VarsityPuppet Posted February 16, 2012 Share Posted February 16, 2012 Thanks for the suggestion/tip! But it's a lot of work (particularly as it would involve "punching out" separate sections for the metal overlay and the "glass", leading to ever more potential export issues and other such "fun"), and like with animated textures, I'm not sure how much it actually improves player experience. I may give it a go later on, nevertheless. VP can always help. Link to comment Share on other sites More sharing options...
Darth InSidious Posted May 5, 2012 Author Share Posted May 5, 2012 VP can always help. Thanks, VP! If you feel you can do something with the models or the textures, or both, please do PM/email me to get the files, and go wild. As people may have noticed since last time I updated, I have released the Darksword. In non-shiny news, since the last update I've done some work on both Rhen Var and the Holocron mod. For Rhen Var, the landing pad is now all but complete - just a few bits of dialogue and a couple of global numbers to sort out and its done. This will most likely mean lots of screenshots of new areas and reskins as the rest of the mod starts getting made (hopefully). For the Holocron mod, Korriban is now done. This leaves Tatooine, Kashyyyk, and the Unknown World to be made and then the content side of the mod is more or less completed. I've also been using a trial of 3ds Max to work on some intro/outtro movies for Rhen Var: Though the 30-day trial period is now over, so that will probably have to go on indefinite hold for now. I think it's also time to reveal a new character for Rhen Var. This is the security officer: The skin is still a work in progress. The red eye is going to be covered-up with a kind of Borg-like prosthetic mask model when I'm done, as well; that's just a base for it. The idea is that this character was in the wars (literally) and has ended up with more than a few mechanical replacements as a result, of the rough, ready, and painful kind. He's a fairly callous, corrupt kind of guy. This sort of brings me to a fairly important point about Rhen Var: You aren't going to meet a lot of cute, cuddly, or likeable people. If you think about it, if you wandered up to people in the street in the way that you do to characters in an RPG and expected them to just open up, you'd probably be told where to go fairly quickly. So most people on Rhen Var aren't going to tell you all their innermost secrets which explain why they behave the way they do (usually not like your best friend). I may leave the occasional clue if you want to piece it together (and if your INT score is high enough, and its useful to the plot), but overall, no Mr. Standard RPG Plot Man appearances. I've also been playing around with textures. In particular, HK-50: I wanted to give him a kind of Mass Effect style overhaul, although I've fairly quickly realised I don't have the patience to finish this skin off properly. Nevertheless, I think it's a fun idea, and if anyone wants to take a crack at this (and with the other droids, too), be my guest. I've also played around a bit with the computer console skin, inspired by both Mass Effect (sigh, again...) and also Xarwarz' visual upgrade mods. The result is, I think, interesting: Again, I'm not sure if I'm going to bother carrying on with this one, but if people like the idea, I may whip something up for release. Finally (inspired by UltimateHK47's mod), I've had a play around with setting up different enemies for the turret game: Unfortunately, when you kill them, they just sort of... sit there, as they lack a death animation. I might need to find a way to make them blow up when they die if I work on this any further. I was thinking of maybe creating a game console for the Ebon Hawk in the security system room, maybe. Then there could be a game vendor on Nar Shaddaa and maybe Onderon who could sell you games like Attack of the Killer Brith, which would then let you play things like this. We could also have a droid-beat-em-up game. Or even a top-down jRPG... . Anyway, just some ideas. That's all for this update. I don't know when the next one will be, as my free time has filled up pretty fast from about now until September. Hopefully soon, though. Link to comment Share on other sites More sharing options...
Quanon Posted May 5, 2012 Share Posted May 5, 2012 Wow, I seem to have missed some really great updates. Great work on that sword, just always awesome to see what you've been up to Link to comment Share on other sites More sharing options...
Zhaboka Posted May 5, 2012 Share Posted May 5, 2012 Excited for Rhen Var! HK skin is really interesting. I would download a transparent console mod in two shakes of a lamb's tail. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted May 6, 2012 Share Posted May 6, 2012 this is good stuff no love for TSL tho Link to comment Share on other sites More sharing options...
