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Posts posted by sELFiNDUCEDcOMA
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Snappish aren't ya
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Yes, yes I am. I've progressively gotten more agitated as the week has worn on; not for any particular reason though, just one of those weeks
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I know that the technique used by the developper to have the leather shine is not the same as yours. However, I know that you have a technique that can make object shine kinda the same way than the effect I want to get and this was what I was reffering to.
That's fairly easy to do, either use Rtas Vadum's way or if you are really set on doing the same even shininess as seen in that screenshot, you can simply duplicate the image, erase all the skin areas from the image, select all the transparent parts, invert your selection, and then switch to the other layer and delete these from those. You then set the opacity of the clothing layer to something you're happy to. You then need to create the TXI file, and yes, you may need to edit the relevant appearance in the 2DA file. With the TXI, you might want to use a different environment map texture than the default; simplest is to take the default image, and then modify the hue, saturation and lightness to something more blue and darker -- if you want a black vinyl look.
The thing is that Vanilla skin looks very bland and that makes the seem that much less noticeable, as you noticed with the beach in the restoration zone. However, that blandness is why I always wanted to mod these skins. So I have 3 choices:
-either I go for a very long approach, requires me to modify something, save-it and test-it thousand of times until the seams can't be seen anymore, kinda like what Malkior has been doing with his skyboxes, but a bit more, because of the nature of the skin I'm working on, with all the small details.
- I could also leave-it with a big ugly seam that will make people criticize and avoid-it because it looks very bad. And I also do not like-it, so I'd rather not.
-Last option is to take the sleeve up there to cover the shoulder so that looks less weird. I think it already looks better that way.
On the last option, I would like to add a bit of shine and since it has been done before, like what Kristy did, I'd like to make something similar.
Well, you might want to try the blend mode of the new skin layer and set it to something other than normal and fiddle with the opacity so that the original underneath texture shows through. It will help you get more detail yet help with the covering up of the seams.
As far as the ugly black texturing underneath the arms, well if I understand it correctly, it is because you have simply made all the faces of that area of the texture / mesh black. You are following the UV map too closely in that there is no straight arm seam there as far as textures. You will need to find out where the clothing sleeve "edge" is on the texture rather than relying on the edges of the faces as shown by the UV map.
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Hey, SIC. If you can track down the model the Sith Fighters use, I'd be more than happy to edit the UVW map so that you can add more detail to the texture. Possibly re-portion it out and definitely use the lower half of the texture file...
Yeah it's the backdrop sith fighters which are part of the animated skybox model I think. Looking at what textures they use -- haven't opened them up yet -- the only 2 models to do with this in these sections I believe are: "221telc" and "222tel06" which both use the "TEL_Rav" texture. Ideally they should be using an entirely different (new) texture, UVW mapped to use all of the space.
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Telos Ravager and Sith Fighters test:
In order to get any detail on the fighters the texture has ended up 2048x2048 and coming in at around 16mbs... I really hope who ever was responsible for this texture was subsequently fired
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Especially as the lower half of the texture is completely blank and as far as I know, serves no purpose but could of been used for higher detail Sith Fighters -- higher in detail than I can get currently with an image half the size at the very least.
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I've posted the UVW so you guys can help me pinpoint on-it where I should change to correct the weird black area at the back of the first picture. However, you may notice a bit of improvement. Thanks Kain for the correction of the weird eyes issue!
<Screenshots removed>
Last thing is I realize the sleeve option might not be the best ever, but it was the more simple option to me and I kinda like-it. The only thing is I wish I could give-it a bit of shine and I have no clue how I could do that. I read about-it in SIC's WIP, but I'm not very adept without an in depth guide step-by-step. Also, it seems my laptop's graphic card is too weak to handle the shine in TSL, so that's kinda problematic to me (gotta hate those transparent Mandalorians, I swear...). Anyway, what do you guys think? Should I keep that to myself, or release-it? If I do, it is probably going to be after the 2nd twin is done, which could take a few more months, as I'm very slow...
