Jump to content

Toa_Kralich

Members
  • Posts

    116
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Toa_Kralich

  1. 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
  2. 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
  3. 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.
  4. 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
  5. 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.
  6. Rest in peace and condolences to his family 🙏
  7. 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
  8. 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.
  9. 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
  10. Thanks so much for covering Bionicle modding again, Hapori! We worked hard on this one and we appreciate the support
  11. 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
      • 2
      • Upvote
      • Like
  12. 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
  13. 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
      • 1
      • Like
  14. 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).
  15. Bionicle Heroes: Tohunga Flavor 1.2 Release! Hey all! Another update to this fun little side mod today - one that I worked on over a few days to whip up something small and fun to release. If you like consistency, you're in luck today! You can download the update here: https://www.moddb.com/mods/bionicle-heroes-tohunga-flavor/downloads/bionicle-heroes-tohunga-flavor-12-release Visuals -Retextured Low-Res Toa Weapons - The Toa weapons were retextured in 1.1, but the low-res equivalents were not. Since I know some people who actually prefer to play low-res weapons for the style change, I decided to take an easy win and whip up a fun little consistency patch. All low-res weapon models are now consistent with the high-res retexture equivalents. Examples: Nuparu: Hewkii: Jaller: Hahli: Matoro: Kongu: -Updated Hahli Level 3 High-Res Weapon Model - Hahli's high-res level 3 weapon model had a few blue accents that weren't consistent with her other weapons or its weapon itself, something I missed in the last update. This has now been rectified! Conclusion 1.2 of Tohunga Flavor is now out! This mod might not be the most dazzling out there, but I enjoy making smaller fun packages now and then, and I especially enjoy a good little consistency patch. More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: https://discord.gg/GdwkjfeqNT
  16. GWP Tahu Reawakens - Bionicle Heroes: GWP Tahu Released Last year, we released Classic Tahu - in celebration of his great return in small form in the 90th Anniversary set. This year, we were fortunate enough to get a true tribute to Tahu's legend with a Gift With Purchase Lego set - built from Lego System, and with plenty of references for Bionicle fans to enjoy. Based off of Classic Tahu, with modelling work by Miss_Plagued, implementation by myself, and tooling/advising provided by Hexadecimal Mantis, we utilised the most cutting-edge modding techniques to import all-original models of GWP Tahu's head and weapon into Heroes! We documented this process over on the community's modding Discord, which you can join here: https://discord.gg/GdwkjfeqNT Check out the mod here. Now - let's get scorched! Some of these points are carried over from Classic Tahu, but we'll describe them anyway since this is standalone from that mod. Gameplay -Tahu has three levels of weapon - each is a long-range flamethrower that shoots a beam of fire (and is still able to destroy Matoro constractions with a scope-in too) -Tahu is not slow unlike Matoro, and has the same movement speed as Kongu (15 units) Examples: Tahu zoom-in Visuals -Matoro has been replaced with GWP Tahu as he appeared in 2023's Gift With Purchase set! -Tahu has a weapon model shared across the three levels, created in stud.io to be precise to the set variant -Tahu's scope-in is modified to be fire and magma themed -HUD icons have been replaced across the board replacing Matoro with Tahu Examples: GWP Tahu mask GWP Tahu text & weapon HUD & player-view Misc -EXE icon has been changed to GWP Tahu -Splash screen updated with credits -New logo on the main menu screen -References to Matoro have been changed to Tahu Conclusion Thanks for checking out the mod! GWP Tahu represents another big step forwards for us - utilising totally original weapon and head models - and once again it's good to play the game of yesteryear as the character of today! 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
      • 2
      • Like
  17. Thank you! Check out the ModDB page for Bionicle Heroes if you'd like to see more mods - there's a lot more than this one to dig into!
  18. It's a game from 2006 so it can only look so good by modern standards, but I've generally found it looks alright from a modding perspective!
