're right. Samhan was put in the force cage. You kill the loser who thinks he was slick enough to kill you. Quick question, though. Is there a discussion topic about the Genoharadan and how the organization actually operates, or at the very least what their goal is in KOTOR 2? I have a bunch of ideas I wanted to run by people, but I don't know where to do so.
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My problem with TSLRCM's treatment of the GenoHaradan parts, is that there are missing pieces as a direct result. For instance, the assassin that is soo proud of his accomplishment of capturing and hopefully killing you and your party is completely forgotten once you and the Telosian Police put him in that force cage. He just sits in that cage and is completely forgotten even though he has such "great" connections of which he brags about for the rest of the game. Not only that, but the Telosian authorities don't even do anything to search out where he came from or what happened to their own guard even though he managed to breach their secure facility and fully trick them. (Unless I'm missing something as I haven't gotten all the way to the endgame), this just feels like a missed opportunity.