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Showing content with the highest reputation on 10/09/2025 in all areas

  1. 1 point
    appearance.2da overrides which diffuse texture is rendered on a model through the racetex and tex* columns; however, all shader data is always read from the texture which is on the model (unless also overridden, e.g. by the envmap column or the area file). Additionally, the shader is only rendered once and every model in the scene graph shares the same instance.
  2. 1 point
    i just saved it without alpha entirely. Uploaded a new patch New Juhani with Gloss map Ithorians, Duros, Female Twi'leks new textures with gloss maps New Taris Skybox Fix for hole in wall texture (Anchorhead) Less shiny default armor Mission and Canderous Previous patch is included
  3. 1 point
    Fixed. Yeah i would use TGA but TGA is not a compressed format, the mod would be like 15GB.. not really an issue for me but might be for others. TGA is not perfect either for the game since it is incompatible with working with normal maps for example, so its a no-go.
  4. 1 point
    Just to give a little help, I am showing the result of a single texture LTA_wall02.tpc in the game. Hard to know now how many other textures could be affected, but I know for a fact that there are at least two more in the LTA_wallxx.tpc series of textures. Normal camera: First person view camera: UPDATE: I converted the texture LTA_wall02.tpc into .TGA and checkid it out with GIMP. There is no problem with the Alpha channel. So when I tested it again in TGA format, the issue was gone! This reinforces my dislike for .TPC textures. In the past, I have had bad experiences with them and gave up on the idea of converting the massive amount of HD textures I have in TGA format into TPC just because of that.
  5. 1 point
    I'll take a look, likely alpha was added when there should be none. Thanks!
  6. 1 point
    vurt, I was testing the LTA_wall series of textures in Anchorhead. They generally look very, very good. But I have transparency issues with them which are notable when looking around. I can make a video of this, if you like. But I can confirm that this is not happening with the original textures or even the HD textures I was using before. To reproduce, go around in Anchorhead and look at where windows are. You will notice that often times you can see the blue sky straight through some of them at certain angles.
  7. 1 point
    A small Update Here, guys. I finished upscaling the textures and I had some spare time to check what @Sith Holocron kindly shared with me. Now I'm thinking that it would be nice to have sith apprentices to wear the medallion (the one that they have to have to enter the academy). A bit played with the medallion texture made by @Sith Holocron That's what I have for now (had to make it super small though): PS The insignia image is upside down on the picture because the robe texture is upside down xD So in the game it looks alright
  8. 1 point
    can you give an example of how this looks? I am trying to give the Duros just an envmap, all i get is a slightly transparent head. my .txi for the duros: envmaptexture CM_SpecMap then i have an alpha for the duros texture, with black and white parts. tga2tpc is then used with the .txi in the folder. doesn't work. Thanks! i think i like the contrast because i think its still pretty subtle, i think it might look like skin too otherwise with some black lines painted on. This looks like proper fur with color variations and stripes etc.
  9. 1 point
    Juhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type.
  10. 1 point
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  12. 0 points
    The issue is that appearance overrides are bugged and require a txi on the first (01) texture variant. If there isn't one then the engine will ignore TXI data on subsequent variants.