Jorak Uln

Kotor 2 Movie Style Overhaul

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14 minutes ago, Sith Holocron said:

That's pretty close to what I had in mind!  

I hope this next note isn't too fussy but aren't the "r" and "Ke" in Czerka" a little close together?  (I'm not even sure what the second line refers to so I'll just concentrate on the letter spacing in the first line.)

Ah, overlooked that. 

Btw, the second line is in Galactic Basic means "Group" 

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Guest Sam Fisher

Absolutely breathtaking.

The scope has me worried though, so many "Complete Overhauls" Have come and gone incomplete.

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On 1/6/2019 at 9:09 AM, Jorak Uln said:

...what do you guys think about this Telos version comparing int to the first one?

Telos V1:

Spoiler

1363750086_telosV1.thumb.jpg.0df8a0c061f0926e7d1e13e6105562dc.jpg

Telos V2:

Spoiler

K2_00004_1.thumb.jpg.c1edf963b80ce1a0be8067670a6d206b.jpg

 

They all looked amazing! :cheers:

Well, Telos-wise; if I have to choose I'd choose V1 over V2 because I like the transition between the flooring with the sideways better. I also in favor for tone of the walls. Those subtle details on them were also playing an important part with the decision.

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1 hour ago, ebmar said:

They all looked amazing! :cheers:

Well, Telos-wise; if I have to choose I'd choose V1 over V2 because I like the transition between the flooring with the sideways better. I also in favor for tone of the walls. Those subtle details on them were also playing an important part with the decision.

If you look at todays/modern games, they have a lot of  variety in their textures + a ton of clutter to create a lively scenery. Often there are so many details that your eyes cant keep up, but they always seem to use different color schemes - you never will see a scenery just in grey like the vanilla Citadel.

In V2 i tried to emulate that at least a bit, and while i agree that V1 looks more conform colorwise, i feel that V2 makes things a bit more lively.

(keep in mind that V2 walls are reflecting, while V1 walls are not..)

However, when, lets say, switching back from Deus Ex MD to K2, it still looks way to dull - i tried my best to get more details to them, but probably we would need to place some clutter here and there for a adequate effect.

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Planning to put in "iced" textures to the  Telos academy - and, yes, they are reflecting when moving ingame:

TEL_ja20.thumb.jpg.e4ee54f8ff3c81e03b74cb04bf8451b6.jpg

some experiment for different panels style:

before:

ond1.JPG.a54e547ce170e3ee16bb7ef3aaa053fc.JPG

after-  Onderon style:

PanelOnderon.thumb.gif.cb395a6ecc4950986049f90a67be720f.gif

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35 minutes ago, Jorak Uln said:

after-  Onderon style:

PanelOnderon.thumb.gif.cb395a6ecc4950986049f90a67be720f.gif

 

Using Dark Katarn, huh?  Nice.

I look forward to seeing what you'll be doing with the Iziz Cantina lights (especially outside).

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On 1/12/2019 at 10:06 AM, Sith Holocron said:

I look forward to seeing what you'll be doing with the Iziz Cantina lights (especially outside).

well the lights are already done. The tedious part of work is to hex edit the walls for a smoother look & custom texturing.

Btw, gave some custom design to spice up the Telos Cantina Floor:

vanilla

floor.JPG.17fe76f71996d2708c230772b2147a89.JPG

Custom - with reflecting middle section:

TEL_FL02.thumb.jpg.c351c1b46b5dd93ad3898e68912956b9.jpg

for the Telos polar academy i got the idea to replace the lights with heaters  as a further indication of the coldness of his place - similar  to what you see in ME Andromeda / Mankind Divided - although on the downside have to make them in white though:

K2_00005_1.thumb.jpg.1ce4efc95355fcb56486ed4f629a8f6b.jpg

Heater.gif.c7bdbf8a8ac3a3e84728f6269fefabbc.gif

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4 minutes ago, Jorak Uln said:

The tedious part of work is to hex edit

That hasn't been necessary for over a year now. Both MDLEdit and MDLOps v1.0 will allow you to recompile edited level models with no issues, for the most part. For changing textures, MDLEdit will let you change the texture names directly in the editor itself (at the least the more recent beta versions anyway).