The "shine" as part of your texture has nothing to do with specular; that's just the diffuse color with it shaded that way -- that is NOT specular; I'm starting to wonder if people even know what the difference is between my texture work and the work of others, and why, it's important... :/.
Adding shading to the texture is a bit technical and fiddly. I would suggest that you remove the added sleeve and go back to bare skin -- which is always a good thing for sexy psychopathic killers
. It's easier then to make that blend better by modifying your texture overlay.
FYI: unless you plan on editing the base model, expect there to be at least the odd noticeable seam with textures, where one part doesn't blend properly witth the other. If you look at the vanilla texture, you will likely be able to spot seams there already; the best you can do is make sure what you add does not make it even more noticeable, and if you can, try and make it less noticeable
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If you want to test-out the fighters, try Chainz.2da's saves at this URL:
http://deadlystream.com/forum/topic/828-game-savetsl-entire-game-save-collection-2of2/
You are looking for save "000112 - Game111"
Already found the saves, didn't know which one to use though. Still, bit busy at the moment with a tricky part of the Telos Restoration Zone:
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Yeah, noticed the 'darkening' in screenshots to. Certainly when I was re-texturing Malachor. Most of my shots looked like pure black/ grey mess.
Thanks for that info on the specular thing. I love the artsy part of games, but never got to far in the more techy side of things.
I did notice that Kotor does have a few normalmaps. Water on Manaan and some of the floor textures. Dantooine estates comes to mind.
Was looking for a plugin for Photoshop to do normalmaps; but didn't find one that was willing to work. Of course 3Ds Max should be able to handle it.
Eh, something I might have to dig into.
KoTOR doesn't really do normal maps, it uses an older technique when they first called it "bump" maps. It is very much a RGB normal map, in that I'm pretty sure it will ignore any Alhpa channel component -- which some games use for specular, others use to store a depth map. And even then the RGB approach will likely be inferior to anything a more modern game engine can handle; like only good for things that need to look shiny in a very plasticky or rubbery sense, which limits its uses.
So far I don't think anyone has ever gotten the game to accept a custom normal map; the game will refuse to load them. I've tried a number of times a number of ways and had no luck with it. Did think of a another way to try recently but I doubt it will be successful and even if it is, not sure how much benefit it will add. Though, I figure there is another more sure fire way of doing it, two actually, but that means a lot more work; one more so than the other.
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Could you explain a little bit about the specular effects? I only ask just because I guess I'm not that familiar, and wonder what that would translate to in terms of what you're doing with the textures?
Like tgas with alpha channels and envmap cm_baremetal in the txi? or something else?
K1 and TSL do specular along a similar lines as many more modern games do it via a normal map, in that the Red, Green and Blue channels of an RGBA image are used for the normal map, with the alpha channel being used for the specularity map -- as essentially a specularity map is a grayscale black and white image representing what is and isn't shiny. However, K1 and TSL instead use the diffuse (or color) map where the RGB is used for color with the alpha channel used to house the specularity information. Which is fine as long as you don't need the alpha to represent something else -- like actual transparent parts of the image. This is why some games (probably most) use a separate grayscale image as a sepcularity map, or, house it with the normal map instead.
Anyway, yeah, the specularity is the alpha channel of the diffuse image along with the correct line added to the TXI file. Most of my TXI files only have the one entry in them and that is: "envmaptexture CM_baremetal". That tells the renderer to use the correct shader in order to use the alpha channel as a specularity map.
FYI: you don't have to use CM_baremetal as the specularity map; TSL more or less only has the one generic specularity texture, but K1 actually has 2. I also created a few custom ones, however, I usually just use the standard one as it seems to work well enough.
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Mmm... No, think you misunderstand.
I like higher resolution and a more details. Just found the contrast looked bit strong.
Don't think softer tones demand less resolution and being washed out. It's not the same IMO.
But, great work none the less. And carry on
Yeah, there usually is a difference between seeing the textures as part of a screenshot and seeing the textures in-game. There is a difference due to differing "temperature" (etc) profiles used between your OS desktop and that used by the game -- also your in-game contrast and brightness settings will play a part. So, it doesn't look as "dark" in game, also, the textures are the way they are due to specular.
