sELFiNDUCEDcOMA

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Posts posted by sELFiNDUCEDcOMA


  1. It's not two sabers, it's the texture disappearing/being rendered flat. It's a bug Aspyr introduced. Only known fix is to disable vertex buffer objects in the INI.

     

    Well, in the swkotor2.ini files has the following:

    DisableVertexBufferObjects=1

    1 is ON so this has already been disabled. Changing it to 0 actually makes the problem even worse.

     

    Still, it's interesting that this only seems to be a problem (for me) with the double-sabers. The single-blade sabers render just fine  :question: .


  2. So, to cut a long story of incremental installs and testing, it appears that the base game itself may not have properly updated by Steam -- my recollection it said it had and at least went through the usual Steam motions of doing so.

     

    First time I installed my mod, there was no Override folder. This time around I found an Override folder with a bunch of files -- likes mostly like GUI stuff to do with controllers, seem to recall the last update included this stuff.

     

    Problem solved.


  3. Too late, Steam's reinstalling the base game now... 

     

    The thought crossed my mind to check if that's what you meant, but, I installed the game late last year and can't quite recollect when I installed TSLRCM and whether it all updated properly.

     

    Best option is just a clean install, especially as I'm at work and can do it all in the background -- it won't hurt none to be thorough ;).


  4. Verify your files.

     

    If you mean list ALL my mod files in the override folder, well, I'm not going to list 2,150 files for you, especially as with me renaming the override folder to something else, takes them out of the equation. Also, I have no other mod files installed into other folders, like modules -- it is all just Override folder on my laptop.

     

    I've done that, moved back the appearance and head 2DA files back into their TSLRCM and M478 workshop folders, started from an earlier save, and, still get the same problem.

     

    Now that said, the first opportunity I get, I will be reinstalling everything, in case when the game was sitting on my laptop, Steam didn't update it properly. When I do, I'll update the situation.

     

    FYI: I'll try and see if I can use an existing save game to do so, without, any of my mod files installed yet; I'll also attempt to first do so without installing either TSLRCM or M478, then with TSLRCM installed, then finally with BOTH installed. Just to see which one if any triggers it.


  5. Ok, so a few placeable texture passes to make some eyesores less so...

     

     

     

     

    Since most of these as found in game, have no one manning them, I've made their main screens blank (off).

     

    The "executive" desk...

     

    swkotor2-2016-03-22-20-02-34.jpg

     

    Comm panel, as seen when you first arrive at Telos and get a bunch of calls whilst being stuck in the apartment...

     

    swkotor2-2016-03-22-20-02-17.jpg

     

    Lastly a facility generic terminal as seen about in M4-78...

     

    swkotor2-2016-03-22-20-01-36.jpg

     

    All quick texture passes as they are all just generic placeholders, even if eyesores...

     

     

     

     

     

    EDIT....

     

    Fixed... for now.

     

     

     

    swkotor2-2016-03-22-20-41-23.jpg

     

     

     

     

    Has anyone else come across this double lightsaber bug... occurs on my laptop Steam version of the game but not my (aging) dev-rig retail version of the game.

     

     

     

    swkotor2-2016-03-22-20-29-29.jpg

     

     


  6. It was just laziness - or expediency if you prefer, I guess. It's one of the Sith monument placeables, plinths and pillars and such.

     

    It would be easy to replace it with a new model. Just point the UTP at a new custom entry (I gather the existing model is reused elsewhere, so I wouldn't override it). Put a regular size holocron on a table, maybe give it some animated glowing light textures or something to make it obvious.

     

    Edit: Whipped a new model up for you if you want to use it. You like texturing, right?

     

    TSL_Revans_Sith_Holocron_TH.jpg

     

    If you wanted to take the holocron with you, I guess you could maybe use a script to swap between 2 different placeables? One a table with the holocron, one just an empty table? Or have the table and holocron as separate placeables and use a script to remove the holocron. Then just do the same as they do with the Nihilus mask for the inventory. Too bad you don't have proper quarters on the Ebon Hawk (where do you sleep, anyway?), otherwise you could display it there.