UltimateHK47 Posted May 6, 2012 Share Posted May 6, 2012 I like the idea of Game vendors. Maybe Game vendors on every planet, and the enemies could be like: nar Shadda: Bounty hunter Fighters Onderon: Drexls Korriban: A trigger so you fight sith ghosts? Dantooine: Mercenary Fighters Telos: Normal Fighters Am I forgetting anything? Of course this would require reskinning the Turret module backround to fit with the enviourment, as well as creating new models. It would take time, I assume. Just an idea anyways, id do this myself if I didn't suck at new models and not doing much modding any more. Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 3, 2012 Author Share Posted June 3, 2012 Wow, I seem to have missed some really great updates. Great work on that sword, just always awesome to see what you've been up to Thanks, Q! Can't wait for the next update to your WIP thread. Excited for Rhen Var! HK skin is really interesting. I would download a transparent console mod in two shakes of a lamb's tail. Well, I hope you can keep excited for a long time, because Rhen Var has taken one hell of a long time so far, and doesn't show much sign of being finished soon... Glad you like the HK skin, I've tried doing a little more work on it, but without much success so far. And I'll try to get a transparent console out ASAP. this is good stuff no love for TSL tho Thank you! And I've got a couple of mods in the works for KotOR I, don't worry. I like the idea of Game vendors. Maybe Game vendors on every planet, and the enemies could be like: nar Shadda: Bounty hunter Fighters Onderon: Drexls Korriban: A trigger so you fight sith ghosts? Dantooine: Mercenary Fighters Telos: Normal Fighters Am I forgetting anything? Of course this would require reskinning the Turret module backround to fit with the enviourment, as well as creating new models. It would take time, I assume. Just an idea anyways, id do this myself if I didn't suck at new models and not doing much modding any more. Thanks! Those are good ideas, but I think we could probably do some other, more varied games, too, as I outlined above. You're right it would take time an work, and I'm not looking to do it all by myself, so anyone who's interested in helping and/or taking the project on is welcome to do so. *** Now, a month is a fairly short time by the standards of this thread, and perhaps as a result I've only got a fairly small update to make. Most of the work I've done lately has been on the KotOR I combat styles mod, for which I have now substantially completed the Kashyyk, Korriban, and Dantooine sections of the mod. This leaves only the Unknown World and Tatooine to go. Tatooine will probably work slightly differently, in that I intend for the player to learn combat techniques from a person instead of a holocron, and these won't be lightsaber/force forms. I'll let you try and guess what they will be, however... I've also got some work done on the Sith Holocron. Last time there seemed to be a considerable desire for a glowing holocron, so I've done my best to create something along those lines: This appears to be the most "glowing" that the KotOR engine will allow me to make a placeable do, and I haven't been able to make the glow an animated texture for some reason. Since this is a modders' resource as much as a part of this mod, I'm keen to have your feedback and suggestions on the model. I'm aware there's a slight texture issue with the base, which I will fix at some point. Although it's not terribly clear in the picture, the glass in the holocron does shine, and is patterned, so the overall effect isn't quite as flat as it appears here. I've also done a small amount of work on the Tatooine arena mod (which I haven't forgotten about, honest... ), trying to eliminate an issue whereby if the player loses, the set of enemies who were in the arena before remain there in the next round. No luck so far, though. Link to comment Share on other sites More sharing options...
newbiemodder Posted June 4, 2012 Share Posted June 4, 2012 Looks really good DI...what animation do you have the npc's doing as they approach? Link to comment Share on other sites More sharing options...
Quanon Posted June 4, 2012 Share Posted June 4, 2012 Looks like typing on keyboard to me Very nice little update DI; I'm certain many a modder can use this little prop. I love the subtle glow you gave it. Nice! Link to comment Share on other sites More sharing options...
