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Toa_Kralich

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  1. I've seen so few efforts for people to "strip" chrome Haus for the light grey one underneath that that one may be worth its own entry, imo. I feel like someone who had perfectly stripped a chrome Hau would probably be able to sell the result at a bit of markup as compared to the chrome version...I've been hoping someone might flog one so I don't have to risk doing it myself if I'd like to get one. All things considered, though, removing chrome Haus from the wild for a light grey one is also a bit of a murky moral topic, maybe...
  2. Bionicle Heroes: Lo 2 Hi 1.0 Release! Hey all! This mod's my pre-Legoland fare this time - a neat little mod I've wanted to make for a while, and now that I have a set of new tools to test, decided to see how easy it might be to make this mod! You can download the mod here! Visuals Level 1: Hewkii weapon becomes tan instead of dark orange (true of all three levels, and in all three cases I actually borrowed his weapon retexture from McToran flavour!) Jaller weapon now has a purple accent in the middle of the main weapon part (the most interesting deviation in my opinion, and the main reason I wanted to make this mod!) Matoro's weapon has a blue gradient at the "muzzle" of the main body Examples: Level 2: Nuparu's weapon has "filled in" red gradients where just dots were before Hewkii weapon becomes tan instead of dark orange Examples: Level 3: Hewkii weapon becomes tan instead of dark orange All of Jaller's "glows" become more yellowy (funny how Jaller got some of the most creative differences between them!) Examples: Piraka: Vezok's glowing blue part on his weapon is now greyed out Thok's weapon had the end "laser" changed to glow blue and the end of the weapon glow was greyed out (always thought it was weird it was red in the first place, honestly) Conclusion And that's all for this initial release! This mod is even more of a small thing and "curiosity pack" than McToran Flavor really, but there's room to do a bit more in future - even a few model edits here and there! More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: Discord.gg
  3. Bionicle Heroes: McToran Flavor 1.5 Release! Hey all! I'm off to Legoland with my missus again, and you know what that means - another McToran Flavor update! You can download it here. Visuals -Piraka heads in hub retextured to be like their recoloured counterparts where possible - This is a quick one, but the Piraka heads in the Hub sometimes use raw colour as part of the layering (although not always, in the case of Avak). The eyes are the same red across all of them so those had to be left as-is, but the colours were able to be tweaked. Examples: -Rahkshi retextured to be Mctoran coloured - I decided to diversify the pool of "McToran" recolours and introduce the Rahkshi into the mix! They, like the Piraka, follow the colours of their associated Matoran element -Rahkshi object heads also retextured to be Mctoran coloured - The Rahkshi heads in the hub you get after defeating each one are actually separate objects - they were retextured too for consistency -Kuurahk in Thok1 level files has been retextured - As if separate heads in the hub wasn't enough, Kuurahk specifically has a unique model only used in Mountain 1 for the construction sequence! This was also made consistent -Rahkshi HUD icons also retextured - As you'd expect, I've retextured the boss icons too for...consistency! Examples: -Player Vezon retextured to be like Takua's Matoran colour scheme - What someone on the Bionicle Heroes modding Discord jokingly referred to as "Vezua", Vezon now has a blue face, red body, and yellow legs/body! I skipped the NPC version as Fenrahk introduces an interesting point to consider... -Vezon HUD icon - Blue, like his new face! -Vezon's weapon recoloured with red accents and yellow glows - Vezon's weapon doesn't have as many obvious colours to it, so I took a few liberties to make this one match Examples: -Recoloured the Ignika to be teal - Since Vezon's head is now light-blue, I figured the end-of-game Ignika ought to be teal too. It's a lot shinier than most other masks in the game (hence why it seems it's more like a blueish silver) Conclusion And that's all for now, making this mod quite a bit larger in scope! Future updates are already planned, broken down into achievable chunks, but I have a road now to what I'd consider a 2.0 release in the future... More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: Discord.gg
  4. I've not a lot to add to your excellent write-up besides this little anecdote: A few years back, a group of a half dozen mates and I got together and came up with drinking games for the four Bionicle movies. MoL was a shot every time someone yelled, "Takua"; LoMN was every time there was a "Vakama Moment"; WoS was every time Roodaka made you feel uncomfortable (and was the only movie where one of our group crashed out from drinking too much). For The Legend Reborn, we...couldn't come up with much. In the end someone suggested "Every time you're a bit bored, take a shot", and that ended up sticking. I'm not fooling myself by saying "TLR is bad". I think MoL is also kind of bad, I know LoMN is a bit funky too, and that WoS is the only one I think properly holds up. But the others are at least fun, and have whimsy, and particularly for Bionicle fans they do the job nicely. TLR wasn't fun for non-Bionicle fans, and it barely registers for Bionicle fans, too.