     

    It would be better if it the holocron were a separate model just on its own, scaled to the same size as the ones you see via Telos and the confrontation with Atris where she's surrounded by them. You should be able to do something similar as with some datapads you find in-game: click on it, it disappears and gets added to your inventory. Regardless, you can still position it in world via XYZ co-ordinates so that it sitting on top  of a table -- any table. You might also consider using the existing TEL_holo tex for UV mapping.

     

    Not sure I'd use it, however, happy to add it as a resource that others can use along with example scripts -- I have a bunch of this already implemented with that in mind, just not with any new models and such. It's just simpler to rename the peaceable to something else like: "Sith Holo-Reader," and then add a Sith Holocron that's usable in far more interesting ways. Especially as the "thing" in the room is only used to playback a recorded holo-message for plot purposes.


  7. If you changed the texture to include a larger number of frames, you might be able to introduce a bit more "noise" to emphasise that it is a hologram. If the sequence was long enough, you could have it briefly disappear altogether, although that might be a bit too epilepsy-inducing in a short sequence.

     

    I meant more along the lines of blending modes.

     

     

    I never really understood why they made it 5 feet tall. I always thought it looked ridiculous. There must be better ways of drawing attention to it.

     

     

    A regular sized Holocron on a table would work better than what Obsidian did there. Like what Darth InSidious did with his holocron mod. . .

     

    They may have thought that a holocron was simply a holo- recording and data device, and that thing, is just a reader / projector for it. Or it started that way and then ended up being written in as being an actual holocron. 

     

    I've thought of editing the model so that the tip of the device is an actual Sith holocron, however, it may simply make more sense to rename the placeable file from "Sith Holocron" to "Sith Holo-projector" -- or similar. Especially as it being a holocron, you would want to be able to take it with you like the fake one on Dantooine.

     

    EDIT: maybe replacing the model with Darth InSidious' Sith Holocron one might be a good option; still, as a player I would want to be able to take it with me, even only to look at it in awe via my inventory ;).


  8. 1) During the game, when did the problem begin to occur?

     

    Right now.

    2) Did you install the latest version of the mod? (1.8.4 and 1.2 respectively) We only provide assistance for the most current version of those mods.

     

    It is a Steam workshop subscription of both TSLRCM & M4-78, they should both be the latest versions -- up to date.

    3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version?

     

    Steam.

    4) Did you update your game as required by your game's region? (4-CD version ONLY)

    5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file?

     

    These should be fresh installs -- base game installed on my laptop around October last year, unplayed. Mods installed not that long ago.

    6) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.)

     

    I have custom mod work, nothing that should relate to Dxun -- as it is all Override only, renaming this folder and starting prior to travelling for the first time to Onderon via the Galaxy map, still leads to this bug.

    7) Can you be more specific about the error? At what point did it happen?

     

    There appear to be 2 errors here, the first has to do with this prompted dialogue option:

     

     

     

    swkotor2-2016-03-21-20-55-13.jpg

     

     

     

    Picking the first option takes you to a black screen, where you can still clearly hear the ship in the background -- the required module hasn't been loaded it appears.

     

    Picking the second to circumvent it, and then picking all the options until you are free to leave the ship, results in the same black screen after you have promoted to confirm your party choices.

    8) Have you tried re-downloading/re-installing the mod?

     

    No, that option sucks-arse! Plus, this is a NEW and clean install.

    9) Have you tried using a different save game?

     

    Tried an earlier saves, still didn't work.

    10) Have you tried starting a new game?

     

    Well, that a lot of playing to get to a point that I can actually travel to Dxun.

    11) What Operating System do you use? (List Virtual Machines as well if you are using them.)

     

    Windows 8.1 (still).

