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Showing content with the highest reputation on 05/23/2022 in all areas

  1. 4 points
    When talking about normal maps for 3D models like weapons, armour, placeables, etc., generally the "correct" way to do it would be to generate the map from a high poly version of the model. This is what is known as baking. In modern texture generation, this is often as much for creating the diffuse texture itself in the first place as it is for use with the final game model. Here's an example from some of my own experiments with recreating the Ebon Hawk textures from scratch. Take LEH_grwall01. This is the vanilla texture on the left, and my recreated texture on the right (lacking a grime pass): I started by creating a 3D model of the original texture, like so: This was the high poly model. The low poly model was a simple flat plane of two triangles. When baked out, this was the resultant normal map: Obviously this approach is not always practical. Sometimes you'll want to generate a normal map directly from a diffuse image, which I gather is what you are primarily interested in. The simplest route is to create a greyscale height map. At its most simplistic, this would entail desaturating the source image and then running through any number of programs or PS filters to generate the normal map. For example CrazyBump, AwesomeBump, xNormal, etc. There are also some online tools to do this, for example NormalMap Online. Results through this approach will vary wildly depending on the quality of your source image. As an example, let's take one of the texture sources from Sithspecter's "High Quality Blasters for Modders" modder's resource. We'll take w_blstrpstl_001 and simply desaturate it to create a pseudo-height map. Then we'll feed this into NormalMap Online: This is only about 30 seconds of effort, but the result isn't too bad considering. However if you have a look at the attached normal in closer detail, you'll see a lot of noise. This is typically very bad in a normal map, and in this case is somewhat exacerbated by NormalMap Online's lack of sufficient adjustment parameters to mitigate it. But really the root of the problem is that a diffuse is an extremely poor input source, especially in traditional textures that include baked/fake shadowing and highlights/specular. You can see in SS's source image that there are some highlights across the top of the main body, on the top of the sight back piece (bottom left corner), and along most curved edges. There is also a lot of noise in the flat areas from what I gather is the use of PS's Clouds filter, particularly noticeable in the trigger guard and surrounding area. Fortunately in this case we have some ability to quickly and easily tweak the height map, since SS's source is a layered PSD. Turning off a few of the noisy layers to create a new height map input, the revised generated normal looks like this: Looking at the attached revised normal, you'll see there is now far less noise, giving a mostly crisp map. There's still a little bit of wonkiness due to the highlights - notably at the top edges of the grip/handle, the lens of the sight (top left), and the screw heads and scallops - but that's part and parcel of using this sort of image as a source. Those particular issues could be reduced or resolved with some manual adjustment of the height map. Just imagine it as a gradient where white is the highest point and black is the lowest point. The thing to keep in mind with Odyssey is that its normal map implementation is pretty terrible. It's rarely worth the effort to create normal maps. I certainly wouldn't bother for anything small, like weapons or the like. Large floor and wall panels is probably where it will be the most notable, and these have the added benefit of typically being fairly simplistic in terms of the height details, meaning they are easy to create height maps for. Armour and bodies (like droids) can also make use of them, although this is best reserved for large details rather than lots of noisy fine detail. If you are thinking of trying it for stuff like monitor panels and the like I'd suggest you don't waste your time. Especially if it is going to be in a dark area (like the Hawk's cockpit). Stick with faked details in the diffuse for that sort of thing. Edit: Still far from perfect, but here's a further quick adjustment of the height map to address some of the highlighted (no pun intended) problems: You'd actually want to vary the height of the straight panel lines I think, make them a dark grey rather than black like the scallops. And the top edge of the handle needs to be a gradient to get a nice smooth curve. Same thing for the scope lenses (see the screw heads). w_blstrpstl_001_Generated_Normal.7z w_blstrpstl_001_Generated_Normal2.7z w_blstrpstl_001_Generated_Normal3.7z
  2. 1 point

    Version 3.0

    44,102 downloads

    In the vanilla version of the game there was a quest on Manaan which inolved you becoming a lawyer for an ex-Republic soldier who had supposedly murdered a Sith. This, if you followed it far enough, would eventually lead you to investigating around the embassies of both the Republic and the Sith. When you found some evidence, it was presented in the form of text, though referred to as a video by said text. I have taken this text and turned it into a video (a cutscene) showing the events which the text described.
  3. 1 point

