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  On 3/25/2016 at 9:54 AM, DarthParametric said:

Yeah it's pretty much a case of which issue is less egregious? I probably won't bother ever using custom sabers in TSL again, or releasing any more saber mods. I reported the issue to Aspyr, but it doesn't seem they are going to do anything about it (I'm not even sure if it got past the support monkey reading the ticket).

I asked Mike Blair from Aspyr to look into it. While he did say that they would prioritize it for a sprint, he couldn't specify when.

 

I did indicate to him that it is detrimental to those of us who use or make lightsaber mods.

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  On 3/25/2016 at 4:58 PM, VarsityPuppet said:

I asked Mike Blair from Aspyr to look into it. While he did say that they would prioritize it for a sprint, he couldn't specify when.

 

I did indicate to him that it is detrimental to those of us who use or make lightsaber mods.

 

It's not just important to those that make lightsaber mods. The whole game is about you playing as a fallen jedi, lightsaber combat plays a big part in that. Anyone who plays the Steam version of the game has got to be more than a little disappointed at seeing that bug or the other bugs that appear when you try and correct it.

 

You'd have to set it a high priority to keep people who bought the Steam version of the game happy.

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Some might recall that a long time ago, in a city far away from you, I did a tex of Bao-Dur, however, I hadn't done the transition textures until now...

 

 

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Thought I'd post up alternate screens of the external Korriban textures, these were taken on my dev-rig. There are some differences, the main being that they appear more red than those taken on my laptop.

 

 

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These Korriban textures look amazing :)

If I may suggest a way to make them work even better: Change the AreaFog color so that the area model and the skybox blend better.

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Probably the best Korriban textures I've ever seen. That skybox is breathtaking.

I'm getting a Majora's Mask feeling just from looking at it, especially with that circular/spiral texture you used for the walls. :D

 

Your evil Bao-Dur also puts Darth Maul to shame. 

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I love the KISS tribute for Bao-Dur, please leave it like that. Korriban textures look amazing. Makes the area look both harsh and beautiful. Nice orange tint.

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Thanks for all the positive comments on the work, folks!

 

Switched to focusing on Bao-Dur's body, texture, which I wanted to try something different with. It's also taking a while but I thought I'd share the progress anyways...

 

 

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OK, so these are more or less final, beyond some quick changes I might make to things like Bao-Dur's dark-side body tatts...

 

 

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On a scale from 1 to 10, how much do I love that Bao-Dur Skin? I'm gonna say 11 since he reminds me of Gene Simmons :laughing: Very awesome texture Sic.

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  On 3/29/2016 at 1:50 PM, Squall Lionhart said:

On a scale from 1 to 10, how much do I love that Bao-Dur Skin? I'm gonna say 11 since he reminds me of Gene Simmons :laughing: Very awesome texture Sic.

 

Thanks, but I have to say, my aim with the facial tattoo was not to remind people of anything to do with KISS. Just was the easiest way to do the dark-side transitions.

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So, to be "complete" about the Handmaiden texturing, I decided to use a (modified) version of JCarter's Handsister models so as to update their appearance:

 

 

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My aim with them was to treat them as pure-blood Echani. So chalk-white skin, silver hair and grey eyes. Implying that the Handmaiden's mother wasn't an Echani, adding a bit more to the dynamic of their "sisterly" relationship to her.

 

My aim with the corrupted sister version, was to aim for a mid transition in appearance similar to what I did for the Handmaiden. I also created a custom version of the body texture, so as to include the original metal emblem just under the neck, which I added a "fehu" rune F symbol to. Not exactly a perfect match for the Echani, however, kind of the best fit in way of getting something meaningful onto such a small space. The symbol means: cattle, property, wealth -- among other interpretations. It's actually flipped or reversed in their case, so as to mean the opposite; or to put simply to imply that they are servants, or slaves, as they have no property but rather are property of their mistress.

 

Took a bit of work to get them to appear properly in game, but so far, it looks like they should work without too much more -- still have to test whether the corrupted versions appear correctly in-game though.

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  On 10/29/2013 at 3:17 PM, sELFiNDUCEDcOMA said:

I've also done some additional Peragus / Harbinger fixes...

 

 

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Gimme these Hammerhead textures PLEASE. 

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  On 1/4/2017 at 11:59 PM, sELFiNDUCEDcOMA said:

Which ones, just the external textures or all of them?