Hassat Hunter Posted June 4, 2012 Share Posted June 4, 2012 trying to eliminate an issue whereby if the player loses, the set of enemies who were in the arena before remain there in the next round. (This is for KOTOR2, not sure if it works for KOTOR1, not sure why it shouldn't) Try opening the module.ifo or the area, then under Mod_OnPlrDeath add a custom script. In that script handle resurection and deletion of enemies. Modified slightly from Visas training in TSLRCM, and untested, but you'll get the idea from it what I am intending; (Also note the script counts for the entire area, so if it's used outside of the arena, add in a check the area fight is undergo. In this example the > and < global checks.) void ST_PartialHeal(object oTarget, float fHealPercent=1.0, int bRes=TRUE); void ST_RemoveHarmfulEffects(object oTarget=OBJECT_SELF); void main() { if ((GetGlobalNumber("000_TATARENA") > 0) && GetGlobalNumber("000_TATARENA") < 4) { ST_PartialHeal(GetLastPlayerDied()); if (GetGlobalNumber("000_TATARENA") == 1) { DestroyObject("ArenaTug1", 0.0, 0, 0.0, 0); DestroyObject("ArenaTug2", 0.0, 0, 0.0, 0); DestroyObject("ArenaTug3", 0.0, 0, 0.0, 0); } elseif (GetGlobalNumber("000_TATARENA") == 2) { DestroyObject("ArenaTug4", 0.0, 0, 0.0, 0); DestroyObject("ArenaTug5", 0.0, 0, 0.0, 0); DestroyObject("ArenaTug6", 0.0, 0, 0.0, 0); } else { DestroyObject("ArenaTug7", 0.0, 0, 0.0, 0); DestroyObject("ArenaTug8", 0.0, 0, 0.0, 0); DestroyObject("ArenaTug9", 0.0, 0, 0.0, 0); } ExecuteScript("k_nextwave", GetArea(GetFirstPC()), 201); } } void ST_PartialHeal(object oTarget, float fHealPercent=1.0, int bRes=TRUE) { if (bRes) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(100), oTarget); int iHeal = FloatToInt(IntToFloat(GetMaxHitPoints(oTarget)) * fHealPercent); int iForce = FloatToInt(IntToFloat(GetMaxForcePoints(oTarget)) * fHealPercent); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(iHeal), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHealForcePoints(iForce), oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_HEAL), oTarget); ST_RemoveHarmfulEffects(oTarget); } void ST_RemoveHarmfulEffects(object oTarget=OBJECT_SELF) { effect eEff = GetFirstEffect(oTarget); int nType; while (GetIsEffectValid(eEff)) { nType = GetEffectType(eEff); if ((nType == EFFECT_TYPE_POISON) || (nType == EFFECT_TYPE_PARALYZE) || (nType == EFFECT_TYPE_STUNNED) || (nType == EFFECT_TYPE_FRIGHTENED) || (nType == EFFECT_TYPE_SLEEP) || (nType == EFFECT_TYPE_ABILITY_DECREASE) || (nType == EFFECT_TYPE_ATTACK_DECREASE) || (nType == EFFECT_TYPE_AC_DECREASE) || (nType == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE) || (nType == EFFECT_TYPE_SAVING_THROW_DECREASE) || (nType == EFFECT_TYPE_DAMAGE_DECREASE) || (nType == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE) || (nType == EFFECT_TYPE_FORCE_RESISTANCE_DECREASE) || (nType == EFFECT_TYPE_SKILL_DECREASE) || (nType == EFFECT_TYPE_BLINDNESS) || (nType == EFFECT_TYPE_ENTANGLE) || (nType == EFFECT_TYPE_CONFUSED) || (nType == EFFECT_TYPE_DROID_CONFUSED) || (nType == EFFECT_TYPE_DROIDSCRAMBLE) || (nType == EFFECT_TYPE_MINDTRICK)) { DelayCommand(0.1, RemoveEffect(oTarget, eEff)); } eEff = GetNextEffect(oTarget); } } Link to comment Share on other sites More sharing options...
