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Kexikus

Member Since 14 Oct 2014
Offline Last Active Today, 04:44 PM
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#57403 [WIP] High quality skyboxes

Posted by Kexikus on Yesterday, 07:55 AM

Here's a render of what I hope Coruscant to look like:

 

Attached File  Coruscant.jpg   108.91KB   0 downloads

 

I think it looks pretty good, there's only one problem: It took 6:40 hours to render and that's at half the resolution I need for a single skybox texture. So at this point I'm looking at 65 hours of rendering for Coruscant alone... which is quite a lot especially since I can't really use my computer while doing so with it having a CPU usage of 100%.

 

The reason for this long render time compared to what I did before are the clouds. I used TG4's EasyClouds for this one and they're really awesome. Unlike the standard clouds, you just add them and they look great. Of course you have to tweak their density, coverage and such but the shapes are great right from the beginning. But as I learned now, this also comes at the price of very large render times.

 

I'm not sure what I'm going to do here. Maybe I'll try and get good standard clouds or I'll just go with the EasyClouds and live with the render time / try to improve it.

 

Also, this may all not seem important as it's only for Coruscant which you see for about 5 minutes in the game, but if possible I'd really like to use those EasyClouds for other skyboxes as well. To be fair, their render times will most likely be shorter as this one has quite dense clouds and a low sun angle, resulting in a lot of noise in the clouds, requiring me to use high anti-aliasing settings which also increase render time quite substantially. So it won't be that bad for the usual "day" shots of other skyboxes (I hope).


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#57272 Is locking Party Member Inventory Slots Possible

Posted by Kexikus on 17 June 2017 - 11:05 AM

In TSL it's definetly possible by using the equipslotlocked column in appearance.2da, but I assume you're looking for K1 here?

 

In K1 I don't actually know but I think for Zalbaar this is done using the subrace "Wookie". I've no idea whether it's possible to add/modify subraces though. You'd probably have to add a new subrace somehow and then use baseitems.2da's denysubrace column to make those items unavailable to Canderous.

 

Edit: I think the file you're looking for is subrace.2da. Add a new row there and apply this subrace to Canderous. Then open baseitems.2da, find the implant row and set the denysubrace column to the appropriate value (most likely 0x00000003). That won't actually lock the slot, but it will prevent Canderous from equipping any implants. Your new implant would then have to be a new baseitem and thus the player would still be able to remove the implant but not able to give Canderous a different one.

Actually locking an inventory slot with an item in it (like Mandalore's helmet in TSL) is not possible in K1 I think.


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#57225 Download:JC2 Camera Mod

Posted by Kexikus on 15 June 2017 - 09:06 PM

Oh Right. I should have added, while in "zoomed in view" (I think the vanilla hotkey is CapsLock).

To clarify, it does not allow you to move up and down during 3rd person mod in K1.

Though, that would be a good idea.. . 

 

Damn. I was hoping you had found a way to get it to work in 3rd person (my experiments haven't been successfull).

 

But even in 1st person it's a nice little tweak. I'll definetly use it in my next playthrough :)


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#57222 TSL mods messed up Ithorians texture, travelling and main quest - Please help

Posted by Kexikus on 15 June 2017 - 04:32 PM

That really depends on the mods in question.

 

Retextures are fine but you won't notice any conflicts when installing a second mod that modifies the same files in a different subfolder. Just keep that in mind.

 

Pretty much anything else, especially mods editing 2da files can be screwed up big time by doing this. That's simply due to the fact that with two mods editing the same 2da file in different subfolders, only one of these edits will be recognised by the game. So you'll loose one mod's edits which would most likely break it.

 

As a rule of thumb: Keep everything that comes with TSLPatcher for the installation in the main Override folder (not that you can direct TSLPatcher to a subfolder anyway). Mods that don't use TSLPatcher are usually fine when placed in subfolders as those are mostly retextures and maybe other files that are rarely edited by other mods.

 

But don't put them blindly into subfolders! They may just be too old to have TSLPatcher or maybe the author didn't set it up for some reason. Check if any of the new mod's files are already present in your Override and if they aren't you're most likely good to go. If they are and there's no TSLPatcher then you'll run into compability issues anyway and unless you know what you're doing it'd probably be better to skip the mod.




#57186 The Recruitment Of Master Atris

Posted by Kexikus on 14 June 2017 - 09:27 PM

It's actually Schematic Lightsaber Mod ;)




#57160 Custom Audio Not Playing

Posted by Kexikus on 13 June 2017 - 02:14 PM

Make sure that your files are uncompressed stereo mp3 files. That's what TSL needs AFAIK.

 

Also, have a look at these two threads. Maybe they can provide further information on the specifics of TSL soundfiles.




#57056 DP's Droid Foundry v2.0

Posted by Kexikus on 08 June 2017 - 10:33 AM

Hmm, I just checked some videos on YT, couldn't see any lipsync-related changes on the model for any droid. Any self-illumination changes you see (actually, where do you see them?) could be part of the 'tlknorm' animation that animates the body.


