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1 point
Version 4.0.0
1,754 downloads
tga2tpc Author: ndix UR Release: Sep 2020 Version: 4.0.0 Convert TGA images to TPC format for use in KotOR and TSL. TPC files contain the information from a TXI file (so the TXI file is no longer needed when a TPC file is used), and can be uncompressed or compressed with either DXT1 or DXT5. Advanced features like animation and cubemap layering are initiated by the presence of specific TXI directives like cube 1 and proceduretype cycle. For some reason, the game really wants normal maps to be in TPC format. This will let you create and use full 32-bit color normal maps without having to make them into simple height maps by using indexed color. The tool is free, open source, and cross-platform. Code is available at https://github.com/ndixUR/tga2tpc The app is written in javascript, built on Electron using three.js, jquery, bootstrap. It includes a ported version of the AMD/GPUOpen Compressonator image compression library. ============================================================ How do I set it up? Windows: unzip the package, run tga2tpc.exe Mac: unzip the package, move tga2tpc.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. ============================================================ How do I use it? Drag files in and hit start. There shouldn't be much more to it than that. Using power-of-2 sized textures is always required for optimal quality, TXI information is optional, and the settings are pretty much self-explanatory. The nature of TPC alpha blending is not necessarily intuitive so you may need to seek information to use it properly. Compressor settings: Super Fast - the lowest quality setting, uses the pre-4.0.0 image compressor that includes the 'compression failure' error for long conversion queues Fast - Bare bones setting Normal - Runs two profiles and selects the best result, adaptive color weighting Slow - Deeper refinement of the color palette for each 4x4 pixel block Ultra - 3D refinement of the color palette for each 4x4 pixel block How Automatic encoding mode selects encoding for each texture in the queue: 24bpp TGA = DXT1 32bpp TGA = DXT5 8bpp TGA = 8bpp uncompressed isbumpmap1 or compresstexture 0 in TXI data = 24 or 32bpp uncompressed ============================================================ Features Create cubemaps Create animated textures Automatic compression selection based on trends from the vanilla game High quality DXT1/5 compression engine using custom ported version of AMD/GPUOpen Compressonator Multi-core image compression on systems with 4 or more cores Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed lower detail versions of the texture, part of the TPC format) Control texture alpha blending setting (part of TPC format), can be loaded from TXI file comments of the form: "# alphablending 0.67" Known Issues Cannot create uncompressed animated textures. Super Fast compressor has a memory leak issue, leading to errors for long conversion queues Using 4:1 and wider size ratios for individual frames of animated textures seem to crash the game. 2:1 is fine, 1:4 is fine, etc. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, tpcview, etc. Progress bar doesn't update as often as you might want. The package size is large. This is the cost of easy cross-platform GUI support. All electron applications are large like this. You are likely to have problems trying to read TGAs from folders containing markup entities/encoded characters (like ') ============================================================ Thanks DarthParametric for inciting the creation of this tool, and doing the testing. DrMcCoy and all the contributors to xoreos, whose TPC decoding implementation provided the basis for the TPC library herein. bead-v for moral support. -
1 pointGreetings, author -- First, congrats for the release -- and an outstanding texture work to top that as well! 👍 Second, just a quick feedback from me that I think you may consider doing MOD/module installation using TSLPatcher [the updated-one bundled with K1CP] to install/patch the UTCs. Dropping them to the Override will likely cause incompatibilities -- not only with other mods, even with the vanilla game itself because the game known for using same UTC among separated modules but having different setup for feats, DLG used for the conversation, scripts, inventories, etc. Granted, you know your mod better than I do -- and if you think it's fine as it is now [that probably you already done a thorough play-test to them], that's your call. Much thanks for considering this -- cheers. 🍻
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1 pointSmall Update on collar fix mod. I checked JC's Cloaked Jedi Robes for K1 Mod Resource and the Mod itself, both now have version 1.4. I edited my collar fix a bit for the colour scheme of it to look a bit better for each three variations (100% Brown, Brown-Red-Blue, Brown-Red-Blue Alternative). I'm thinking about adding a .psd file with the collar itself to the mod so that anyone can use it. I hope I will be able to release it today. Update: It's out 😄 Concerning the mod ideas. I've been thinking about making variations of the Onderon uniforms in the Kotor 2 game. The idea is: 1. To add diversity to the Onderon military (add elements like insignias and rank bars to officers and soldiers) 2. Add something to distinguish royalist forces and General Vaklu soldiers (for example white band on a hand or something) during Battle of Onderon 3. Add something unique to the Uniform of General Vaklu and Colonel Tobin (maybe a medal, or some ribbons) To check if this project is possible I took N_OndSoldM1.tga texture, repainted and added to the game as N_OndSoldM2.tga but when I'm trying to equip g_a_clothes02 on my character with the appearance of Onderon_Soldier_Mal_01 the texture doesn't change. I believe it means that there can be only one texture for Onderon Soldiers =/ At least without editing appearance.2da
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1 pointYou can check out the rigmarole I had to go through to get Carth to co-operate with the hide flags in the post-Leviathan scene for K1CP. It required some reworking of the DLG.