  5. Bionicle Heroes: McToran Flavor 1.4 Release! Hey all! Mctoran Flavor remains a fond little side thing I like to revisit with small updates, and getting an itch to do something smaller after prepping two massive mods for 810NICLE Day this year (stay tuned for those!), I decided to whip this up over the last two weeks or so. You can download it here. Visuals -Recolored the NPC Piraka to use McToran colors - NPC Piraka actually use a separate model and texture sheet from the player variants, which means they needed a look after the previous update to make sure they'd show up consistently with the previous round of recolors. In addition: -Piraka NPC weapons given Mctoran color scheme - NPC Piraka weapons were given a similar treatment; here, I used the MOVN NPC weapons (which tried bringing in elements from the player weapons into the NPC weapon texture sheet) as the basis. The results are below! Examples: -Recolored the low-res Piraka weapons to use Mctoran colors - This is one of those consistency fixes I do for many mods, and is always a bit of fun since the low res models are actually quite different. No Reidak, since he only has a low-res model, for some reason. I plan to make a mini mod at some point making the high-res models more like the low res models...you heard it here first! Examples: -Recoloured the Piraka head 'objects' - The Piraka heads you pick up from the ground when defeating various Piraka seem to use a different texture sheet than the main heads. So, I made that consistent too. One more screenshot for fun! Conclusion And that's all for another bite-sized update for this approaching-sizeable texture mod! More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: Discord.gg
  6. I honestly forget that Umbra exists a lot of the time. The build is just very uninteresting. A unique mask would've been nice, but given how sparse Metru recolours are I also would've taken a Metru recolour if he really needed to have a Metru mask (in gold, with a gold armour/colour scheme? Yes please!). The one positive association I have with him is that as a kid I had neither Matoro or Hewkii Inika, but did have Umbra, so I got their weapons through him for MOCing.
  7. Rest in peace and condolences to his family 🙏
  8. Bionicle Heroes: McToran Flavor 1.3 Release! Hey all! It's been a while for this mod, as most of 2024 was spent occupied wrapping up a major side project, but in 2025 I've been right back on the Bionicle Heroes modding grind and that means a new update for this mod! https://www.moddb.com/mods/bionicle-heroes-tohunga-flavor/downloads/bionicle-heroes-mctoran-flavor-13-release Rebrand First off, if you don't recognise this mod by its current name, you're not crazy. The Bionicle reddit recently banned the use of the word "Tohunga", which prompted me to investigate why. For my part, I was aware of the Maori lawsuit back in the early days of Bionicle, but not the specifics, and I assumed the debate around the use of "Tohunga" was being lumped in with the same broad debate of "using the Maori language for profit by a big company". The admins on the Bionicle reddit explained in their post that this word was a special case. "Toa" means "Warrior" in Maori, which is fine enough, but "Tohunga" means a kind of very talented specialist, so its use as a descriptor the decidedly inexperienced and child-like villagers of the island was disrespectful. Out of respect for learning this at last and for the decision the community over there made, I've rebranded the mod to use McToran instead in its title. I've modified most of the logo images on the page but old releases/articles/files/etc will remain named as they were before for archival purposes. With all that explained and out of the way, on to the new contents of this release! Visuals -Recolored the Piraka to use McToran colors - I really like this mod as an easy thing to whip together - retextures are a very chill way to mod - and was looking to revisit it. I decided if I did the Inika, why not the main six Piraka too? So I retextured them, following a similar colour distribution to the Inika. Examples: -Recolored the Piraka weapons to use McToran colors - Ditto as above, but this time for the weapons! Examples: Conclusion A rebrand, a new frontier with the Piraka - quite a decent update for this little texture mod! More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: Discord.gg
  9. Just to clarify, this mod is not a remaster. Voriki Mode is a character mod for the base game. The only two mods that could be called sort of remasters are Myths of Voya Nui (which I've developed as a sort of "definitive edition" mod) and Modder's Edition, which the community has created as a version of the base game with bug fixes and better modding support.