  19. Bionicle Heroes: Tohunga Flavor 1.1 Release! Hey everyone! This is the second edition of this aesthetic refresh mod. Just like the first release, there's nothing groundbreaking here, but sometimes it's fun to go "what if" and make something light-hearted. So, if you liked the aesthetics of version one and wanted more from the idea, read on, and check out the mod here! Visuals -Retextured Toa Weapons - Toa weapons for all three levels were retextured to have new colours. Their primary colour is taken from the mask colour/details of that given Toa, and then, any glows are generally kept in line with the Toa's eye colours (except in cases where this would have made the glows difficult to see). Nuparu's weapons became orange with green accents; Hewkii's became tan; Kongu's became teal; Hahli's remained the same but gained light green accents, along with some areas of transparency; Jaller's became yellow, though his weapon accents were left red for contrast; and Matoro got a little bluer. Examples: Nuparu: Hewkii: Jaller: Hahli: Matoro: Kongu: Conclusion And that's a wrap for 1.1 of Tohunga Flavor! Often, a new release number for one of my Heroes mods means weeks or even months of work, pursuing some ground-breaking changes as I try to push things forwards with both DV and MOVN. Tohunga Flavor is a nice change of pace now and then to be simpler in scope and still have some visually pleasing results. More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: https://discord.gg/GdwkjfeqNT
  20. Bionicle Heroes: Matoro Edition 1.1 Release! Hey all! Today, much like Voriki Mode, I'm here discussing an update for a mod that isn't mine but which I helped with instead. Waddlez' Matoro Edition was the first "elemental" edition mod and set an interesting idea in motion for the other Toa to receive similar treatment, but first, I proposed we make it a little more comprehensive with more retextures and consistency additions. Waddlez agreed and the pair of us got to work on a Matoro Edition 1.1. Read on to see what's new, and download the mod here: https://www.moddb.com/mods/matoro-edition/downloads/matoro-edition-11-release Visuals -Replaced Toa weapon colour schemes for all three levels with Matoro colours - This is probably the largest change in this release, turning all Toa weapons into white (with blue accents) colours for consistency with Matoro. -Replaced HUD icons with revised versions that better telegraph that Toa - Waddlez created coloured Matoro icons that better indicate what Toa is who for gameplay purposes, and these have been implemented into the HUD for readability -Piraka weapons now have revised colour schemes for consistency - Much like the Toa weapons, the Piraka weapons - including Vezon - have all been recoloured for consistency with Matoro and Thok -Piraka HUD icons are now all Thok - As it says on the tin! -All playable Piraka are now Thok as well - Ditto - includes Vezon -All splash screens have been made Thok or Guurahk oriented - Another self-explanatory change - worth noting Vezon and Dark Hunter splash screens remain unchanged -Made HUD icons consistent in the Hub level - The last bit of in-game graphical consistency for this update places the new icons made by Waddlez onto the shop icons too Examples: Level 1 Toa Weapons Examples: Level 2 Toa Weapons Examples: Level 3 Toa Weapons Examples: Piraka Weapons Examples: HUD Music -Replaced all region music with Mountain variants - This was somewhat done in the initial release but any inconsistencies have now been cleared up Misc -Added new .exe icons - The bread and butter of any large-scale mod like this is custom .exe icons, of course! -Added new logo to the main menu - All mods benefit from a logo, and Heroes makes it pretty easy to slot this logo right into the main menu screen! -Replaced splash screen with credits - The splash screen can also be used to help give extra personality to a mod and since this mod's now a two-man party, a new one has been added featuring both Waddlez and I Conclusion Another happy landing for an update! More may be done to Matoro Edition in future if we come up with additions, in the spirit of creating the best example of an "elemental edition" for others to follow with their own Toa conversion mods. More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: https://discord.gg/GdwkjfeqNT
      • 1
      • Like
  21. Bionicle Heroes: Tohunga Flavor 1.0 Release! Hey everyone! This is a fun side project I whipped up before going on holiday, taking inspiration from the Tohunga color schemes. The reason I made this a full mod page is because it's very comprehensive - with GUI, HUD, logos, and .exe icons all modified as well - and I plan to perhaps do more for this mod down the line in regards to weapons and the like. For now, though, let's get into what's in this aesthetic refresh! You can download the mod here, though keep in mind you'll also need to download a vanilla version of the game (like the community's own Modder Edition) to install it. Visuals -Replaced Toa colour schemes with Tohunga colours - The bread-and-butter of the mod, all Toa have been retextured with their Tohunga colors. For some, like Hahli (who also has a partially transparent mask), the change is noticeable but a little lesser; for others, like Jaller or Nuparu, the new elements are immediately distinct. -Replaced HUD icons with revised versions according to each Toa - In the interests of total comprehensiveness, every HUD icon - so that's saves, the HUD, and also the changemask icon - has all been changed to be consistent with the new Toa. These were done by photo-editing, not re-rendering out the heads. -Made HUD icons consistent in the Hub level - As the last bit of comprehensiveness, the actual level file for the hub has been modified to contain the new HUD icon textures. Examples: Misc -Added new .exe icons - Seeing as the original .exe icon is Jaller's face, I took the liberty of replacing the icon for the .exe with the revised yellow-headed Jaller icon instead -Added new logo to the main menu - All mods benefit from a logo, and Heroes makes it pretty easy to slot this logo right into the main menu screen! -Replaced splash screen with credits - The splash screen can also be used to help give extra personality to a mod and since someone else gave feedback whilst I was making Tohunga Flavor, I wrote them in on the splash screen as a credits screen too. Conclusion Tohunga Flavor is not a revolutionary mod - not a total conversion like DV, a definitive edition like MOVN, or a character addition like Voriki - but I enjoyed making something a little more laid back, and adding more options for players to enjoy the game, or any version of the game this might be compatible with given it's only a visual change. More Heroes mod content is being created every day, and if you'd like to be a part of it, join our Discord here: https://discord.gg/GdwkjfeqNT