Sith Holocron Posted June 5, 2012 Share Posted June 5, 2012 I approve of this message. (Paid by the Committee to Elect Sith Holocron as Artifact of the Empire.) Link to comment Share on other sites More sharing options...
Slstoev Posted June 5, 2012 Share Posted June 5, 2012 Epic work, Insidious. (Paid by the Committee to Elect Sith Holocron as Artifact of the Empire.) Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 8, 2012 Author Share Posted June 8, 2012 Looks really good DI...what animation do you have the npc's doing as they approach? Thanks, newbie! And the NPCs are just doing the "typing at a computer" animation, because I replaced the computer model with the holocron for testing. Looks like typing on keyboard to me Well spotted. Very nice little update DI; I'm certain many a modder can use this little prop. I love the subtle glow you gave it. Nice! Thanks, Q. Hopefully, the resource will encourage some more widespread modding. I approve of this message. (Paid by the Committee to Elect Sith Holocron as Artifact of the Empire.) (This is for KOTOR2, not sure if it works for KOTOR1, not sure why it shouldn't) Try opening the module.ifo or the area, then under Mod_OnPlrDeath add a custom script. In that script handle resurection and deletion of enemies First of all, thanks for the script! I'm using Mod_OnPlrDeath to start a dialogue, though, from which I move the player and destroy the characters. This allows me to have the announcer say that the player is dead, play the death animation, etc.. Then I heal the player, jump him back to the start point of the module, and (in theory) destroy the excess enemies. Modified slightly from Visas training in TSLRCM, and untested, but you'll get the idea from it what I am intending; (Also note the script counts for the entire area, so if it's used outside of the arena, add in a check the area fight is undergo. In this example the > and < global checks.) Thanks for this. I was trying something similar with a switch clause, but neither that nor this worked for me. What I'm working with right now (hidden in case of spoilers: Show spoiler (hidden content - requires Javascript to show) // di_duat01 endscript: This needs to: // 1. Restore the party - DONE // 2. Fade out - DONE // 3. Move the player to the correct location - DONE // 4. Fade in - DONE // 5. Play the correct animation on return to the starting location // 6. Set the correct global and journal entries // 7. Destroy remaining enemies. void main () { object oPC = GetFirstPC(); location oLoc1 = GetStartingLocation(); object oArea = GetArea(oPC); int di_pm1 = 42; int di_pm2 = 43; int nFight = GetGlobalNumber("di_tat_win"); int iAlign = GetAlignmentGoodEvil(oPC); int iGen = GetGender(GetFirstPC()); int nNPC1; int nNPC2; object oNPC1; object oNPC2; object oC1; object oC2; object oC3; object oC4; object oC5; object oC6; oC1 = GetObjectByTag("di_c1"); oC2 = GetObjectByTag("di_c2"); oC3 = GetObjectByTag("di_c3"); oC4 = GetObjectByTag("di_c4"); oC5 = GetObjectByTag("di_c5"); oC6 = GetObjectByTag("di_c6"); if ((GetGlobalNumber("di_tat_win") >= 0) && GetGlobalNumber("di_tat_win") < 7) { if (GetGlobalNumber("di_tat_win") == 0) { DelayCommand(1.0, DestroyObject(oC1, 0.0, 0, 0.0)); DelayCommand(1.0, DestroyObject(oC2, 0.0, 0, 0.0)); DelayCommand(1.0, DestroyObject(oC3, 0.0, 0, 0.0)); DelayCommand(1.0, DestroyObject(oC4, 0.0, 0, 0.0)); DelayCommand(1.0, DestroyObject(oC5, 0.0, 0, 0.0)); DelayCommand(1.0, DestroyObject(oC6, 0.0, 0, 0.0)); } else if (GetGlobalNumber("di_tat_win") == 1) { DestroyObject(GetObjectByTag("di_dw2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_ih2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_sb2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_pr2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_ma2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_ga2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_ad2"), 