    12) Can you confirm that you see the TSLRCM logo on the the main menu screen?

     

    Well no, but only because I removed it so that I could see my own custom one ;).

    13) What language is your game set for?

     

    English.

    14) Which language of TSLRCM are you using?

     

    English.

     

     


  9. Yeah if you edit the alpha channel to dampen the level of transparency that might help with the visibility of sub-meshes a bit, but it's always going to be a problem with such a simple implementation. There's the scanline effect that makes it a bit variable, but it looks like it is hovering around the 50% transparency mark.

     

    Yeah, played around some with overall brightness, opacity level and some txi options -- last was useless.

     

     

     

     

    Original (left) extreme experiment (middle) what I settled with (right)...

     

    swkotor2-2016-03-21-19-59-02.jpg

     

     

     

     

    I also spent some time doing a quick placeholder tex job for the "holocron" in the room...

     

     

     

     

    It's not perfect, but I still think it is better than the vanilla version...

     

    swkotor2-2016-03-21-19-58-53.jpg

     

     


  10. I don't know if it's in visualeffects.2da or not, but I will mention that the holographic overlay might be tied to turning on/off the Frame Buffer Effects option. I know that the freelook effects and some of the camera effects are disabled with that option turned off, so there's a chance...

     

    It is not tied to the Frame Buffer Effects option, at least not solely. I'd rather say it is a graphics card issue. I've had the holographic look for... well, holograms, even with Frame Buffer Effects turned off.

     

    Frame buffer effects get applied to the whole screen; they're also referred to as screen-space shaders, full-screen shaders, and, image effects -- if you use Unity, and they are applied to the scene camera. The last is the most obvious in describing how they work, in that what gets rendered to your screen is effectively a 2D image (frame buffer), and like an image in Photoshop, you can apply a filter effect (shader) to it. This is done post-process, whereas the character hologram effect is not. FYI: this is how ReShade works, it injects post-process by injecting some render steps inbetween what the engine puts into the frame buffer and what then gets drawn to the screen -- some of the effects also use the depth buffer, like with deth of field and SSAO.

     

    So put simply, those screen visual effects shouldn't have anything at all to do with the hologram effect. From what I see, this is not something that can be tweaked via a 2DA table, but rather, it's part of the compiled shader code.

     

    Easiest (and probably only) option is to play around with the "Holotex" that Darth Parametric pointed out. Should be able to minimise the seeing teeth and whole eyeballs issue some, but, this was just how engines of the time would do these hologram render effects -- badly.


  11. Woah, nice!

     

    Thanks.

     

    Agreed. That's really impressive sic. Welcome back!

     

    Thanks again!

     

     

    The Handmaiden...

     

     

     

     

    Currently just want to do a pass on all party members; some are more difficult than others. I'm also trying to get away from the horrible dark-side texture work of TSL and trying to do something that looks more realistic and in keeping with the lore.

     

    swkotor2-2016-03-20-16-36-50.jpg

     

    swkotor2-2016-03-21-15-45-28.jpg

     

    swkotor2-2016-03-21-15-47-46.jpg

     

    Different angles and lighting for dark-side face and body... makes some of the vein work clearer.

     

    swkotor2-2016-03-21-16-25-10.jpg

     

     

     

     

    This sort of started from me playing the (Steam) version on my laptop and having to fix a Bastila holo-recording bug I created. Decided to implement a dark-side version for her:

     

     

     

    swkotor2-2016-03-18-21-15-08.jpg

     

     

     

     

    It was just a rough and ready attempt as you only see her rendered with that awful holo-recording shader.

     

    BTW: does anyone know whether this is something that is listed in any of the 2DA tables? I know it is a flag set in the UTC character files, haven't found what it's pointing to yet -- though, haven't dug that deeply into it yet being a bit time poor at the moment.

