Search the Community
Showing results for tags 'Progress'.
Found 2 results
Basically, I've been gone a while from DS due to my computer (which houses all of my files and Photoshop) being well, disabled. Anyway, it's finally back up, so time to get back to modding! Here are some of my current/unreleased projects- (note that some of these changes are difficult to see without a before and after slide, so some are included for that purpose) Also I ... dont' know how to add images at full size, so unfortunately each image has to be clicked to see it at full size. Artificial bumpmaps: I found out earlier this year that adding a high contrast line of light with a slightly offset line of dark creates a pretty convincing bumping of the affected texture. About half of the metal textures on the Telos Station later, and it makes the walls and floors look that much more realistic. Before- After- Before- After- I have done all but a few of the walls and floors of Entertainment Module 082 and the Habitation module, but I plan to do most of these textures throughout the game. Speaking of Telos Station, I sought to create something that more matched the cutscenes, so I made it overall darker with the tiny edgings of orange seen in them. I also made weird greenish windows in the background bluer and copied parts from the window texture to create detail in the far background. (signs from Sith Holocron's mod) Boma: I redid the Boma Beast to match the concept as closely as the 3d model would allow. I plan to include it in my next iteration of Aliens Redetailed unless I can get enough of the alien bestiary together to be worthy of a mod pack. Fun with Specular Shaders and some skin effects: A bit earlier than this year, I found out that if you mix the specular shader with some light noise, you can create a light reflectivity to all of the characters' skin. In about July, I had fully implemented this technique on all of the character models throughout the game. The only problems I've run into as far as releasing a mod is that in some cases, you have to go into the Appearance.2da and manually add the specular shaders or they won't work. For the Handmaiden, I've been experimenting with shaders and added noise to create what look like the dimples you see on real skin This effect is especially cool with dynamic lights I also used a similar process to create a realistic eye shine for every character and NPC that occurs only from certain angles rather than the painted-on ones Box Art: A very old project I've been working on forever. I researched a bunch of in-universe Star Wars companies that not only match the Kotor timeline, but also the products encountered in the game. I started with the disgustingly bland shelf placeable by adding decals to the boxes and things like tools and Pazzak cards to the upper portion (to look like there's something in them) For what it's worth, I put my most fervent effort into making the blurry Czerka boxes have a decent decal Nar Shadaa Lights: For this, I started by making the neon lights less dull by adding a few shaders and some tweaks in Photoshop. Recently I've been using them to light up the Nar Shadaa cityscape by making all of the lights brighter. The effect is actually quite cool. Still Nar Shadaa looks pretty bland in comparison, so I'm thinking of adding lighter textures to some of the city walls to match the contrast given by the lights. Robes with added contrast and cleaned up: The first thing I noticed when I started playing Kotor 2 was that the robes on the Onderon soldier and Republic officer had some rather tacky edges to them. I've been working for a bit to remedy this by removing the blackish lines on the neckline and making the lines of the robe match across the pattern. The robes still look pretty flat to me, so I added contrast in Photoshop and added a light cm_baremetal shader to the file. If time allows, I plan to fix up all of the necklines throughout the game and hopefully make most of the robes look a bit more dimensional.
This thread will contain all of my WIP mods as they come. For now, have a look at the few places featured in the TSL version of the NPC Overhaul mod. Dantooine Battle Mercs - No more 50 billion of 3rd Caucasian Male clones with shielding visor and prop weapons. Now they wield actual arms. Militia health was upped accordingly so they don't drop dead too early. Dantooine Salvagers - Never understood the concept of having them in rags. Sure, they're scavengers, but even scavs have money for some basic equipment. They had to get to Dantooine somehow after all. Telos Cantina - Trask, Gendar and Gadon return from the dead to work as Exchange enforcers. Commoners no longer wear the same 11th variant of clothing. Telos Exchange Offices - Consistent with Cantina appearances, plus giving the Black Vulkar Nikto characters more screentime again. Korriban Tomb - Always felt TSL robes are meant to be a design retcon, since they're shown in the Exile's trial, taking place before Jedi Civil War. So, the visions wear different master robes. Note that these may differ across games, as I have Deadman's Movie Robes installed. Nebelish is no longer a randomly dead Dustil. Nar Shadda Refugee Quad - Always bothered me that the refugees scraping the bottom of the barrel could still afford clean clothes. Especially when there are two variants of dirty ones in the game. Moar to follow.