0.0, 0, 0.0); } else if (GetGlobalNumber("di_tat_win") == 2) { DestroyObject(GetObjectByTag("di_tr_1"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_tr_2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_tr_3"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_tr_4"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_tr_5"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_tr_6"), 0.0, 0, 0.0); } if (GetGlobalNumber("di_tat_win") == 3) { DestroyObject(GetObjectByTag("di_dw2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_ma2"), 0.0, 0, 0.0); } else if (GetGlobalNumber("di_tat_win") == 4) { DestroyObject(GetObjectByTag("di_r_1"), 0.0, 0, 0.0); } else if (GetGlobalNumber("di_tat_win") == 5) { if(iAlign < 50) { DestroyObject(GetObjectByTag("di_ma2"), 0.0, 0, 0.0); } else { DestroyObject(GetObjectByTag("di_ad2"), 0.0, 0, 0.0); } } if (GetGlobalNumber("di_tat_win") == 6) { DestroyObject(GetObjectByTag("di_ga2"), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("di_pr2"), 0.0, 0, 0.0); } else if (GetGlobalNumber("di_tat_win") == 7) { if(iGen == GENDER_FEMALE) { DestroyObject(GetObjectByTag("di_sb2"), 0.0, 0, 0.0); } else { DestroyObject(GetObjectByTag("di_ih2"), 0.0, 0, 0.0); } } } nNPC1 = GetLocalNumber(oArea, di_pm1); if (nNPC1 != 99) { oNPC1 = SpawnAvailableNPC(nNPC1, GetLocation(oPC)); AddPartyMember(nNPC1, oNPC1); } nNPC2 = GetLocalNumber(oArea, di_pm2); if (nNPC2 != 99) { oNPC2 = SpawnAvailableNPC(nNPC2, GetLocation(oPC)); AddPartyMember(nNPC2, oNPC2); } SetGlobalFadeOut(0.0, 1.0); AssignCommand(oPC, ActionJumpToLocation(oLoc1)); DelayCommand(2.0, SetGlobalFadeIn(0.0, 1.0)); } I just can't work out why it refuses to work. If you (or anyone else) can spot the problem, I'd be most appreciative. I approve of this message. (Paid by the Committee to Elect Sith Holocron as Artifact of the Empire.) Like the changelings, you're everywhere. Epic work, Insidious. Thanks, Slstoev. *** All right, so last time I posted the Sith Holocron, and since you guys all seemed to like that one a lot, I don't intend to alter it (at least for now), since I think it's pretty good, too. This time, I've got the Jedi holocron done. I'm not entirely sure about it, so again, your feedback and comments are really useful. In particular, I'm not sure that the centre isn't a little blank, and I haven't been able to give the glass a shine without it being ridiculously shiny and impossible to see anything inside it. There's also a UV mapping issue which I need to resolve, with a couple of faces on the "glass" in the holocron, which I think are being created by mdlops, since I've exported the model several times to end up with this result. The central blue bit is animated, which is why as a special treat, I've got my first video update! (This BBCode requires its accompanying plugin to work properly.) Link to comment Share on other sites More sharing options...
CptPriceless Posted June 8, 2012 Share Posted June 8, 2012 Looks slick Link to comment Share on other sites More sharing options...
Hassat Hunter Posted June 8, 2012 Share Posted June 8, 2012 if ((GetGlobalNumber("di_tat_win") >= 0) && GetGlobalNumber("di_tat_win") < 7) Pretty sure this should be if ((GetGlobalNumber("di_tat_win") >= 0) && (GetGlobalNumber("di_tat_win") < 7)) Also noticed working on some other scripts, else if doesn't work with KOTOR... so replace them with code like thus; else { if ((GetGlobalNumber("000_atriscs1") == 2)) { Any additional "else's" get below the if in height. Pretty much all closing tags (except to end ifs, before a new else) in the end. Sorry about that. Also can't see it trigger the dialogue (as in your old on_death), but that probably is because you want it to destroy enemies first, right? Though if you were already using on_death for all that... why didn't a delete enemies script work when set there :/ Link to comment Share on other sites More sharing options...