    • Like 4

  12. The face of power...

     

     

     

     

    swkotor2-2016-03-20-17-04-14.jpg

     

    swkotor2-2016-03-20-17-04-22.jpg

     

    FYI: taken off of my lower rez laptop along with my custom version of ReShade active.

     

     

    Different lighting conditions and angle... slightly older version of texture (just of Sith eyes)

     

    swkotor2-2016-03-19-21-01-46.jpg

     

     

    And the "before" updated texture for comparison...

     

    swkotor2-2016-03-19-21-00-18.jpg

     

     

     

    • Like 1

  13.  

    This planet will include 87 side quests. :rolleyes:

     

    I don't see what the fascination with Darth Bandon/Calo/Leviathan/Star Map order is. We have a list of 10,473 things to do before we worry about that. Big picture right now is getting areas done.

     

    Are these planned quests, or, some quests done, others bits are done, and a lot more on the drawing boards. Curious as it seems to me that 87 quests are on the high side. Even if they are relatively small "side" quests, seems like a lot with current tools, even with a large experienced team.


  14. Somehow, I think that'd be appreciated more when it's posted in Jorak's own thread where all this ME->KotOR stuff is occurring...

     

    And they're both high-tech with the flashy lights, so it's not much of stretch...

     

    No, I'm posting on this thread as the comment is for this thread and this is the thread I'm currently interested in.

     

    You're free to make your own call as to what is like what, but to me, there is a big aesthetic difference between Mass Effect and Star Wars. Just take the visual design of the robots, as an example. Star Wars was and still is rooted in the notions of what robots would look like, inside and out, from a 1970s point of view of advanced technology. Even newer imaginings still have to try to fit this design aesthetic from the original films. When they don't, like in the case of some elements of the newer films, they can be jarring. Mass Effect is more rooted in a 90s-00s point of view informed by many influences, like Manga.

     

    Anyway, to stay on track: like the quality modelling work, and am interesting to see the final textured result.


  15. When Bioware invented SWTOR in 2011 they tried (and still try) to find a way to bring the character/world design from the Kotor games to present state. Actually it doesnt matter if SWTOR is good or not, but the quality of the texture design and the level of details is truly artistic and remarkable. 

    Unlike the Kotor games you dont find random designs at all.

     

    I always felt that pairing up these textures with the innovative animations from Mass Effect (but faithful to the Star Wars Universe) would make the most out of both games and i have to say im glad that great modelers like DP here working in this direction.

     

     

    ----------------------------------------------------------------

     

    @ DP: some facelift for the aliens like Duros/Twilek would be cool! As a side effect that way the new models could be given a hi-res skin as well. 

     

    Yeah, I don't mind people updating KoTOR for the aesthetics of the today, but, I do mind when people try to pass off ME off for KoTOR. It doesn't fit the universe at all. Part of the universe is the original movies along with newer content like films and animated series -- such as Rebels.

     

    Mass Effect belongs in, Mass Effect ;). It isn't part of the universe of Star Wars, even with the newer stuff.

     

    That said, if people want to make Mass Effect based mods for KoTOR... That's their business; just don't claim it to be otherwise.


  16. It's an interesting idea, and I'm loathe to dissuade someone who is quite clearly a gifted character modeler, however, the built in head band is likely going to not play nice with existing head gear that the player can wear. Unless you are going to set the model up so that those particular nodes aren't there so head gear won't show up. That's your choice, however, I prefer to see things like gear and weapons I have selected, appear in-game via my character.

     

    Have you thought about perhaps releasing the head model as a replacer for an existing one, and the head band, as a new item that players can equip in-game like any other head gear item?

     

    FYI: It's relatively simple to add a script that will have the head band added to a container in one of the nearby rooms.


  17. Have you considered making your 3D scene files available as a modder's resource. I ask in that these new cockpit textures generally only work for the vanilla version of the game, not, modded ones.

     

    There are a number of world texture replacers released or in the works, if those modders want to create their own versions, they would have to do something similar to yourself or try another technique. Having something that is already set up and just needs textures/materials changed, would be a big help.

