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Member Since 06 Dec 2011
Offline Last Active May 18 2018 10:42 AM

Posts I've Made

In Topic: Texture Glitch

18 May 2018 - 10:44 AM

It looks like you've set the envmap in appearance.2da to CM_Baremetal when it should normally be DEFAULT.

In Topic: Ajunta Pall WIP

11 May 2018 - 12:50 AM

That's one way of doing it, although the results are often somewhat lacking. At least in modern engines anyway. Odyssey is kind of useless when it comes to normal maps, so it doesn't matter too much. That aside, my preferred method is to generate normal maps from actual geometry, which shouldn't be a problem when you are making your own custom models.

Well, yeah, there is that. It's definitely an easy way rather than the best way. But the best way would be to have actual geometry, which, of course, isn't an option here. It seems like a waste to me to go to the trouble of modeling that when it has to be simplified before going into the game... even if you do get a lot of that detail back with the normal map. But maybe it only seems that way to me because I'm more comfortable with texturing rather than modeling.

In Topic: Ajunta Pall WIP

10 May 2018 - 06:06 PM

I notice you are specifying tangentspace 1, yet not actually using normal maps.

But I don't see much merit in bothering with greyscale bumpmaps when you could be using tangent space normal maps.

Ah I see. I must have looked at the wrong bumpmapping tutorial.


What you're doing isn't wrong, exactly, - you're making a height map, which you need to do to make a normal map. But there's a step after that. I use an Nvidia Photoshop plug-in to convert a greyscale height map to a proper RGB normal map. You have to be in indexed color mode to save it properly, but apart from that it's no more complicated than applying an effect. Although, I would suggest using a 50% grey background rather than black, since that serves as the default no-height-change value.


As an aside, I also noticed you were using mid-grey diffuse/ambient values for most of your mats, which I gather was unintended.

Yes, the mid grey ambient and diffuse is unintended. Not sure how that always tends to happen. I feel like a student who submitted his homework and is now getting it graded haha


Grey is the default color for materials in 3ds Max, I assume so highlights and shadows will be visible when a default material is applied. But of course it has to be white for KOTOR, even if the default is grey. I wouldn't feel too bad about it, though - you might remember the problem with Kreia was that her material was yellow, and that somehow made it into the game...

In Topic: Mask Hook problem and possible MDLedit bug

02 May 2018 - 09:42 AM

Items like the breath mask use MaskHook. Other headgear use GoggleHook. Which they use is determined by the base item type.

In Topic: Visas Marr's Med-Bay Body Position

01 May 2018 - 04:59 PM

I'll keep it in mind. I had planned to take a look at that scene eventually, though there are a couple others ahead in the queue. I got taken away from those when... the data was taken away from me. But it's since been recovered, fortunately.


It's been a while since I've seen the scene, but I remember they used the regular dead animation rather than something like prone (as seen with Saul Karath's death, for example) and a new animation might indeed be desirable. Visas doesn't talk in the scene, so that makes it somewhat easier.