Zhaboka Posted June 8, 2012 Share Posted June 8, 2012 Looks amazing! A nice pulsing, throbbing animation for the Sith Holocron would seal the deal in a big way. Link to comment Share on other sites More sharing options...
Quanon Posted June 9, 2012 Share Posted June 9, 2012 Really amazing and stunning work, DI!!! Love it! Though I think the blue is a bit... flat? Perhaps a subtle gradient, lighter blue/whit in center? Not sure though, that might improve it. Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 22, 2012 Author Share Posted June 22, 2012 Looks slick Thanks! if ((GetGlobalNumber("di_tat_win") >= 0) && GetGlobalNumber("di_tat_win") < 7) Pretty sure this should be if ((GetGlobalNumber("di_tat_win") >= 0) && (GetGlobalNumber("di_tat_win") < 7)) Also noticed working on some other scripts, else if doesn't work with KOTOR... so replace them with code like thus; else { if ((GetGlobalNumber("000_atriscs1") == 2)) { Any additional "else's" get below the if in height. Pretty much all closing tags (except to end ifs, before a new else) in the end. Sorry about that. Also can't see it trigger the dialogue (as in your old on_death), but that probably is because you want it to destroy enemies first, right? Though if you were already using on_death for all that... why didn't a delete enemies script work when set there :/ Thanks for the help! I eventually fixed it, by using AssignCommand(oArea in front of DestroyObject());, which actually got the script to execute properly. Looks amazing! A nice pulsing, throbbing animation for the Sith Holocron would seal the deal in a big way. Thank you! I wish I could deliver on the Sith holocron, but it just doesn't seem to want to let me make an animated texture for it. It may be because it's a triangular UV map. Really amazing and stunning work, DI!!! Love it! Though I think the blue is a bit... flat? Perhaps a subtle gradient, lighter blue/whit in center? Not sure though, that might improve it. Thanks for the feedback, Q, and I'm glad you like it. I've tried to fix the texture below. So, as I mentioned above, I've now fixed the death script for the Tattooine arena. Unfortunately something I forgot last time was that I haven't written the victory scripts yet, so those are next on my list for that mod. On the Jedi holocron, I've been experimenting with turning the animated texture into a decal, like a lightsaber blade. This makes the black around the blue "swirl" transparent. I've also tried to heighten the contrast in the texture a bit, in line with Q's feedback above. I've also managed to get the 'glass' in the holocron to shine, though no luck so far fixing the UV map. Please let me know what you think of the result: Other than that, I've also been playing around with beam effects for TSL, following the release of some shots of Star Wars: 1313 with rather nice beams in them (I know, I know; TSL will never look that good. ). Mainly, I've been playing with variants of the Drain effect I released last year, and applying those to other beam effects: These are much higher-res than the original beams, at 512x512, rather than, IIRC, 64x64. The disadvantage is that the repetition of the texture pattern can be very obvious, particularly in the first and third of the droid beam effects. Again, feedback, comments and suggestions are very welcome. That's about all for now, so until next time... Link to comment Share on other sites More sharing options...
Zhaboka Posted June 24, 2012 Share Posted June 24, 2012 That new drain effect is quite stunning, the high-res textures look really good. Especially in that bottom left shot. Link to comment Share on other sites More sharing options...