     

    Just a thought.


  18. I hate to point this out, but, how is this a mod exactly? Or put another way, how does this belong in the WIP thread where people post their mod work.. Shouldn't this be in the general thread?

     

    ReShade is an injector, not a mod for the game but rather a general purpose tool that can be used for any game. if you want to post up how-tos, then I don't see how it belongs in this thread. Perhaps the moderators disagree, but, I felt the need to post this comment as I don't see it being relevant to this part of the forum as I don't see it as an actual mod.


  19. ??? What could this be?

     

    It's not that much for the moment. Got sick of the back and forth with MDLOps and other tools and decided to start making a replacement. So far all it does is read in the mdl model file and spit out text telling me what each byte essentially is; it accounts for EVERY byte, and the text conversion follows the file structure exactly. Both of which MDLOps doesn't do.

     

    It's written in OOP C#.net, not Perl using binary regular expressions -- which I can't find any good info for freely via the web. The idea is that when I have mapped and accounted for every byte of the mdl & mdx files, that I will then model the required data structures in memory and write/read it out as an xml marked-up file. The editor will have some kind of editable xml data view tree, so that I can easily edit things like texture file names and other values rather than opening up the saved xml file via something like Notepad++.

     

    When that all works, I'm going to then look into importing and exporting mesh/model data as either obj or fbx model files. Which means that you can edit models in whatever model program you like as long as it can open and save such files -- most can. There would be no need for NVMax scripts, which is part of the pipeline problem with editing model files.


  20. I dunno, it is your model and texture, and I tend to think that those that do good work should do what they feel is best for their work. But, I think is is missing the "dark" from the dark-side.

     

    I know that the "transitions" are really bad as found in the vanilla game, but, they were in the right spirit. I would actually darken the hair, and shadowing to areas of the skin along with making it look more pale, sickly. Then the eyes need to look like they are glowing, burning with contained hate. The full dark-side transition would have some fine purple veins as well.

     

    Having said that though, I think I can see where you are going with the bleaching of the hair. Kind of like Ash from the Army of Darkness look. Which might be more applicable come to think of it. As in you darken the hair over all but pick an area or two to streak with white -- as long as it mirrors well.

     

    But as I said, I feel it is really the call of the artist/modder. If you are confident with the way you are heading with it, you should stick with it ;).

     

    EDIT:

     

    Here is an (old) example I did for a character head, which like yours, will be limited in that I could not make use of specularity:

     

     

     

    k2_00697.jpg

     

     


  21. Yeah, I was thinking that earlier, that perhaps 2048x might be the better option for some heads. 

     

    From the comparisons it looks like it definitely, would be interested in seeing a comparison of an existing UV mapped and textured head at 1k and then 2k followed by 4k. See if there really is a big difference even between 1k and 2k, as I gather you've UV mapped it quite specific to the model, so as to get a more or less uniform pixel-density across the whole head. If I recall correctly, the Twi'lek heads aren't like that at all, so you might be able to just use 1k as 2k is pointless.

     

    Anyway, regardless, definitely seems like 2k is a valid option if the model is UV'd to make use of it. 


  22. Beautiful work. Love what you've done with the Restoration Zone!

     

    Thanks for noticing!  :cheers:

     

    Any news, SIC?

     

    Well not any work to really show, or, at least not directly...  :shuriken:

     

     

     

    Something I've been working on to get around some issues I'm having with models. Still early days.

    wip_bintoascii.png

     

     


  23. Yeah but I my point is that you won't see that extra "pixel density" in-game.

     

    I've got no issue with people using larger sizes for their work and then scaling down, but I do with people using these in mods and insinuating that you are going to get 4k detail from them. Like it's somehow better than another mod that uses 1024x1024 knowing that the renderer won't really make use of anything more.

     

    Anyway, you set it up as you like. Especially as it's a new model and not some rework of a pre UV mapped head.