You see them on The eyes of HK units when they talk. No idea how they Work though.


#57025 How can I find the default texture files for KotOR?

Posted by Kexikus on 07 June 2017 - 07:49 AM

To find the vanilla texture size, you need KotOR Tool. Once you installed that and opened that, you'll find a tree view with one tree for KotOR 1 and one for KotOR 2. You'll obviously need the one for K1, so expand it. Then go to ERFs -> TexturePacks in the tree view. In there you'll see four texture packs: swpc_tex_gui.erf has all the GUI textures, sorted by name. Each of the other packs contains all non-gui textures but in different quality. The one ending on "a" has the textures for high quality graphic settings, "b" for medium and "c" for low.

 

Choose whichever you want your mod to be based on. You can click on the .erf file and on the right you'll get a button called "Extract entire ERF file". That's probably what you want to do, instead of extracting them one by one. The result will be tons of .tga files that you can use to find the vanilla texture sizes (not all are the same of course).




#56939 End Credit Music: An Plea to Those Hoping to Resolve the Recent Issue

Posted by Kexikus on 04 June 2017 - 08:14 AM

I really like that first mix L0ki!

 

But really all mixes posted here are very good :)




#56920 [WIP] High quality skyboxes

Posted by Kexikus on 03 June 2017 - 02:33 PM

Please do extend the pillars, or at least get HassatHunter or somebody to fix this and the fact the shuttle cutscenes have Atton cut in half. 

 

These are things that badly need fixing and I don't have the know-how to do it myself. 

 

There's a request section here in the forum. Or you could just learn how to do it yourself. That's what I did when I first started modding: I decided something needs fixing, so I fixed it. That's way faster than asking others to do so as most of us have their own projects.


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#56893 [WIP] High quality skyboxes

Posted by Kexikus on 02 June 2017 - 09:36 PM

I'd say that's definetly an improvement even though it's far from finished :D

 

Attached File  Star Wars Knights of the Old Republic 2 06.02.2017 - 21.02.44.01.png   2.13MB   1 downloads

 

I used elements from a Coruscant scene I found on scifi3d.com and used them to create the "building blocks" that form this scene. The sky and clouds are of course still missing and I'll also improve the terrain/cityscape. I also had to replace the actual skybox model with another one since the vanilla skybox has angled sides that ruin the skybox look for these textures. I'll probably just keep this new model for the final release, but I don't know yet.

 

Apart from that I've finalized the Telos Plateau terrain (for now) and I've been working on updating the Dantooine terrain. That includes better placed background mountains and more importantly those "cliffs" you see in the game. I'll post a screenshot of that later.

 

That's it for now. Till the next time :D




#56830 Fair Strides' Script Shack

Posted by Kexikus on 31 May 2017 - 06:14 PM

Ok, cool, I thought GetIsObjectValid was to test if it was an existing object. That's even shorter than I thought was needed. I'll try that, many thanks!

 

It is a way to test for an existing object. But it really only checks that specific object and returns TRUE if it exists and FALSE if it doesn't. So checking if the object is NOT valid asks: "Is this item NOT in the player's inventory."




#56827 Fair Strides' Script Shack

Posted by Kexikus on 31 May 2017 - 05:53 PM

The problem in your script is that GetIsObjectValid(oItem) will return FALSE if the player doesn't have the item, thus the CreateItemOnObject is never called. If the player does have the item, then nStackSize < 1 returns FALSE and once again, the CreateItemOnObject is not called. Basically, all you need is a condition if(!(GetIsObjectValid(oItem))). That will return TRUE only if the player doesn't have the item, so it basically does what your second condition does, only that it works^^




#56754 [WIP] High quality skyboxes

Posted by Kexikus on 29 May 2017 - 04:44 PM

Heh, the horrible low res nature of the foreground really stands out in that shot. Looking good though. You still using Terragen for these?

 

Yeah, that's probably the worst scene when it comes to low quality foregrounds sticking out against high quality backgrounds...

 

And yes, I still use Terragen. But I upgraded from the free version of TG 3 to the full version of TG 4.

 

The main advantages are in the fact that I now have the full version. The upgrade to version 4 might or might not be relevant to my renders. The full version allows me to actually render 2048x2048 textures instead of stitching together four upscaled 900x900 renders. Also I can increase the quality settings and use Global Illumination Caching which should get rid of unwanted lighting changes between renders (i.e. visible seams). And I can use more than three populations (randomly placed objects) which might be useful in some cases (like Taris).

 

All in all, it's really fun to be back in the skybox business :)




#56745 [WIP] High quality skyboxes

Posted by Kexikus on 29 May 2017 - 09:41 AM

Attached File  Star Wars Knights of the Old Republic 2 05.29.2017 - 10.27.13.01.png   2.17MB   4 downloads