Quanon Posted June 24, 2012 Share Posted June 24, 2012 Wow, stunning work on the holocron. Luuuuuve the swirl DI! Did you try the detach to element trick on the pedestal mesh, then resetxform button mash'n fun? If I'm right that's the one with a bugged UVWmap right? Mostly that fixed issues with bugged UVWmaps, but it creates more faults when its lightmaps that are involved Been banging my head on that for quiete awhile now. Beam effects look ace aswell, the repeat effect is OK, it isn't that obvious to me. Though perhaps by working on it for awhile you just can't stop noticing Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 19, 2012 Author Share Posted September 19, 2012 That new drain effect is quite stunning, the high-res textures look really good. Especially in that bottom left shot. Thanks! I'll get right on releasing the mod. Wow, stunning work on the holocron. Luuuuuve the swirl DI! Thank you. Did you try the detach to element trick on the pedestal mesh, then resetxform button mash'n fun? If I'm right that's the one with a bugged UVWmap right? Mostly that fixed issues with bugged UVWmaps, but it creates more faults when its lightmaps that are involved Been banging my head on that for quiete awhile now. I haven't; I'll try that next, though. Beam effects look ace aswell, the repeat effect is OK, it isn't that obvious to me. Though perhaps by working on it for awhile you just can't stop noticing That might explain it. This is just a brief update on the holocrons mod. I've tried detaching the faces of the holocron 'glass': The good news is that the UV map is fixed. The bad news is that the glass is no longer as shiny. I'm not quite sure what to do about that at this point; I've tried fiddling with the material settings in GMax, but nothing seems to work. In terms of the mod more generally, work on Dantooine, Korriban and Kashyyyk is now pretty much complete, and the Unknown World is now almost complete, too. This only leaves the material for Tatooine to do, and one unarmed combat form I haven't placed yet. Maybe I'll put it on Taris, so I've added new content to every planet in the game except Yavin. That's all for now, but I'll hopefully have another update for you soon. Link to comment Share on other sites More sharing options...
Zhaboka Posted September 19, 2012 Share Posted September 19, 2012 I like the look of that, although it's a bit dim. I always imagined holocrons as casting a nice big swath of light. I'm glad you solved the UV map problem! Shiny is goody. Or something. I should probably stop typing now. Link to comment Share on other sites More sharing options...
Darth InSidious Posted November 4, 2012 Author Share Posted November 4, 2012 I like the look of that, although it's a bit dim. I always imagined holocrons as casting a nice big swath of light. I'm glad you solved the UV map problem! Shiny is goody. Or something. I should probably stop typing now. Thanks! Unfortunately, dynamic lighting like that is impossible in KotOR, so far as I know. Now, onto updates: The main part of my work recently has been on tightening up the workings of the holocrons (and other lightsaber form giving devices) on Korriban and Dantooine. These now are pretty well working as I want them, with only minor tweaks needed, and I have a few screenshots for you: Kashyyyk needs I think one more script and some tidying up, before it is entirely usable. The Unknown World needs one or two more scripts and some tidying up. After this, I need to add the two unarmed fighting forms you can learn from this mod. One of these is going on Tatooine, for certain. I haven't decided where to put the other, but it may go on any of Kashyyyk, Taris or Tatooine. I'm hoping this will not take long. After that, I will be looking for perhaps 5-7 voice actors, for the characters I either have added or will be adding. The next step after that will be releasing a beta version for anyone willing to beta test, and following fixes, release. However, I have also done some work on another, more uncertain project, for which I have a few teasers: ^ This photo has a bit of history behind it; the area reskin was originally done years ago for another (eventually abandoned) mod, and is being reused here, hence the low-res, and not very appropriate skybox. Now, I wonder what those might be for? Yes, it's the idea for a community project I had a while back. Well, I started putting together a rough plot and doing some work module editing. If anyone with useful skills is willing to pitch in, I'd be grateful. As always, your comments, questions, and feedback are much appreciated. Link to comment Share on other sites More sharing options...
CptPriceless Posted November 4, 2012 Share Posted November 4, 2012 Interesting! Will this mod have its own separate thread soon? Link to comment Share on other sites More sharing options...
Zhaboka Posted November 4, 2012 Share Posted November 4, 2012 I like it! I would love to voice act and beta test for the holocron mod. Link to comment Share on other sites More sharing options...
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