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1 point
Version 1.0.0
1,255 downloads
This mod edits the models for the the female Class 7 (PFBF) and Class 9 (PFBH) armours. Along with Class 8 (PFBG), these three armours all feature a fabric collar. However, in the case of the F and H models this collar lacks any weighting to the neck bone, and due to its shape and height is prone to experiencing clipping of the neck with some head models. As the G armour apparently doesn't appear to suffer these issues, the collar from this armour (with some adjustment) was grafted onto the F/H bodies. The amount of clipping is somewhat variable depending on the head. It also seems far more prevalent on the small body size, but I have provided fixed models for all three body sizes. Compatibility: The UVs of the armours are unchanged, so they are still fully compatible with all vanilla textures and any retexture mods that stick to that layout Obviously the mod will not be compatible with any other mod that replaces the same models Permissions: This is intended as a half enduser mod, half modder's resource. People are free to include this content as part of other mods as long as credit is given. Acknowledgements: Thanks to @ebmar for making me aware of the issue via a screenshot for his Janice Nall mod Thanks to @bead-v for MDLEdit and KOTORMax -
1 pointBtw, I just realised what the problem with your original script was. if (nPersuade = 0) should have been if (nPersuade == 0) Not sure how I missed that.
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1 pointHi there , I need to know how I can convert a TGA to a TPC file (normally people want a TPC to TGA converter but I need the opposite) . Thanks in advance
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1 point
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1 pointI did what you said but, you missed spelled LucasArts with "LucusArts", thats all
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1 pointOK the lucusforum link had the info.. you have to create a new path, open regedit and go to HKEY_LOCAL_MACHINE>Software>WOW6432node (for 64bit windows I dont remember what it is for 32bit) then right click and add a new key called "LucusArts" (without quotes) and another in that string called "KotOR2". now add a new string value called path with value data as: C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II\ (64bit. 32bit is: C:\Program Files\Steam\\steamapps\common\Knights of the Old Republic II\). Refer to the link i posted for cd version paths. Edit: you may have to reset after and maybe intall kotor tool again.. maybe, maybe not
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1 pointI'm excited we're bringing a beloved yet controversial mod to the hallowed halls of Deadly Stream . . . Cathalan! To quote Jaevyn's original description of the mod: Here are some screenshots: Jaevyn is updating his mod package so it will work well with TSLRCM but he didn't want you to be completely without something to use today. Click here to get an item that was previously exclusive to the Gold Edition to download! Let's celebrate the premiere of Cathalan on Deadly Stream!
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1 pointSuccess!! Oh, you are a life-saver! Thank you so, so much! I really do appreciate you taking the time to help me fix this! <3 <3 I'd love to draw you a thing! Do you have an Exile or Revan that you could describe to me so I could sketch a little something as a thank-you? <3