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Kainzorus Prime

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Everything posted by Kainzorus Prime

  1. Here you go lads - https://drive.google.com/file/d/0B04nyzZ0MFlDTVpPZU5nT3ZxOG8/view Also Skye, do you happen to have this skin of yours still around somewhere, since I'd be interested in acquiring it - http://smg.photobucket.com/user/CaptainSkye/media/KotOR%20Pics/screenshot.jpg.html
  2. I have ****ton on enviro textures with restored shaders. Could pack them up and host them for you.
  3. I'll take this one too, since I have an idea and this would do well as a base for it.
  4. Using proxy still works for gamefront. Filterbypass.me is your best bet for downloads there.
  5. As most of you know, Bao-Dur can't equip robes and heavy armor. This is because all of his appearance.2da entries use a personal customized entries to account for his arm. Ergo, they use the same textures as regular versions of the armors, but the model itself is custom and includes Bao's mechanical arm. Obsidian didn't bother giving him the custom bodies beyond type F, which is the medium armor, which is also why he doesn't have heavy armor feat selectable in the game - it would simply crash because of the missing appearance.2da entries. So, my request would be to take the remaining armor models (body types G, H, K, M), and attach Bao's Arm to them, while retaining the UV maps to accomodate the textures, just like the stock bodies he uses now. While there are some concerns about there being a space between the head and body for the robes (body types I, N), using a custom mesh such as the following - http://deadlystream.com/forum/files/file/413-tsl-prequel-robe-replacement/ http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ - should prove to be adequate, as very few people use stock robe models these days. Regardless, robe addition is secondary to the request of the missing armor types.
  6. Does anyone have 90SK's Neo Crusader Mandalore - http://www.lucasforums.com/showthread.php?t=155899
  7. Do realize that it will still not show his cyber arm. He has his own model entries for all the armors, which have the arm as part of them, and simply use the shared textures with the armors all other NPCs wear. Ergo, it would be pretty simple to give him this sort of robe for, say, Revan's outfit or Dancer outfit slot, but it would still be regular two-armed body, unless someone actually took it into a modelling program, chopped off one arm and applied the cybernetic one.
  8. I'll run with this, once I figure out importing the max scenes into Blender.
  9. Been a while, so I figure I'd ask how this is going.
  10. It is entirely possible, there have been imports of playermodels from JA mods to KotOR and TSL before. Hapslash's robes and NeoMarz's Clones for example. You just have to find someone willing and competent to do it.
  11. Well, you could throw us a bone. Unless a software update takes half a year these days. That said, could we see the UVW map? Just want to compare it to stock HK one.
  12. Still hanging onto this thread like a leering vulture, waiting for updates.
  13. Looks good, although a little dark in-game. I assume it's just because of the area lighting.
  14. You know,looking at the three generations, I'm halfway tempted to actually not use 47 model in my game, just to capitalize on the changes in looks in each generation. Good stuff.
  15. I'd suggest Mycube. It was used for T3-M4 in the first game, and is less shiny than Baremetal. It's also still present in TSL.
  16. It's simple to just rename the model and textures of the 51s into 50s once it's released, if one so wishes. DP doesn't really need to do that.
  17. Aw. Yis. Now it will actually reflect that the subsequent generations are actually -different- in some aspects from HK-47, as opposed to just being repaints. Do you plan on porting that one to K1 too, as an optional replacement?
  18. I recommend taking a shot in a dark area like the cache on Dxun with all the construction droids, or any darker bit on Nar Shaddaa. The envmaps show well that way.
  19. TSL envmap column in appearance.2da uses the same "Default" argument as K1 version, which is why people have been manually inserting Mycube/CM_Baremetal in there to make the shiny shaders kick in on various characters. You could do that, and then have another look at the alpha of the texture. If that doesn't work, I volunteer to tinker with it once this mod's released. Also, as far as the vocabulator lights go, they should be a little more pronounced I think, now that I know they're intentional - they're kidna hard to see from a distance, as seen on the second image of HK and Exile. And another question, seeing as the HK-51 in the first post seems to have a different, non-flat vocabulator, will you make that alteration for HK-50s/51s or use the same model as HK-47?
  20. Very nice work so far, but I have a couple suggestions. 1.There is a very visible seam on the mouthplate area in those closeup screenshots, which lets through the same light as the eyes/chestpiece. This should be patched up. 2. Could we have some shiny shader added to the texture, and make it look more weathered as well? Kinda like Svosh's, found here - http://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm 3. A port of this model to K1, for the love of god, please.
  21. Yes, the .mp3 is exactly the same, I see it sitting in the streammusic folder. However, it doesn't trigger properly in-game. I had a look at the .git file of 835NIH.mod and it's still set up to use the same Sith theme as regular Ravager levels. I assume the a_mus_visas.mp3 was meant to either be played via a trigger, or the change in the .git file was simply omitted by accident. Here's a video I've recorded of that cutscene, as it appears in my game -
  22. Actually, no. The original Visas introduction used the music heard in Trayus Core, I believe. The ingame uses the regular Sith theme heard on Ravager during gameplay.
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