      • 1
      • Like
  22. Bionicle Heroes: Double Vision 1.3 Release! Hey everyone! This update for DV is a huge aesthetic overhaul on the base game - every single level has had the world textures revised with the DS equivalents! This is thanks to MelonRipper - a DS emulator that also has NinjaRipper-like functionality of ripping whatever is loaded on-screen - which allowed me to take world textures from the actual game itself. I will detail further the process for each level but this is going to be by far the biggest aesthetic change to Heroes so far - so let's get into it! You can download the mod here! Visuals -New world textures for Hub + Hub Secondary Levels - As mentioned earlier, a new tool allowed me to emulate the DS release of the game and rip out textures and models. The latter will be relevant in the future for DV, but for now, I'm able to take level edits a step further as I always intended and make the very world look more like the darker, Quake-like environment of the DS release! Many textures are good enough that an AI upscale and bit of cleanup was all it took, but the DS has many fewer textures than the PC release, and so much more work was actually required to make believable variants of DS textures to replace their PC counterparts. All textures are comprised of DS textures, photo edited or overlaid, so the intent is still preserved. The hub is an obvious place to start and features some major changes already. Examples: -New world textures for Stronghold - The Stronghold levels were the easiest to translate as the textures basically worked straight out of the game, though one or two had to be "composited" from other textures in the DS stronghold levels. Examples: -New world textures for Water - Water experienced perhaps the most significant atmospheric change, with a change of time of day to night-time as per the DS release. Examples: -New world textures for Volcano - Volcano was one of the first zones that required a reasonable amount of composition of custom textures, though nowhere near as much as some of the later levels. Examples: -New world textures for Mountain - Mountain is when the custom textures really ramped up - lots of modification was required and whilst all replaced textures still use DS textures as a basis, this is when the limitations of the format began to become apparent. Examples: -New world textures for Jungle - Jungle didn't require so much customization but as the Air environment in the DS is very different from the PC version, not all textures from the DS were as transferable. Nonetheless textures from other areas of the DS were utilised to keep the style consistent. Examples: -New world textures for Desert - Desert was by far the most transformative chapter, because it has no analogue on the DS - the earth levels are facility/machinery based on the DS, and so all sand-related textures had to be heavily adapted from the handful of workable equivalents from the DS. However, after much hard work, the style was still preserved going into this level too. Examples: Misc -Updated to MOVN 2.2 where relevant - Another MOVN release has hit with more fixes and minor improvements, so as ever, DV also reaps the benefits with a version update. -Gave Nuparu visual recoil (but no actual recoil) - This in misc as it's more of a bug that was fixed, as I accidentally assigned Nuparu Level 3 the wrong hold type and as a result he had no visual recoil when firing his gun. This is now rectified. Examples: Conclusion DV 1.3 was wrapping yet another design goal for DV - changing the very world itself - and pushing DV ever closer into Total Conversion territory! We're still awaiting more reliable custom model imports but as things progress, another major DV update is inevitable. If you'd like to see what I and the community get up to next, join our Discord server here: https://discord.gg/GdwkjfeqNT
      • 1
      • Like
  23. Bionicle Heroes: Myths of Voya Nui 2.2 Release! Hey everyone! It's been a while since I released an update for MOVN. Nothing bad happened - in fact, fully custom models have started being possible within Bionicle Heroes! I had originally planned to hold off on updating MOVN until such a time that I could do a gigantic update with lots of custom stuff, but I decided there's enough small things to improve before then before I moved the version number up to 3.0 for the custom model work that, in the mean time, I could fix things up further. A few bugs have also finally been troubleshooted which causes issues for many players (but not all, which was the annoying part), and so I decided this stopgap update would be worth releasing. Download the update here! Visuals Today's visual improvements also entail consistency improvements like last time, plus a few improved unlock icons to join the roster from one of the 1.0 releases! -Vezok, Thok, Zaktan, Vezon, and Avak have all had their low-res player weapon equivalents made consistent with high-res models - much as was done in 2.1, low-res Piraka weapon models have now been made more consistent with their high-res equivalents, whether I modified the original high-res model or not. This actually was done because the lack of low-res models in the game was causing the very common crash some users encountered which I'll describe later on. -Improved textures on a few unlock mask images - Vakama's Huna, the Copper Komau, and the Copper Huna. I