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Showing content with the highest reputation on 03/02/2021 in Posts

  1. 2 points
    I wouldn't bother making another video of this, but here's some screenshots to give you an idea:
  2. 1 point
    Lighting in these screenshots consists of both dynamic lights and self-illuminated meshes converted to light sources - no changes were made to the vanilla assets. What exactly is causing the cyan lightspot there is hard to tell. I'll stress once more that in order to fully utilize PBR, modders would have to provide additional data: either separate metallic/roughness/AO maps per each diffuse texture, or at least a lookup table of metallic/roughness parameters. Here I've set metallic at 1.0 and roughness at around 0.3 across all surfaces - ideally all of those would react differently to light.
  3. 1 point
    Indeed, KotOR1 did not have a NextNodeID nor a NodeID for each line. I have begun taking note of which dialogs skip and altering them as required, but it's rather a long and tedious process. Given that it isn't repeatable unless you don't quit the game, perhaps it would actually be possible to test from within the override next time I come across it myself in-game. I believe even then sometimes it doesn't repeat when loading a save. Something I am also going to do is take a look at all of the dialog files in TJM as while watching a streamer play TJM nearly every dialog in the game skipped consistently and I suspect the NodeID's are all missing. Update : After looking through the dialog files in TJM modules, I can see that none of them contain the NextNodeID and all NodeID's are set to 0, which is generally the case when making a dialog file that no one is going to bother to go through and number all of the NodeID's, understandably of course as it takes quite a while, I presume that Obsidian's software for writing .dlg files handled this automatically when adding new nodes to the dialog tree. Additional : even 3cfd's dialog in the very first level has the NextNodeID set to 54 while only actually having 34 Nodes. Conclusion : either the community needs a dialog editing tool that will properly number the NodeID's when creating them, or people need to manually go through and fix every line of dialog in the game, checking and counting their NodeID's to match ( this would be insanely tedious and could take a long time ) Something else worth noting, is that the currently available Dialog Editor, when creating a TSL Dialog File, doesn't even add the NextNodeID field to the GFF filetype, this combined with numbering each NodeID 0 is bound to cause some sort of problem. After reminding myself that correctly setting the NextNodeID fixes the vacant black borders, I have determined it absolutely must be playing a role in the dialog file actually starting. UPDATE Having finally manually ( crazy I know ) numbered every NodeID and NextNodeID in my port of KotOR1 I am hoping it will provide definitive proof that this is or isn't a fix for the dialog skipping issue, if it isn't nevermind at the least it's all ordered properly and the cinematic borders always come in properly.
  4. 1 point
    Thanks! PBR is not available in 0.15, hence "feature preview" in the video title. Currently, you either want to build reone from source or wait until I release the next version (which will take some time, as I intend to make Endar Spire completable with it). Regarding launch: specifying the game path should be enough, yes. Did you install the VC redistributable, as the readme suggests? Other than that, you want logs to diagnose problems: either start reone from the command line, or add "logfile=1" to the config file and look for "reone.log". Regarding graphical capabilities, current light limit is 16 lights (easily extendable). There is also an experimental feature to convert self-illumed models to actual light sources, which does spice interiors quite a bit. Ray tracing is not entirely out of the question, but the engine would need to be rewritten to replace OpenGL with Vulkan. Definetely not something I'm interested in for the time being. Also, keep in mind that to fully utilize PBR, vanilla assets need to be augmented with additional data: metalness and roughness parameters, per each diffuse texture, which I setup by hand for the preview video.
  5. 1 point
    With this mod, normal maps will be the least of your concerns, there is much more possible like AO, infinite grass distance, YES: Custom REAL Time Combat, better performance and more, as Seedhartha assured me. Also the games functionalities will be the same as before, that means mods should work as usual. To illustrate the capablities of this baby i did some comparison screenshots from the PBR HDR vid above: Before: After: Before: Here the benefits of dynamic lighting are well visible, as you see. the illuminated spots at the floor are colored differently due to its unique lightsources in realtime: Before: After: the scene isnt always that dark depending on the incoming light: Before: After: And now my favorite ones - note, how much more it feels like Star Wars with those ground reflections: Btw, these are vanilla textures, that means the look can be further improved dramatically by quality texture mods.
  6. 1 point
    So here I have one more update for you. The kitbash crossguard saber from @Kaidon Jorn is now ported to Kotor. Black core crossguard looks pretty good in my opinion. What do you think? Stay healthy!
  7. 1 point
    So in case anyone was wondering, I AM working on a new SLM. SLM 2020 Been working with and learning from Crazy34 on these new blade models with ambient lighting or glow. Which means new blade cores and planes that look spectacular, that sit gloriously atop my SLM and Default Replacement hilt models. Already replaced some hilt models in SLM and would like to get GMax again to be able to model brand new hilts that don't have all those damn vertical vader grips. In fact I plan to remove a lot of those. In addition I've already expanded the workbench dialog to be able to break down or "disassemble" every single type of lightsaber in the game so you can get the crystals back out of the lightsaber and build whatever hilt you want from SLM. Oh, it'll be awhile...I only just was able to get the single saber portion of the default hilts done with the new blades.... More to come. -KJ
  8. 0 points
    So my first ever mod is released now and the second followed shortly. I hope you all enjoy the new lightsaber blades as much as I do. Thanks to all of you for giving me feedback and the new ideas which led to his mod. I still want to create the modders resource explaining the blade system and giving instruction on how to port your favorite hilt to the new system. I really hope that in the future someone with actual texturing skill will take on the task to create good looking saber blade textures, maybe even animated ones. Until then I hope you are healthy and you enjoy K1 and TSL.