  10. Bionicle Heroes: Voriki Mode 2.0 Is Released! Around two years ago, the 1.0 version of Voriki was unleashed onto ModDB, bringing the original 7th Toa to life in Bionicle Heroes! Since then, the methods available to Bionicle modders has increased and new head/weapon model imports became possible! This was demonstrated to its best thus far with Bionicle Heroes: Takanuva Returns, and now, Voriki has received the treatment! https://www.moddb.com/mods/bionicle-heroes-voriki-mode/features/bionicle-heroes-voriki-mode-20 Visuals -custom head/mask model - a modified version of Onua's mask from the DS release, with the signature lightning bolts and the Mata skull modelled for Takanuva -custom level 1 weapon model, based off of the original mod's level 1 Voriki and turned into a spear to emulate the weapon Chiara is described as using -custom level 2 weapon model, sculpted anew with gemstones made to emulate the artwork Vrahno drew of Nikila back in the day -custom level 3 weapon model, based off of the level 1 weapon model but given additional complexity, plus the side lightning bolts to bear more similarity to Voriki's classic photoshopped weapon -all use the Kongu "shotgun" holdtype as it looks best with staves -amended all HUD textures to use new Voriki mask, including component ones like the "switch mask" texture Examples: Mask HUD Level 1 Level 2 Level 3 Misc -added a modified nobloom.exe - now you can play without bloom, if you like -fixed compression on credits -updated all of the .exe icons with new Voriki look -updated all the ModDB graphics, ditto EXE icons Thanks all! As usual, Bionicle Modding is still alive and well, with plenty to come in 2025 - this community's fifth year of operation! Stay tuned and join the Discord here for more: https://discord.gg/GdwkjfeqNT
  11. Thanks so much for covering Bionicle modding again, Hapori! We worked hard on this one and we appreciate the support
  12. Takanuva Arrives On Voya Nui - Bionicle Heroes: Takanuva Returns Released! This year of Bionicle Modding has seen a few sporadic but significant releases; and now, we're capping it off with a huge collective effort. Months of work, technical research, and cinematic artistry have culminated in this release - bringing the myth of a playable Takanuva in Bionicle Heroes to life! Before you go any further, watch our cinematic release trailer for Takanuva's Return! This is being posted to a new community-organised Bionicle Modding channel that will feature content for not only Heroes, but also BTG, City of Legends, and perhaps more in the future! Excited to jump right in? Then download the mod below, or read on for more details! And meanwhile, if you'd like to witness more of this kind of modding in action, join the community modding Discord here: https://discord.gg/GdwkjfeqNT Gameplay -Takanuva's level 1 weapon is a recreation of his Chronicler's Staff which shoots orbs of explosive light at enemies -Takanuva's level 2 weapon is his Kohli Staff, based on Tattorack's model and then expanded by us, which fires a stream of light energy that quickly reduces enemies to scrap -Takanuva's level 3 weapon is his signature Light Staff, which fires a ray of concentrated light at any target with perfect accuracy, and a small amount of AOE Examples: Level 1 - Chronicler's Staff Level 2 - Kohli Staff Level 3 - Light Staff Visuals -Takanuva is a replacement for Hewkii -Takanuva has three new weapon models, each reflecting a weapon or tool he utilised in his journey to becoming Takanuva -HUD icons have been replaced across the board replacing Matoro with Tahu -References to Hewkii and his weapons have been changed to Takanuva Examples: Takanuva's Mask Takanuva shop text HUD, player view, and shop icon Level 1 - Chronicler's Staff Level 2 - Kohli Staff Level 3 - Light Staff Misc -EXE icon has been changed to Takanuva -Additional "no bloom" exe is included -Splash screen updated with credits -New logo on the main menu screen Conclusion Thanks for checking out the mod! Takanuva Returns was a collaborative effort between many Bionicle fans in the modding community and marks a major milestone - the first "internet myth" of Heroes made real! Want to be a part of modding Heroes? Join the modding Discord here to check out our resources, get support, and learn more about modding: https://discord.gg/GdwkjfeqNT
