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I can't recall which were the models. I knew that there were multiple versions of the interiors. However, they aren't all identical.

 

I didn't fix anything, I just replaced ;).

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Is this still being worked on? I have never wanted a mod so badly before now.

Heck I'll settle for the characters if that's available.

 

Admin: Re-read the rules - particularly sections 6 and 8 - and discover why your Deadly Stream reputation has gone down.

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Literally, first posters are the most sketchy crew on planet earth, but hey if this is still being worked on, I do 3D modeling and texturing.
For what it's worth, I do a lot of work in Zbrush, Maya, 3D Coat for retopo, Substance Painter for Texturing, Photoshop for texture editing, and Marvelous Designer for clothing.
I don't know if there's a poly limit for the KOTOR games but I'm so down for an epic collab.
Break me in senpai.

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Literally, first posters are the most sketchy crew on planet earth, but hey if this is still being worked on, I do 3D modeling and texturing.

For what it's worth, I do a lot of work in Zbrush, Maya, 3D Coat for retopo, Substance Painter for Texturing, Photoshop for texture editing, and Marvelous Designer for clothing.

I don't know if there's a poly limit for the KOTOR games but I'm so down for an epic collab.

Break me in senpai.

 

Yeah, 3D texturing painting is largely useless for the KoTOR games. If your experience is what it seems to be, I think you would find working on a KoTOR mod to be rather limiting. Regardless, you should post a link to a portfolio of work if you want people to be interested in collaborating with you.

 

To explain further the texturing issue, the best the engine can do is basically specular bump maps. No real normal maps, why most of the work posted on the thread is all diffuse + specular maps. The model pipeline -- original model out to editable format, and, original/new model into KoTOR format -- isn't completely supported. There seem to be newer tools like kotormax and mdledit, however, this is likely just building upon the old code base -- FYI have used the tools myself -- which in my opinion is just a flawed mess due to a number of gross assumptions and lack of know-how of when they were made.

 

I've been working on my own model export tool, and though I can scrape the time I have put into it and come to something like 3 months, it's been 3 months over around 2 years -- if not longer than that. It isn't complete yet, and to be quite frank, I'm not sure I want to create a tool that reimports the models back so they can be used in KoTOR/TSL. That is just a limiting dead end, especially as so much time has transpired since I started this mod, that I don't think the work is any longer novel. There are lots of texture replacer mods in particular, that do comparable things to my own. The other elements of the mod, are again, done to some extent by other mods. It doesn't feel very fresh to me.

 

I have another idea in mind regarding the use of the TSL models via the tool I am working on that I doubt that DeadlyStream will be happy about. I'm on the fence about it as mods don't pay, and though I have an idea of how funding could be raised to pay for the mod work -- to fund a team -- I think lots of folks would take issue with it. Not just here on DeadlyStream.

 

So at this point, I do not know whether I will continue working on the mod. I am more likely to work further on the model tool along with use my game development skills working on another project that I can potentially put up via Steam. Meaning, lead to a sustainable income without being someone's employee -- corporate slave.

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I have another idea in mind regarding the use of the TSL models via the tool I am working on that I doubt that DeadlyStream will be happy about. I'm on the fence about it as mods don't pay, and though I have an idea of how funding could be raised to pay for the mod work -- to fund a team -- I think lots of folks would take issue with it. Not just here on DeadlyStream.

To quote the site rules:

 

17. Sale of Modifications

 

The sale of modifications is strictly prohibited on Deadlystream. All hosted modifications on Deadlystream are to be released for free; any deviation from this will result in an immediate and permanent ban.

 

That being said, feel free to discuss that sub-topic over on the KOTOR Subreddit.  

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To quote the site rules:

 

 

That being said, feel free to discuss that sub-topic over on the KOTOR Subreddit.  

 

Yeah case in point ^.

 

Though you are assuming the mod will not be free. You can have a mod that is for free however people have provide the developer with funds to assist with its development. Not sure that is actually a mod that is being sold based on the reading of the site rules... care to comment SH?

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Not sure that is actually a mod that is being sold based on the reading of the site rules... care to comment SH?

 

Another quote from the rules.

7. Advertisement

 

Commercial advertisement for companies or products or services you are trying to sell is strictly prohibited.

 

 

TLDR: If you're asking for money, do it on another site.

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Yeah, so I guess that makes the issue clear enough for me and where I should be devoting my time with.

 

Though what I came up with as an idea could work, it would mean the end of the mod here on DeadlyStream; especially as we're not even discussing the most hairy part of it -- that I still need to look into the legalities of.

 

I may do the odd work to progress the mod, however, most of it will be to tie off lose ends so that I can release it. The model tool I'll likely work on, but mostly to develop my tool development skills and, in case I want to take my idea (change of direction) further.

 

The reality is that I have a finite amount of time, and modding, is no longer the most effective use of that time.

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Yeah, so I guess that makes the issue clear enough for me and where I should be devoting my time with.

 

The reality is that I have a finite amount of time, and modding, is no longer the most effective use of that time.

That's your call.  

 

This thread should also prove illuminating to those still thinking about discussing this topic.  (It's been on the site since 2012.)

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Its a legal thing, we don't want to be seen trying to sell other peoples work. But I get it, Deadlystream costs a significant amount of money to run every month, so I see where it is tempting to try and monetize what you love. Thanks for understanding.

 

-T

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the best the engine can do is basically specular bump maps. No real normal maps

This is incorrect. The engine does support tangent space normal maps. What the community currently lacks is a tool to convert them to a game-usable format. That will change in the near future however.