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On 1/13/2019 at 6:26 AM, DarthParametric said:

That hasn't been necessary for over a year now. Both MDLEdit and MDLOps v1.0 will allow you to recompile edited level models with no issues, for the most part. For changing textures, MDLEdit will let you change the texture names directly in the editor itself (at the least the more recent beta versions anyway).

Wow, I didn't know that. Thanks! Is there also an easy way to import 3d models into the game now? Like placing a plane texture in front of the Ebon Hawk cockit screens for easier texturing?

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Nothing has changed regarding creating 3D models. You'd have to create your example in Max/GMax (or Blender), just as you have always had to, and will continue to have to do in the future. The new/improved compilers are just that - compilers. Their function is solely to create correctly formatted binary models.

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If I might make a suggestion - please don't forget to add some metallic envmaps to the environment textures. Obsidian stripped practically every texture of it's alpha channel envmap, making the environments very, very flat in comparison to K1. Restoring the alpha was easy enough on the vanilla textures, but it would be too small resolution for these new ones. A thing to consider.

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@Jorak Uln Your TSL ORIGINS series of Telos and Harbinger overhaul are amazing. Really like the futuristic tone of it. However, that makes me hesitate to download them because they just make other planets look horrible and ancient in comparison.

I would like to know are you planning/working on making the same modification for other planets?

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On 6/14/2019 at 6:33 AM, Display Name said:

@Jorak Uln Your TSL ORIGINS series of Telos and Harbinger overhaul are amazing. Really like the futuristic tone of it. However, that makes me hesitate to download them because they just make other planets look horrible and ancient in comparison.

I would like to know are you planning/working on making the same modification for other planets?

Sorry for the very late reply - no, it's very unlikely that I will continue this old series.

However, the unreleased textures on my HDD are advancements of those Mods and I hope to find the time to release them. 

-----------------------------------------------------

The mod is NOT dead, though I can't promise anything, I hope I can release the K1 version soon.

Short glimse of the remade red/white cantina sign seen here:

latest?cb=20100220013230

Set the flame and let it burn:

flame.gif

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Despite the sparse updates recently, the texture production is going pretty well actually. For the upcoming K1 Overhaul I will open a thread soon, but I can assure you guys it's a massive, epic mod that blows any of my previous mods out of the water. Literally. 

For instance all textures (already > 7 GB) have been remade over the years from scratch, and it doesnt use repetitve tex either - e.g. some computer panels using the same vanilla texture like the Sithbase ones are now divided into at least 6 totally different animated panels with original designs from the movies.

original vanilla panel:

vanillapanel.thumb.jpg.68dcae5819ce0fa621af1572cf900581.jpg

Ep VII:

10.thumb.png.5cf19db4841cebedb902f6ec16c86848.png

Mod:

pan2.gif.63f9f59bf60ff75bc0f03beefcae9bd5.gif

Panel EP VII:

23.thumb.png.9bd16765aa1fd78e3f138d1b044f3268.png

Mod:

pan1.gif.0c2df78b46457ae8081d9a2c96b86f9c.gif

Or this lock mechanism inspired by BF2 is only used for a tiny texture to make the SB door panels feel more realistic:

philippe-pelletier-ppelletier-swbf2-10.thumb.jpg.3acf77204c8c8f56245b1d72a5fb628e.jpg

mov.gif.8c0bfea2e4d30f7fb54a71743643045a.gif

To get an appropriate feel to Taris Lower City i also made some cyberpunkish Light tech and such:

lights.jpg.4579b92bab537208f0057cca68afc183.jpg

But there's much more to come!

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This looks incredible! Are you editing the areas models to not have duplicate panels in the same area? 

And what are your thoughts on the more natural looking worlds like Kashyyyk / Dantooine, which don't feature as much technology as other planets. i.e. swaying vegetation or bugs crawling across rocks etc? As much of your work features animated textures. 

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14 minutes ago, djh269 said:

This looks incredible! Are you editing the areas models to not have duplicate panels in the same area? 