    Version 1.3.2

    19,849 downloads

    This mod intends to address key issues with male Twi'lek heads in KOTOR II, most notably the addition of ear geometry. The main improvements are the addition of ears and slimming down on the Bib Fortuna necks. Other tweaks include better smoothing groups, fixed teeth and eyelids, and recolored tongues. The ears were created using modified assets ported from SWTOR. There's two options for installation. Option A uses the slim necks, while Option B retains the original necks. I highly recommend the first option as it fixes clipping with collars on heavy armor and it's the main choice for other mods which use my files. Given the frequency of Twi'lek NPCs, this mod's a nice visual improvement that adds a much-needed element of consistency with other humanoid head models in the game. The KOTOR I version can be found here. Installation & Uninstallation To install this mod, run Installer.exe, select the option(s) you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option(s), and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues This mod isn't compatible with any retextures of male Twi'lek heads unless that mod states otherwise. There's no known compatibility issues with any other mods. I've given permission for this mod to be included in a few other projects. Be sure to check the descriptions of those mods to see if you need to install this first. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Darth Parametric, Upper teeth no-clip fix NickHugi, HoloPatcher Autodesk, 3ds Max The GIMP Team, GIMP Thanks to Darth Parametric, ebmar, & JCarter426 for the help during the development of this mod! Disclaimer This mod is not supported by LucasArts, BioWare, Obsidian Entertainment, or EA. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.
  4. 1 point
    I believe it's been a while since I've made a request. I'll make this brief as I think the title pretty much covers it. Might anyone be interested in making a tutorial for making bump maps - specifically with the novice in mind? Granted as most of you use PhotoShop, it'll be of significantly less use to me. However I'm sure it would make those making new texture mods with PhotoShop pop quite a bit.
  5. 1 point
    PS isn't really of any relevance to this. You can use Gimp or whatever other image software you're familiar with. Actual generation of a normal map is done in other programs, as described in my post. Or via an online tool, as linked.
  6. 1 point
    Don't think I did it fundamentally differently from you, but sure, here's what I did. - KotorTool, RIMS, Modules, tar_m02aa.rim, module.ifo -> Extract file. - K-GFF, open module.ifo, Mod_OnPlrLvlUp, change the Value to onLevelUp (I put unique values in all of the slots so I could check each one, just 'test' is fine too). - Save. K-GFF does not manually prompt you to save, so double-check that. - ERFEdit, open KOTOR /modules/tar_m02aa.rim - Drag module.ifo onto the window, say Yes to replacing it. - Save. This is not best practice, as JCarter said, but I have the module folder backed up so it doesn't hurt me. - KotorTool, Text Editor, write something I can easily check, save it as onLevelUp.nss and compile. I go with GiveGoldToCreature(getFirstPC(), 1) traditionally since you get the obvious popup. - Put the compiled onLevelUp.ncs in the Override. - Load the game, load my save in Taris South Apartments. - Level up the PC, receive 1 credit. - (Level up Carth, get no credits, get annoyed and scrap your nascent plans)
  7. 1 point
    You install Sith Assassin ambush first and make sure you install option #1. Option #1 looks like this: My mod will change the Dark Jedi in the middle.
  8. 1 point
    Hey, thanks for the really great review and the feedback! I'm not sure what's going on with the HP situation, or with the NPCs. I'll look into it before the next update. Re: the quests, that's good to know, and I can look into adjusting the scripting for later versions. I'm really glad you enjoyed the mod!
  9. 1 point
    K1 Lightsaber Forms v1.6 update:
  10. 1 point
    I'm posting this same comment on "PC Response Moderation" and "[K1] Improved dialog.tlk 1.0" as it relates to both. Really nice work done here and there and can't decide which one is best. I did found the occasional mismatch, like some word on VO but not in subtitle, or vice-versa. Random example: someone says "That's a very good thing" but the subtitle reads "That's a good thing", but those instances are so few and far between and just adjectives that I did not make a note of it. Still, there's just one (and only that one) line of dialogue that I can't get over: When leaving the Tatooine swoop track after becoming champion, a twilek asks the player for an autoprint. In the vanilla game the 1st reply option is "What? My autoprint? Are you serious?", to what the fan replies "Sure I am. (...)". Now in this modifications the player just says "My autoprint?", to which the twilek still replies "Sure I am." So, for a more fluid conversation the player should ask "My autoprint? Are you serious?" or the phrase "Sure I am." removed from the fan response subtitle. If you ever consider an update, please correct this. 🙏
