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Everything posted by Sithspecter

  1. Dak! Great to hear from you! It wasn't quite a year by my mark...


    Anyways, you should come join the fun on DeadlyStream! I wasn't a big fan at first, but it's really a great place.

  2. Good to see you around. Thanks for all the work you did gathering info about cut content, especially Sleheyron. The Q/A sessions you had with David Gaider are invaluable.

  3. One thing that has made Deadly Stream the central hub for most things KotOR and TSL has been the mods uploaded there. Is there any chance that LucasFiles could make a comeback?
  4. I'm not sure where you are reading all that from? I just combined your double post, with a humorous note. I'm just a simple moderator who tries to take care of a few things in Holowan Laboratories and wants to release a few more mods. I really do love Lucasforums, but I don't have the know how to make any of the changes people are talking about. One thing that I do know is that Deadlystream, a forum tailored specifically for KotOR modding, is booming. I think an LF with a similar structure might do better.
  5. That might have worked in the old days when more of the moderators were extremely active, but we don't always have time to read everything you post (not to mention reading it a second time to check and see if you've edited the post asking for us to move it). You'll get a much better response if you PM us.
  6. I'm staff at DeadlyStream and I will let them know. Those robes were quite excellent.
  7. No problem in backing up the archives, it's the permission that's the problem. And the staff over at DeadlyStream is working on securing permissions with some degree of success from different authors.
  8. No gentlemen. We're not going to be doing that. Although it is tragic that KotOR Files is no more, we still don't tolerate uploading mods without the express permission of the author.
  9. Good to see someone using my mod!! I hope you like the models.
  10. Hey man, just remembering all the awesome stuff you made. I wish you were around more!!

  11. I don't have any experience with Maya, though I've heard it's more geared toward film.

  12. It was a post you reported a while back.

  13. I'm really not sure on the scratch installation at this point. And nothing has been touched in Taris so far... And thanks!! I'm glad you approve.
  14. The Ebon Hawk deserves a place to land on Sleheyron:
  15. "778 ami keno dibo ai post kenoiba kala"


    Best thread title ever!! :lol:


    I'm tempted to include that as an undecipherable alien dialog in Sleheyron.

  16. I don't plan to do that. I really don't understand why people want Sleheyron in TSL so badly. KotOR is an excellent game, and for now I'm only focused on getting it up and running in it. Not so much of a vacation, just very little time to mod during college. One thing I've come to realize now is that this is more of a marathon than a sprint. I basically did a few, quick sprints of modding when I started this project. Now, I pick away at it gradually, don't force it when it's not coming naturally, and put it away for a while when things begin to get sloppy. I work hard when my mind is recharged, and carefully consider what I'm going to build next when I'm not working.
  17. I've tried to stick with only the NPCs that I can see in the original Bioware screenshots. However, I may try to add a few more. It looks empty in the screenshots, but actually feels much more populated in the game. It really feels about the same as Anchorhead or Dreshdae to. No plans for a TSL version. Too many KotOR assets to make it feasible.
  18. Almost 6 years to the day, this thread returns to the front page of Holowan Laboratories after being buried for over half a decade. I embarked on this project 7 years ago. I was not a very mature modder, and my skills were not initially up to the task. But, I did the best I could with what I had. I made lots of mistakes. I recognized my mistakes and how poor my models initially were. I started from scratch again. I lost everything in a computer crash, and was left starting from scratch a second time. After losing everything twice, the project lost a lot of momentum. What initially started out as a roaring project with budding new team members eventually dwindled into myself, all alone, trying to soldier on. College appeared to be the final nail in the coffin for Sleheyron and I. With almost no time to mod, and my laptop being stolen, I thought for certain that I would never revisit the drab, brownish-orange landscape of Sleheyron again. I was finished, or so I thought. Then, almost 6 years to the day after I opened this thread, a thread on Deadly Stream spurred my enthusiasm for Sleheyron again. After an incredibly nostalgic post, I began to pore over everything I'd done with Sleheyron. I visited long-lost sites and past accounts and discovered something wonderful: I was still in possession of files that I had once thought to be lost. I was able to recover the entirety of my last Sleheyron files on my old Mediafire account. I quickly released them, once again, almost exactly 5 years after this thread became defunct. Though the old areas weren't able to take advantage of the recent advancements in lightmaps, they provided much needed inspiration. I quickly rediscovered all the Bioware screenshots for Sleheyron and studied them more closely than I ever had before. I was able to piece them all together and make sense of them in the context of a single area. Finally, I was able to set out once again to accomplish what I had started so many years ago: to create an exact replica of Bioware's Sleheyron. Getting back in the saddle wasn't easy, but I managed to relearn my old skills fairly quickly, and added many new skills. I was finally able to lightmap areas, and make them light up just like the regular areas in the game. After much frustration, and many, many exports, I was finally able to get a near perfect replica of Bioware's Sleheyron functioning in KotOR. And so, after 7 years of many, many steps forward and backward, I am proud to reveal the in-game Bioware version of Sleheyron: (This BBCode requires its accompanying plugin to work properly.) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show)
  19. I work with 3DSMax, mostly just for modding. I primarily design areas with it, but I rarely use it to render anything.
  20. Object adding is very, very simple. Object removal is slightly more complicated, but can be done. For small stuff, it's easy enough to place other models over it to hide it. Some things can also be removed by retexturing them to a blank texture, and precisely hex-editing the model files. Editing the lightmaps is the real gem. That was the key to how I made the underwater portion of Manaan look like Yavin IV. It can totally transform an area in its own right.
  21. It seems to me that something has gone terribly wrong with the application of the lightmaps. I'm not really sure how one would go about fixing that unfortunately.
  22. I'm not too familiar with Dxun, but I do believe that the generators could be convincingly removed. Adding wreckage is easily done as well. Some of them are Manaan. The rest are the Star Forge.
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