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Showing content with the highest reputation on 05/17/2020 in all areas

  1. 5 points
    Hi everyone. Sorry to the mods for the double posting and I hope the screenshots are not to much. So before we start a short update: Now witness the firepower of this fully armed and operational batch station. So yeah I learned batch a little which helped producing the progress. In order to give an overview: All saber hilts are updated by hilts from @Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models and textures and icons go fully to him! Update for Kaidon Jorn's: Revan's Tor Saber 1.1 to use the new blades Ambient light for lightsabers 3d models for blade core and inner glow symmetric lightsaber blade planes with a modifed version of @Sithspecter crossguard saber UV layout. (in principle compatible with his unstable textures) black core sabers are possible homogeneous brightness of the blade (no more brighter blades when viewed from the front) all sabers are fully upgradeable (added black core crystal) (Cross guard are updateable but don't have a unique crystal yet.) Now to the to do: Need permission from Sithspecter to use th UVs. I only modified them but he created them so I need his permission. I hope you are all right man! Need Icons for the crossguard saber Test: Someone to test the .uti with the english version of the game (I am only owning the german version) Test the K1 version at some point in the future Hope that some talented texture artist is willing to update my blade textures with good ones Possible update with a full set of unstable saber blades if Sithspecter gives the permission to also use his beautiful animated textures. Known Bugs: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix sorry. The lightsaber hilts will peak through the blades. (See some posts before. DarthParametric sad it is not possible to fix it.)
  2. 2 points
    The model needs a flag enabled in the trimesh for normal maps to function. In MDLEdit you can just load the model, go to Edit -> Textures, then tick the checkbox next to any textures than have an associated normal map. There should be built in help that explains all this.
  3. 1 point
    Hi, need a bit help here - basically im trying to assign a custom bumpmap to the game, but it doesnt apply to the texture: for example, when i add the needed txi files to Manaan Hraekert rift groundtexture LMA_ floor01s the bumpmap is not recognised (floor tex = transparent for now to see the bumpmap clearly) So ive downloaded MDLedit v 1.0.9 Beta to edit the model, but ive zero experience with it. the tga & txi structure in override looks like this: LMA_ floor01s.tga LMA_ floor01s.txi ( envmaptexture wateralpha bumpyshinytexture CM_asith bumpmaptexture LMA_floor01sB ) LMA_ floor01sB.tga LMA_ floor01sB.txi ( envmaptexture wateralpha isbumpmap 1 bumpmapscaling 2 ) Im glad for any help you could give me on this!
  4. 1 point
    https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/?do=findComment&comment=73932
  5. 1 point
    In a blog from June 25th 2018, @ebmar discussed a song by Trivium that discusses a Revanchist that could be directly applied to Revan. I've kept my eyes open for a song that could also apply to the Exile - at least canon female version of the Exile. I haven't found one for the Exile but I may have found a song that could apply to Brianna and/or Visas especially with a dark sided male Exile. Lyrics follow the song embedded below, and I'll highlight some particular lyrics so you can see what jumped out at me. What do you think? I'd like to know.
  6. 1 point
    Are you kidding me? It will be stretching on for months. I doubt he's even off Peragus yet.
  7. 1 point
    1.0.104 should be the current beta version.
  8. 1 point
    The problem doesnt seem to be the bumpmap itself - > for example textures which model has a bumpmp assigned in vanilla already , work fine (also with the bumpshiny etc commands in the txi) e.g. LMA_floor03BMP works with the custom map: The issue seems to be textures, which dont have a vanilla bumpmap assigned by default like LMA_floor01s. @DarthParametricmentioned here that the model needs to be edited for the game to recognise the bumpmap in this case. But ive never used MDLedit v 1.0.9 Beta before, so i dont know how to do this..
  9. 1 point
    For the diffuse/LMA_ floor01s.TXI, you can leave out both envmaptexture and wateralpha [unless you needed that, but I don't see why], and use only these two -- bumpyshinytexture CM_asith bumpmaptexture LMA_floor01sB as well as the normal-map/LMA_ floor01sB.TXI, just leave it like this -- isbumpmap 1 bumpmapscaling 2 See if that changes anything. Though more importantly is how you setup the normal-map. You'd be better export it as 24/32bpp uncompressed-TPC format using tga2tpc, that's the only way the game would read it - far as I can recall. Edit: I haven't really practiced using the uncompressed version, so I'm not quite sure about it working or not. That information I got from the tool's page. In the past I was using mostly 24bpp/DXT1 -- it works, but the result could have been better when using the uncompressed one I'd gather.
  10. 1 point
    As I mentioned last time, I was going to tweak the Tatooine skybox some more even though I had considered it almost done quite some time ago. The reason for that was that I had never been able to really match the skybox lighting and sand color to the ingame terrain. I had come closer with V2 than in my initial release but I wasn't really happy with it yet, so it had been on my agenda to go back and fix that. You can see that in the following image. As you can see the shadow parts of the dunes are way too dark so they don't blend with the foreground terrain at all. So I set out to fix that and now, approximately a hundred iterations later I finally arrived at a result I'm happy with. The lighting in the game is very cheaty with several different light sources creating that yellow-orange-ish light, making it impossible to replicate that with two suns and a uniform sandcolor as I had it in the skybox. I considered changing the ingame lighting for a while but that didn't turn out any good so in the end I just cheated myself. I added a third sun that lights only the ground and recolored individual parts of the sand dunes to get the correct colors in every direction. It took a lot of iterations but now I'm really happy with the result. While doing so I also realised that the skybox terrain didn't match the ingame one either. You can kinda see that on the screenshot above although it was more obvious in other places that the skybox dunes were just too small. So I widened those as well. That cause issues with the overcomplicated and unflexible way the terrain was set up. This was after all the very first terrain I ever created in Terragen and hasn't really changed much since then. So I basically rebuilt the terrain. You don't see that in the end result but it's working much better now. But I guess that's enough talk from me and you want to see some screenshots. So here you go: It's the same perspective as before but the terrain and skybox blend much better. And just for fun, here's another screenshot: That's another skybox checked off and thus almost finishing K1. Only Manaan underwater and a few fixes here and there remain.