  11. 1 point
    At first I had run into some stretched faces, but now that I got it figured out, it's great to see ears on the male Twi'lek heads and to use the slim necks. Don't forget to move the files in the Textures folder over to the Override folder, in addition to the Option A/B files that you pick.
  12. 1 point
    I just played through the game for the first time in years with this mod (along with TSLRCM) and it was a blast. I did encounter one bug, though, which was that at some point my Exile's current HP became higher than their maximum HP amount. I noticed this because my character would take damage without the health bar ever decreasing. When I finally checked the character record screen, I noticed that my HP was somewhere around 400/150. Not sure what could have caused this, but it defeated the purpose of increasing the difficulty. Once the excess HP was taken down by enemies, however, the issue resolved itself. Also, at times it seemed like enemy NPCs were not doing much harm to my party members such as during the party only missions on Narshadaa. It was not clear if this was due to the enemies being designed to be easy to handle, or if it was something similar to the previous issue. Besides that, the only issue I had were the level requirements for some of the game's quests, such as sparring with the Handmaiden and Kreia's training being too high to ever be unlocked. I could easily go without those things, though, because the gameplay was so much more enjoyable. Having said that, this is exactly the type of mod I was looking for, and it definitely made the game satisfying and challenging. Thank you so much for taking the time to work on this, and being gracious enough to share it. If you ever decide whether to update it in any way please do not be discouraged in doing so by the low number of downloads or comments, as I can assure you that I enjoyed using it very much. Thanks again! P.S. I forgot to mention that I finished the game at level 12, rather than 20. This was one of the few mods I had installed so I'm fairly sure it was due to this. Not that I'm complaining, though, because that was easily one of my favorite parts.
  13. 1 point
    In my opinion, this is one of the most underrated and coolest modding tools in kotor! Today, due to the lack of the necessary knowledge, I "racked my brains" all day, trying in vain to hear the necessary voices. With this program it became possible! Thank you, @JCarter426!
  14. 1 point
    This mod made every weapon-sound jarring and way too loud! With no instruction on what files go where or how to uninstall this mod, no saved back-up folder with the original sounds either.... so now I'll have to go n' delete KOTOR with all my files and install all 80 mods AGAIN which TOOK ALL NIGHT! (all mods worked flawlessly except this one). By the way: if this mod is incompatible with any other mod or the android version- for the love of GOD let us users' know! Otherwise you're kind of just wasting everybody's time. I had no errors during the TSLpatcher installation either, so this mod should've worked, I have absolutely not a clue why it didn't.... probably because I was planning of playing it on my android device, but; I could never know that BECAUSE THIS UPLOADER DIDN'T GIVE US ANY INFORMATION WHATSOEVER ON THIS MOD!!!!! >:C Not everybody is as clever as you, okay? Not everybody knows how to edit files or check for errors, that's your duty when uploading something that you want other people to download. I am sorry for freaking-out, but i really wanted this to work, it sounded awesome. ( >;^;<) Please don't take this personally, just please, next time: make sure that people know how your stuff works and how to uninstall if they run into any issues (like I have), okay? May the force be with you ❤️
  15. 0 points

    Version 1.0.0

    948 downloads

    I've had these kicking around for a while for my own personal use, so I decided I should probably release them. They are intended for use with @Fallen Guardian's port of @VarsityPuppet's "Hi Poly Tin Cans" mod for K1, but they should also work for VP's original TSL version (although I haven't tested that myself). There wasn't much to work with given the UVs were designed to fit the atrocious Bioware textures, so they are just simple metal with a few grooves. But they work well for a minimalist/close-to-vanilla playthrough. Installation: Copy the TPC files into your Override folder. Delete the existing w_Dblsbr_001.tga and w_Dblsbr_001.txi files in your Override folder (or don't copy those from the Tin Cans mod in the first place). Requirements: K1 - https://deadlystream.com/files/file/299-vps-hi-poly-tin-cans-kotor-1/ TSL - https://deadlystream.com/files/file/42-vps-hi-poly-tin-cans/