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  13. Bionicle Heroes: Matoro Edition 1.2 Release! Hey all! A smaller update today, but a neat one (for some) - a consistency improvement putting Matoro Edition's signature weapon colours on the low res models, in case you fancy the low-fi look. Take a gander, and download the update here! Visuals -Reskinned Toa Level 1 low res weapons with Matoro-themed colours: This was a pretty simple state of affairs - retexture the low-res level 1 weapons to be consistent with their high-res equivalents. Jaller's was interesting, as Level 1 Jaller has notable differences between the high-res and low-res models, but otherwise, as expected. Examples: Level 1 Toa Weapons -Reskinned Toa Level 2 low res weapons with Matoro-themed colours: Ditto - though the level 2 weapons are much more consistent stylistically between high-res and low-res, so not as many pronounced differences in the execution. Examples: Level 2 Toa Weapons -Reskinned Toa Level 3 low res weapons with Matoro-themed colours: Once again, Jaller takes the cake for a notable difference in the low-res weapon model - something I've often found interesting enough to consider a "low-res styled high-res" weapon retexture pack. Maybe sometime. Not today though - low-res consistency up at bat. Examples: Level 3 Toa Weapons -Reskinned Piraka low res weapons with Matoro-themed colours: The Piraka are also quite close to their high-res counterparts, and interestingly, the low-res Piraka weapons are still twice the detail/resolution of the low-res Toa weapons. Also, Reidak has no high-res weapon equivalent, which means he's not represented here and was tackled in the last patch, but we still have five weapons to show due to Vezon's low-res equivalent. Examples: Piraka Weapons Conclusion Another tidy little update - small, but consistent, just the way we like it. Heroes has had a decent bit of activity the last few months, and meanwhile, more Heroes mod content is being created every day, so if you'd like to be a part of it, join our Discord here: https://discord.gg/GdwkjfeqNT
  14. Bionicle Heroes: Double Vision Landmark 2.0 Release! Hey everyone! It's hard to believe that it's been almost a year since the last update, one which already took Double Vision strongly into the Total Conversion basket thanks to being a full aesthetic overhaul - but since then, I've been working on something quite special. Double Vision is now officially being moved up to Version 2.0, in recognition of the fact this release features not one, not two, but three major technical advancements for Bionicle Heroes since the last release - custom weapon models, and level-side vertex editing! Let's get started! You can download the 2.0 update for Double Vision here. Visuals -Added remastered DS weapons for all Level 1 Toa - Thanks to the same program which was used to rip the level textures from the game, MelonRipper, and to new functionality created by Hex, all of the Toa DS weapons have been ported into Bionicle Heroes! With their geometry reconstructed and their textures remastered, they now replace all of the level 1 weapons for the Toa. Examples: Level 1 Toa Renders Level 1 Toa In-Game Examples -Added modified remastered DS weapons for all Level 2 Toa - With the Level 1 weapon variants for the Toa, I largely reconstructed and remastered them as faithfully to the DS as I could reasonably get, but with Level 2 onwards, I began to add new geometry to show a progression in the visual power and density of the Toa's arsenal. Examples: Level 2 Toa Renders Level 2 Toa In-Game Examples -Added modified remastered DS weapons for all Level 3 Toa - As with Level 2, the Toa weapon models received further enhancements again for Level 3, making each of the weapons appropriately fearsome in appearance! Examples: Level 3 Toa Renders Level 3 Toa In-Game Examples -Added modified remastered DS weapons for the Silver Toa - For fans of the Silver Toa addon, that addon has now come even closer to content completion thanks to the zamor launcher being ported for each level of the Silver Toa. As with the standard edition of the mod, Level 2 and 3 have some more creative liberties taken to show a clear progression in the power level of the weapon. Examples: Level 1 Silver Toa Renders Level 2 Silver Toa Renders Level 3 Silver Toa Renders Level 3 Silver Toa In-Game -Added a custom Kraahkan head model for Makuta - Thanks to the same approach used for custom weapons models, it's also possible for us to replace head models - as seen in the GWP Tahu mod - and now, Makuta in Double Vision is more authentic than ever! Featuring a custom-made Heroes-styled Kraahkan model created by Vissova (and graciously