 

The external ones, yours are excellent and we really need a replacement here on DeadlyStream that doesn't make the ship transparent lol. 

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  On 1/4/2017 at 11:59 PM, sELFiNDUCEDcOMA said:

Which ones, just the external textures or all of them?

Hey are you still even working on this, A lot of people would like to see this finished and I don't exactly like the rusty citadel station skins in your wip alpha mod you released but the other textures that you've shown us are amazing at times?

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  On 1/5/2017 at 7:09 AM, LucyTheAlien said:

The external ones, yours are excellent and we really need a replacement here on DeadlyStream that doesn't make the ship transparent lol. 

 

It's been a while since I've looked at them but it sounds like the mod you're using is missing a TXI file to go with the texture. The specular map is store in the texture's alpha channel, each image (texture) can have 4 channels (RGBA), each storing the pixel info for each of the colour components, with the optional fourth used for transparency -- among other uses. If the TXI is missing, the game will render the texture (and model) transparent -- in most cases.

 

Anyway, I'll have a look at it when I get the chance and see about uploading it as a seperate mod. I believe it also requires a model that I hex-edited to use the new texture. Otherwise all the hammerheads in the game will look like the Harbinger.

 

  On 1/5/2017 at 8:20 AM, N-DReW25 said:

Hey are you still even working on this, A lot of people would like to see this finished and I don't exactly like the rusty citadel station skins in your wip alpha mod you released but the other textures that you've shown us are amazing at times?

 

That's a good question. The last time I worked on the textures was the last time I posted an image of my work here. At the moment I've been working on a tool to help with editing the game's models, as that was a major roadblock to progress. My progress with that is leaning in a certain direction. It will determine how and when I release the mod.

 

Though, I might release a few bits, like the Harbinger textures. There are also a few KoTOR textures I did that I should probably release as well. They're not part of this mod and only really work with KoTOR due to it's renderer. Not sure how well that will go as I haven't tried playing KoTOR since updating to WIndows 10. Kind of need it to work to take screens and stuff...

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Depends on what version you have I guess. I was able to get both Kotors working on Windows 10, though they're the Best of PC and TSL 4-Disc version. Not sure about Steam...

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  On 1/6/2017 at 2:37 AM, VarsityPuppet said:

Depends on what version you have I guess. I was able to get both Kotors working on Windows 10, though they're the Best of PC and TSL 4-Disc version. Not sure about Steam...

 

Steam works great imo.

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Only thing I had to do to get Kotor to run perfectly on Windows 10 is to run the troubleshoot compatability and let it auto select. After that and a wide screen patch it works great.

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Well, I created and uploaded a mod called: TSL Harbinger and Hammerhead Visual Appearance Mod.

 

Whenever it is reviewed by staff is when it will be available.

 

Not 100% sure, but I think it has everything that's needed. The tricky part are the hex-edited model files, as though I checked I can't be completely sure with my current install whether I've included all the changed textures. It they are just of the external areas of Peragus, then there shouldn't be too many, just the hammerhead texture and what looks to be a window texture for that catwalk that extends to the ship when it arrives. Everything else should work with the vanilla game textures.

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  On 1/6/2017 at 9:09 PM, Domino5555 said:

I dare you to finish this mod, and redo the cutscenes to accommodate the new textures.

Well this mod kinda redoes the cutscenes- http://deadlystream.com/forum/files/file/891-kotor-2-unofficial-patch/

 

I must warn you it is incompatible with TSLRCM but it is so definitely worth it, the only reason I use TSLRCM now is because all the mods are compatible with it and not with the Unofficial patch.

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  On 1/7/2017 at 2:37 AM, sELFiNDUCEDcOMA said:

Well, I created and uploaded a mod called: TSL Harbinger and Hammerhead Visual Appearance Mod.

 

Whenever it is reviewed by staff is when it will be available.

 

Not 100% sure, but I think it has everything that's needed. The tricky part are the hex-edited model files, as though I checked I can't be completely sure with my current install whether I've included all the changed textures. It they are just of the external areas of Peragus, then there shouldn't be too many, just the hammerhead texture and what looks to be a window texture for that catwalk that extends to the ship when it arrives. Everything else should work with the vanilla game textures.

 

Thanks for releasing this part of your mod sic!

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