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Showing content with the highest reputation on 05/28/2022 in Posts

  1. 1 point
    Thanks, Marius for the in depth reply. Honestly I'm just doing it so everything has a size increase. If it is really noticeable within the game; would require a more in depth screenshot comparison. But sadly I fear on how the game uses said normalmaps/ bumpmaps it's not going to do that much in the end. I've just included all the .txi files to be certain the game uses it all as it should. Though no idea what takes precedence when the game loads textures. Txi or TPC. Also mind the normalmaps are basically the diffuse texture I run through FilterForge. The program offers a few different "filters" to obtain a normalmap from any sort of picture. Try to match the original as best I can. In all honesty I'm not that tech savy 😅 These 2 threads here on DeadlyStream have lots of info on said subject:
  2. 1 point
    New normal maps need to be in .tpc format, yes. The .txi is fed into tga2tpc along with the targa image, so the information contained inside it is indeed ‘baked’ into the .tpc for want of a better term. You’re also correct in that where a bumpmap is applied, .txi files need to use bumpyshinytexture rather than envmaptexture if you want to incorporate a cubemap as well. Correct on all above counts, in other words! I know Q has only recently started experimenting with normal maps for KotOR very recently and has been tackling some rather large texture packs, so I daresay any little niggling issues which slipped through will be addressed shortly. All part of the fun, as they say!