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Jorak Uln

Member Since 29 Mar 2014
Offline Last Active Today, 12:29 PM
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#64388 TSL Steam version Bugs/fixes?

Posted by Jorak Uln on 15 April 2018 - 10:59 AM

Hi you all, 

 

ive been absent from modding for a very long time now - mainly due to a huge amount of work and a significant lack of time.

Dont know if its possible for me to get it done, but i still have a ton of half finished textures and just want to release that Kotor 2 Overhaul 

not too far in the future.

 

One major obstacle is that d*** Steam version of K2 - they seem to have cut off all CM Cubemaps from the game and thus no shine 

can be added via .txi.

 

To fix this is  very important to ensure the same visual quality on the steam version.

 

I just saw Malkiors post in the transparency issue thread here:

 

http://deadlystream....?hl=transparent

 

and i wonder if thats a .2da issue - 

e.g. i made some parts of the PER_Tr02 texture transparent, assigned a Cubemap via .txi and it looks simply solid - no shine at all ingame:

 

Attached File  K2_00000_1.jpg   142.1KB   0 downloads

Attached File  K2_00001_1.jpg   109.26KB   0 downloads

 

Interestingly, it looks transparent without cubemap - it seems, the cubemap was recognised somehow, but without shine effect.

Further, the mining droids do appear shiny, so the effect is disabled for regular textures like floors & walls somehow.

 

Does anyone have an idea what causes that - and probably how to fix it?




#64191 Remove Speed Blur Only (TSL MOD)

Posted by Jorak Uln on 08 April 2018 - 01:20 PM

For me, the better solution would be not to remove the effect completely but to replace it with a more sophisticated version.

Does anyone know by chance how to modify the speed blur effect?

Is there a texture which can be edited?


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#64070 Why it's not okay to upload someone else's mods

Posted by Jorak Uln on 02 April 2018 - 06:45 PM

I was wondering why this thread even exists...
Roth9, can't you just tell us what Mod exactly you want to upload and which resource you'd like to use, to answer your query more specifically?

Note, that you can use free texture resources from the internet though, as long as they are not belonging to a mod/ the author restricted them in any way.


#56898 Best way to go about re-sizing and enhancing quality of textures?

Posted by Jorak Uln on 02 June 2017 - 10:36 PM

If I may paraphrase Private First Class William L. Hudson, raster graphics follow the linear process of an express elevator to hell, going down. If you are starting with KOTOR textures as your basis, you are already in the sub-basement, and there's no real way back up.

Exactly.

If you really want to avoid compromises on quality you need to recreate the textures from scratch.

Some good programs you might wanna check out are  Substance Designer, Substance Painter and Genetica. 

 

And keep in mind that it might be not always  the best solution strictly to recreate  the vanilla  Kotor designs, some texture layouts are just lazy, especially in the second game.




#56038 Joraks Experiments [WIP]

Posted by Jorak Uln on 02 May 2017 - 12:08 AM

hey friends, it has been way too long and I just wanted you to know that I'm still there at the modding front -
I've been very busy lately but have started modding again over the last couple of weeks:
 
As I see, there are quite a few new retexturers here which is great!
 
I've worked further on the prequel texture overhaul - so here some new animations I made - 
I struggled a bit with the first one though, since it's not clear if its "fireballs" which are seen in the screen:
 
Movie:
Attached File  prequel.jpg   173.74KB   1 downloads
 
Tried my best to do those fireballs:
Attached File  Fireball.gif   579.12KB   0 downloads
 
Finished texture:
Attached File  Panel.gif   1.01MB   0 downloads
 
Some more, also the one from the first movie:
Attached File  146.png   1021.85KB   0 downloads
 
Mod:
Attached File  Panel3.gif   978.42KB   0 downloads
 
Attached File  Panel2.gif   828.65KB   1 downloads


#55762 KotOR - Ultimate by Thunder3

Posted by Jorak Uln on 22 April 2017 - 07:57 PM

swkotor_2017-04-16_23-52-27.png

Hi, yeah, I had to put my efforts to a minimum due to another of my projects, but I´m on it..

 

I think these Doors need some detailing work, but they now look close to what I had in mind, what do you think?

I especially like the copper shine on the floor ...

about the doors - the frame look solid, but the areas inside are not what you would expect on a massive door - probably due to the noise - have you tried another  noise (e.g. scratched metal) for those whitish spots inside?

 

Beside that its great to have another texturer on board and I'm excited what comes next...