And what are your thoughts on the more natural looking worlds like Kashyyk / Dantooine, which don't feature as much technology as other planets. I.e. swaying vegetation or bugs crawling across rocks etc? As much of your work features animated textures. 

Well  glad you like it! 

Things like wind & vegetation effects would be certainly cool but probably not possible... However, filling the skyboxes with numerous objects would simluate variety to some degree. Dantooine btw. is done with Naboo in mind:

r10.thumb.jpg.b041a6227724cb8db68b7cb5f7465727.jpg.6ad2fe98d02d299cf171b976f20bf792.jpg

r11.thumb.jpg.215800885d282fa0dba3813d0bd9a841.jpg.a8ea67cdd0f9bfa0ac0db50c0e45cf03.jpg

Mod:

KotOR0000g_1.thumb.png.ad625e33108e167a47ded320f1078604.png.8410de8f21d432abad404bc2e74210a3.png

KotOR0004a_1.thumb.png.e94a0b4c34dad22de9f667a447adad7c.png.578598ecbc2ee22f320f028836150a5f.png

KotOR0000i_1.thumb.png.7dbe199f3c30d6852c8432533b8c6523.png.fe7ec60c9b7a38707b38063d4619adaf.png

KotOR0004a_1.thumb.png.3851990b3142be2a3ce0b4c912c47a67.png.d512642f23b911cb0408a9c5f1defbb6.png

For the Crystal cave im still thinking about emulating the shimmering effect on the rocks here:

r4.thumb.png.d4309be59d11e9cf4e7399ef202cd6f1.png.d591da0397fec98db89eac0b2c4f0311.png

Still WIP:

KotOR0003a_1.thumb.png.a3e84d8177bd974dc442cfdb5c340197.png.10297c4a63b777f3d21e34f609057024.png

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These look fantastic, nice work as always. Do you plan on releasing small updates to your Complete Overhaul mods, to make them more like your newer reskins? Or maybe certain textures from these newer projects will simply overwrite computer panels, etc from your Manaan/Sith Base/Endar Spire reskins.

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On 10/13/2019 at 7:55 PM, KnifeMaster said:

These look fantastic, nice work as always. Do you plan on releasing small updates to your Complete Overhaul mods, to make them more like your newer reskins? Or maybe certain textures from these newer projects will simply overwrite computer panels, etc from your Manaan/Sith Base/Endar Spire reskins.

I would recommend you to deinstall my other mods, just to be sure.

This mod however will be released as a whole, since it's edit so much content (I also plan to hex edit some duplicated vanilla texture spelling for increased performance at same visual quality). That means it's completely incompatible with any other planet texture mod. Only armor, lightsaber, headtextures &  partially skyboxes will be compatible.

Which is basically a good thing. 

Consistency is very important to create a believable world and I'm trying my hardest to get every inch fitting in or reminding you of the Star Wars universe, BF & the movies are a great help in that regard.

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Agree 100% as far as consistency is concerned. Personally, I can't wait to see what you do with Taris. There have been a couple good retextures over the years, but nothing that really caught my eye.

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On 10/14/2019 at 10:31 PM, KnifeMaster said:

Agree 100% as far as consistency is concerned. Personally, I can't wait to see what you do with Taris. There have been a couple good retextures over the years, but nothing that really caught my eye.

Yeah, it's still not on par with the other planets, but it's getting there - the upper Cantina was actually mdl edited into Oblivion to separate it visually from the lower one.  But all in all Taris still needs most work that's why there are still no screenshots here.

Beside that, I'm trying to implement an animated SB for the Leviathan Bridge with twinkling stars & hyperdrive animation like newer games use - current resolution is 8k with stars a tad too clunky but trying to reach a subtle effect like here:

 

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Ooh that would be a great touch. KotOR's space backgrounds always did feel a little plain, aside from that silly looking blue nebula thing that makes far too many appearances.

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I was going to put this on the other thread, but to avoid a double post I'll put it here. Do note this is only valid if you're still hex editing models.

It should have occurred to me before, but you can get the same benefits of a 3d modeling program without actually using the program.  Just edit the models ascii after it was decompiled. All you need is mdledit and notepad++.

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