donated to the mod), it replaces the player-model version of the old vertex edited model. You can download the updated Seventh Toa edition here. Examples: -Modified Makuta's weapon to have two blades closer to the set - In keeping with this increase in faithfulness, Makuta's modified Vezon staff has now received a second set of blades that was enabled by the same technology that brought custom weapon models to the fold. Examples: -Splash screens made consistent with world texture edits - The level loading splash screens of DV were constructed from a mixture of ripped DS menu graphics and the ripped low-res level previews of the original game. Since Version 1.3's overhaul of the world aesthetics, these previews have no longer been consistent and they were always a little crusty, so every splash screen has now been updated with a new screenshot of the level. Most of the time I aimed for parity with the original level's location (just with the new textures), but in one or two instances I decided it made more sense to pick a different shot. Examples: -Level previews made consistent with DV level changes - The low-res level previews are those seen in the hub "portals". Since new shots were taken to make the splash screens consistent, these were also ported into the portal preview images. Examples: Levels -Modified the appearance of Vezon's head in bonus 2 and 3 to have the Kraahkan appearance of Makuta - Thanks to Vertex Editing now being possible with levels as well as models (and since custom models implemented into levels is not yet possible), the two appearances of Vezon in Bonus 2 and 3 have been vertex edited to appear similar to the proto-Kraahkan seen in the 1.0-iterations of Double Vision. Examples: Bonus 2 Bonus 3 Misc -Now includes the ability to skip some cutscenes left in the game with ESC - Thanks to an EXE hack implemented by Hexadecimal Mantis (ever the programming whizz), you can now skip cutscenes with ESC. This means the few cutscenes that had to be left in for trigger purposes can now be safely skipped at the player's discretion. -Includes plugin support + plugins - To facilitate weapon hold-type changes for the DS weapon model ports (which is typically hard-coded), Hex also created a plugin system and a custom DLL which allows you to change the hold-type via the CFGC! This plugin is free for anyone to use with credit to Hex and will probably see a release somewhere else in future. -Main menu logo improved in quality - Now that it's known you can safely save some HUD files at lower compression volumes, the main menu logo has been saved without compression for maximum quality. -Included Debug flags - The no HUD screenshots taken for both previews and showcases in this article were possible thanks to Debug flags, which were enabled during development of this version. I've decided to leave them in and active for anyone fancying toying around with their effects. -Extracted all .pak files in the game to make it easier to mod and install non-intrusive mods into the game - This is a legacy change inspired by Modder Edition, which means it should now be far easier for you to mix-and-match mods. Mods without explicit compatibility will still behave a little strangely, but much less so than before. -Amended credits - The credits have been updated thanks to contributions from Vissova and amendments to the contributions of others. Examples: Conclusion DV 2.0 has been in the oven for a long while - almost as long as the original Double Vision 1.0 release - and this landmark version marks a huge leap forwards. Custom weapons, custom heads, ******, even custom level geometry to a certain extent have all made their way into a Bionicle Heroes mod, and it's so exciting to see the scene continue to evolve almost three years since it started. Expect the volume of custom content in this release to be a predecessor to increasingly fantastic mods in the weeks, months, and years to come. And as always, if you want to get in on the modding action, consider checking out our modding Discord: https://discord.gg/GdwkjfeqNT
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  15. Absolutely! There's standalone builds of the vanilla game on the Biomedia Project website to install the dependencies, and then you can also download the standalone builds on ModDB for Modder Edition (which is used to install most mods like Tohunga Flavor) or the standalone large-scale conversions (like Myths of Voya Nui or Double Vision).
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