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Its a legal thing, we don't want to be seen trying to sell other peoples work. But I get it, Deadlystream costs a significant amount of money to run every month, so I see where it is tempting to try and monetize what you love. Thanks for understanding.

 

-T

 

No problem; I understand.

 

This is incorrect. The engine does support tangent space normal maps. What the community currently lacks is a tool to convert them to a game-usable format. That will change in the near future however.

 

Have you seen the engine using tangent space normal maps..?

 

If it is only a reference of it in the model file, then, that doesn't mean it is supported. Sure at one point that was the plan before they disabled it as being to processing intensive for the hardware of the time -- think original Xbox.

 

Anyway, if it is more than the references I've seen in the model file, then point me to the info and I might play around with the problem with a tool.

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As a scientist, I encourage healthy scepticism in the face of claims made without any evidence. Hopefully such evidence will be forthcoming soon™. But this is not really the place to discuss it. Apologies for hijacking the thread.

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As a scientist, I encourage healthy scepticism in the face of claims made without any evidence. Hopefully such evidence will be forthcoming soon™. But this is not really the place to discuss it. Apologies for hijacking the thread.

 

No problem -- I know you're a capable modder who knows what they're talking about!

 

If I'm being a bit of a smart arse with my replies, it's because it is a really slooow day in the office.

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Any chance of releasing the Coruscant retexture?

 

More of Peragus...

 

 

 

 

 

The above screenshot is a good op to point out one of the many small changes and fixes I made that may not be immediately obvious. Below is a BEFORE close up of what I mean:

 

k2_00098.jpg

 

The AFTER screenshot with the hexed in texture as I imagine it was supposed to look:

 

k2_00099.jpg

 

 

 

Would you mind releasing a pack of these little fixes?

 

Admin: Merged the posts. No bumping!

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So, I've done a lot of work on this mod of mine. There's still a lot of work I intended to do, along with, a bunch of things I wanted to finish off before releasing. However, I haven't directly worked on this mod for some time now -- probably like more than a year ago. Most of my work was on a model import/export tool which I have since stopped all work on since learning of the new model tools in development. Since there release I haven't had a chance to use them, specifically, because they are dependent on installing and using 3DSMax. So, I'm uncertain what things are handled well and which things aren't or are not supported yet. However, that is kind of a moot point for me.

 

I resigned from my job late 2017 and moved city. Primarily to work on an indie project of mine -- which keeps on getting delayed. Though I have funds to support myself for a while, my time and funds are best used in other capacities. Namely to secure (part-time) employ that will allow me to continue working on my indie (for commercial release) project. And though I'd like to perhaps do some additional work on this mod, it's just not a priority at the moment; plus beyond taking a copy of my dev files, I didn't take my (old) dev rig with me and my laptop is aging and running out of space as is -- I aim to replace it but I'm holding off as long as I can.

 

As far as I see it I have 2 options:

 

  1. I zip my current mod files as they are in my override folder and release it as is -- maybe with a few quick fixes for things.
  2. I see whether modding folks want to help  out with this mod -- or contribute existing work if that may be the case -- so that it can be released (hopefully) by the end of 2018.

 

There is also a third option, and that is to do both of the above, however, I would only want to do so if I can release the mod as a proper TSLPatcher release with additional completed content so that on its own it is complete and robust.

 

I suppose for me the truth of it is that I am far more focused on game programming these days and wish to focus on developing those skills and broadening my experience with areas like AI. Tool development was interesting but as I knew was the case, there are others here far more talented than myself and with far more available time and energy who could have achieved results sooner. Which is what happened.  I guess what I'm saying is that for the mod to go forward, it would need to be the case of the second option, as working with the KOTOR2 engine is just not aligning with my interests and near-term goals. And if I am really honest, I don't think working on this mod really aligns with what I actually want to do in regards to creating a "mod" for the Knights of the Old Republic universe. Which my motivation for is diminished with the latest Star Wars film -- usually my motivation gets renewed, not the case this time.

 

Anyway, I guess I wanted to see what people thought about this all before I made a final call.

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This is incorrect. The engine does support tangent space normal maps. What the community currently lacks is a tool to convert them to a game-usable format. That will change in the near future however.

 

 

What format can the game use?

 

I have been working on several texture updates and only seem to have found the .txi commads "islightmap 1" and "isbumpmap 1" to have any effect on rendering.

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What format can the game use?

 

I have been working on several texture updates and only seem to have found the .txi commads "islightmap 1" and "isbumpmap 1" to have any effect on rendering.

 

My thread isn't the place to be asking this.

 

You should have messaged DarthParametric directly and/or asked for info via the General Kotor Modding forum. Usually those with the info reply in good time -- plus, it will be clearer and easier to find for everyone there. If they don't, well, there is nothing stopping them from not sharing said info when they were the ones who spent the time figuring it out and/or creating the tools and processes to achieve the results they have.

 

But regardless, my thread isn't the place to ask that.

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I've been following this mod for a few years and am very sad to see it die down. Nevertheless, I totally understand your reasoning and wish you well! 

 

 

In any event, I say go with Option 1 :D

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Well, based on the thread replies and the messages I received, I've decided that it is to be option 1: override folder zipped and released with a few quick fixes.

 

Not quite sure when it will be as I first need to compile a list of all my changes along with what really needs to be addressed (done) before I can release it. With the latter it will likely be quick and dirty rather than actually finishing off work. Especially as I only have my project files and none of the specific modding tools setup on my laptop.

 

Not sure if I will complete this mod or not; the various new tools would have made the difference 2 years ago, but they aren't as persuasive to me now. More than likely I would start a new project involving adding a new playable planet to the game.

 

I'll post again when I get around to releasing the mod.

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