didn't feel these were properly coloured before - Vakama's Huna was bright yellow, and the two copper masks were basically just red. -Made the unlock archives consistent with the unlock mask images - A very simple additional change facilitating the improved images in this update so they appear in the preview area. Examples: Gameplay The gameplay change today is very simple, but represents the third objective bug fixed from the base game: -Fixed boss Thok using the wrong zamor bullet type from the base game - there is an unused bullet type in the base game for player zamors which Thok was using erroneously - the only Piraka to be using this unused Zamor type. Now, it is consistent with the other Piraka for more predictable gameplay. Levels The level change is also quite simple, making good on a change in a much earlier release of MOVN. -Further amended Axonn gold mode values - Some felt Axonn's gold mode triggers were still too low and easy to hit, so I've moved them all up a bit to make them a little better balanced. Misc One big fix features in today's misc section - hopefully putting to rest the most pervasive and disruptive bug in MOVN since its inception! -Fixed bug with low-res Piraka player weapon models causing consistent crashes on unlock screen - MOVN previously did not ship with low-res Piraka weapon models. At the time I hadn't yet decided to make low-res models consistent for content quality reasons and assumed most people would be playing in the high-res mode anyway. Most people do by choice, but there is a bug when installing the game sometimes which means graphical settings are incorrect, leading to a weird mish-mash in low res and high res assets. Because low res Piraka weapon models were not included, this caused a crash when you first unlock a playable Piraka. Implementing the low-res Piraka player weapons in the game fixes the crash, but additional steps are required to fix the base-game issue of mish-mashed weapon qualities showing. 1. Launch your save and stay in the Matoran Enclave. 2. After, go to OPTIONS in the pause screen and go to VIDEO OPTIONS. 3. At this moment, you may have another bug involving negative gamma If it's the case, adjust the brightness to 5, and the gamma to 5 as well. 4. Then, adjust the resolution to 1.024 * 768, the shader quality to 3.0, the texture quality to High, and the widescreen to OFF ( if it's not the case ) 5. After that, restart the game 6. Launch your save again and weapon models should now be high resolution variants. Special thanks to DarkPineApple for helping to troubleshoot this error and then writing up instructions on how to fix it. Conclusion And that's all for this newest update! I recently found a ripping tool called MelonRipper which can extract content from DS games, and this might allow for some interesting additions to DV! Custom models will massively expand DV's scope already in the future, but until those are more feasible to implement, I'm planning to change some world textures to the ones used in the DS release of Heroes which will make some levels look quite different, so stay tuned for that! To see more progress on modding, check out the modding Discord here. Thanks and see you soon!
      • 2
      • Like
  24. Bionicle Heroes: Double Vision 1.2 Release! Hey everyone! The next update for DV 1.2 is out of necessity more than pleasantry, because some major issues were introduced in DV 1.1 that needed resolving (hence all the 1.1 update content being archived on ModDB). However, these issues are now fixed thanks to help from the community, and a few nice things have been added too to make this more than just a bug fix. Let's get into it! Visuals -Silver Toa addons updated with low-res weapon model retextures - In MOVN 2.1, I updated the low-res models of a lot of models for consistency sake with the rest of the mod. I've now done the same with Silver Toa, particularly because this lays the ground work for cross-platform mods. -Nuparu updated with low-res weapon model retextures - Ditto above. Nuparu has yellow weapons in DV instead of red, as per the DS release, so this is now consistent here too. Examples: Gameplay -Fixed some pretty major softlocks due to removing too many cutscenes - In the last edition of DV 1.1, I thought I'd come across a sure-fire way to remove even more cutscenes from the game, and whilst some worked with this, it broke many and that rendered some levels uncompleteable. This has now been resolved thanks to help from Footloose. Sound -Cutscenes re-enabled for bug-fixing reasons have been re-sounded - As more cutscenes had to be restored for DV 1.2 to fix issues with level completion, they have been re-sounded as well in accordance with others in the mod. Misc -Updated to MOVN 2.1 where relevant - Since DV 1.1 there's been another version of MOVN released too, introducing further consistency improvements. Not all are relevant to DV as DV has custom splash screens, but the relevant improvements seen in MOVN 2.1 here are introduced in DV 1.2 as well. -Updated credits for Footloose who helped find further issues with the last release - Footloose helped test levels in the wake of the last release's new bugs and also helped resolve them, making the road to this patch release much smoother. Conclusion DV 1.2 was mostly a necessary rather than pleasant update, but I still found a few nice things to throw in. A major breakthrough is on the horizon for Heroes modding, though, with both levels and 100% custom model imports having been prototyped in recent weeks. That means the next addition to DV may be gigantic enough to warrant its own graduation into 2.0, same as with MOVN. Exciting times! And if you'd like to take part in those times, join our Discord server here: https://discord.gg/GdwkjfeqNT
  25. MOVN is standalone - same as Double Visions - which means both can be downloaded off of ModDB and they'll work with the .exe they ship with, without a DVD drive required. There's another release on ModDB called Modder Edition, created by the community and designed both for installing mods and being modded. It's a version of Heroes that works out the box too.
×
×
  • Create New...