#55330 Thank You

Posted by Jorak Uln on 05 April 2017 - 03:55 PM

You're welcome! It's not often to get a word of thanks for something that should be obvious like correct manners - and that's also a reason which makes this community so sympathetic and great.
As a modder, it's a pleasure to have supporters like you and all the others around.


#55290 Download:TSL ORIGINS: Harbinger Overhaul

Posted by Jorak Uln on 03 April 2017 - 05:27 PM

Can I suggest for the next one you do something completely different like Dxun or Dantooine? 

the next one(s) will be most likely the unfinished ones from K1.




#54128 Download:TSL ORIGINS - Telos Overhaul

Posted by Jorak Uln on 20 February 2017 - 05:54 PM

Well there's one thing I'd change about both this mod and your Manaan mod- it's the Twi'lek advertisement girl. She's too high poly to exist in-game so when I see her on the wall it really breaks Immersion for me personally.

I know what you mean - it’s better to have everything consistently in either HQ or LQ.
About the twi'lek - the interesting thing when I look back at this mod - I really tried my best back then, but there are a lot of things I would do differently today.
Also there’s that big overhaul for KOTOR still somewhat unfinished, and while I find it intriguing to try out that prequel based tex style on the textures/panels I’m more and more curious how that would fit TSL...




#50225 Joraks Experiments [WIP]

Posted by Jorak Uln on 19 November 2016 - 08:51 AM

 
I'm not sure if you use Photoshop or the Gimp, but in Photoshop there is a selective color option. You can adjust different color levels of the image, including toning the blues down. I'd be willing to give it a shot if you like.

I use neither. But you're free to give it a shot - I will send you the file.

 

I love K1 Overhaul and I am very interested in the answer as well! ;)

 

Godspeed, Jorak Uln!

Actually its a co-op project with Cache71, where she did very well on the pipes and other parts already, and I'm trying to give the animations & overall tex a look similar like seen in the (prequel) movies.

So all planets will be covered and additional textures like PLC, Speeders and Faces.

 

It's a lot of work, but I have a strong feeling you wont have any desire to use my old K1 overhauls once it is done....




#50142 Joraks Experiments [WIP]

Posted by Jorak Uln on 14 November 2016 - 05:09 PM

I really like the Anchorhead textures, though the shadows don't quite line up with the sun position.

Good point, i havent noticed that yet.

Also i still have to add a second sun to the skybox, so that one should fix it.




#50140 Joraks Experiments [WIP]

Posted by Jorak Uln on 14 November 2016 - 03:29 PM

New impressions from Tatooine:

 

Attached File  KotOR0000d_1.jpg   127.67KB   2 downloads

Attached File  KotOR0001b_1.jpg   171.36KB   3 downloads

Attached File  KotOR0001d_1.jpg   151.46KB   2 downloads

Attached File  KotOR0001e_1.jpg   199.58KB   2 downloads




#49335 What Planet/Area Would You Like to See in KOTOR/TSL?

Posted by Jorak Uln on 21 October 2016 - 05:01 PM

That thread needed to be done!

 

For Kotor 1, i'd actually like to see a Yavin 4 revamped version - the mod is good but:

 

1. im not sure if its compatible with K1R and BoSSR.

2. all areas are from vanilla game.

 

Sithspecter i think has done at least some tweaking to existing K1 areas couple years ago, like adding heavy fog or

assigning totally different textures for the Star Forge,

so in short, id like to see the whole Yavin mod ported into a new (or heavily tweaked) module - with the same content, but different visuals.




#49292 Joraks Experiments [WIP]

Posted by Jorak Uln on 19 October 2016 - 11:29 AM

Movie enspired standard sabers, they flicker very subtle, so the core doesnt appear always the same - so far im considering releasing them as a separate mod to the big overhaul:

 

Attached File  Sab1.jpg   950.15KB   2 downloads

Attached File  Sab2.jpg   964.43KB   1 downloads

Attached File  Sab3.jpg   911.81KB   1 downloads




#49177 Sleheyron

Posted by Jorak Uln on 14 October 2016 - 05:32 PM

...I'm sorry to jump in like that and if my opinion sounds rash, but to me that sounds like you're sure SS himself is a bad storywriter.

No worries. I do not want to suggest anything like that! I like SS work.

The reason why i said that was simply, because i made the experience first hand now, that since i teamed up doing my textures, everything goes much faster and 

the best part: it leaps the quality of my own work, since i can give attention now to small details previously not possible.

 

I think if SS has a good writer in the team, it could boost things in a similar way.

It also wont hurt his general vision since he could give exact instructions how things should be written.

 

@SS: this is only an idea, so dont  feel forced on anything ;)


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