Pretty much all the textures make use of specular as long as the alpha channel is not being used for something else. Some of the "bright" parts is actually the specular effect being applied to the textures, making the surrounding areas appear darker in a way -- I've noticed it is more pronounced when viewed as part of a screenshot out of game as well.
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What will you replace-it with then?
Anything suitable I can find that I have permission to use, or, a range of samples I'll mix together in Audacity to fit the look of the cantina. Might take some work on my part as my experience so far has mostly been in way of editing sound effect files for another game; but, with a little work...
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Hahaha, lovely stuff in here. The glowing trees are a neat idea. Though I do feel like that the contrast in most of your textures is a bit high.
It all looks far sharper and crisp, better and higher details; but I liked the 'softer' tones of the orginal game. Just my 2 cents and taste
You prefer the low-resolution and washed-out textures that were created without the tools and techniques of today and an understanding of how to get the most out of your game engine... Well, I guess that would appeal to some
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Oh, any usefull TXI settings your using?
Yes and no; the thing with TXI files is that you still need to know how to make textures that along with the TXI files will make the most of what the game engine is capable of. For example, you can use "decal 1" with any "blending" mode, not just "punchthrough." Why you would do that is if for example the mesh you are using has had it's texture settings set to make the texture applied to it look darker than it does; like an artist would do if they didn't quite grasp the finer points of how to get their texture to look right within the game engine as it does in Max. Knowing how to solve the problem with a TXI file still relies on you being able to create the texture to make use of the solution.
An example of this and how I used "Decal 1" can been seen in the screens below in regards to Bao Dur's remote:
As a change from the Telos restoration zone textures, I decided that I couldn't look at Bao Dur as he was any further. I generally don't have that much of a gripe when it comes to the player character models, at least the design of them in way of look. But Bao Dur I have never quite been fond of as much as I have like the idea of being able to play as a Zabrak (or Iridonian).
It's still a WIP, and, my focus as been on the head texture and getting the base of it looking right before I start adding things like tattoos, but, so far I like how it's coming along:
I've also done some work on Bao Dur's remote, making it appear less washed out than before:
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Hey SIC, go in your StreamSounds folder, remove al_cantina_band.
Then add he one I'll PM you and enjoy!
Yes, that's the one that drives me up the wall. Not sure how I missed it as I'm sure I would have checked all the sound directories to find it.
At last, al_cantina_band, you're reign or below mediocre music that is an offense to the ears, can come to an end, and, not soon enough
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I got enough parts rendered for a first clip of my Nar Shaddaa model. But is there an easy to use program to stitch all the parts together.
The windows live movie maker somehow screws up the contrast in my clips; shadows just get flat black. Very ugly quality :-/
I've heard that Blender is pretty good at that -- it comes with an in-built video editor.
The only video "editing" I usually do is re-encoding movies into a format that my TV's set-top box will like, and for that I use Handbrake. Though if I had to do any serious (actual) video editing where quality was an issue, I'd probably give Blender a try first
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What's the song? I think I know which one it might be...
Yeah, I don't think it is a WAV at all but rather some midi music that was taken from an old Star Wars game;the developers must of had some nostalgia for it, I don't
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If you know where it is -- if it isn't in code -- and how I can obliterate it from the game... You're my new best friend.
EDIT: oh, forgot to add it is the Telos Station Cantina -- there is only the one.
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There's my save!
Note that I have mods that you might not have and weird stuff might happen.
The game freezes mid loading of the save game. I'll try and see what I can do via a save game editor, however, I was wondering if you could tell me what mods relating to Telos you have installed? that aren't just texture and/or model changes.
Also, could you send me a version of it where you have unequipped all items from the current party? clothing / armor, weapons and headgear. It would be great if the save game will also allow me to view the outside of the Ithorian compond as there are changes I need to make there along with the other entertainment module -- not sure whether you're still fighting to get to the compound or fighting to get to the Ebon Hawk, but, I need to see as much of Telos Citadel Station as possible
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Heh, this might start to feel like Felucia at some point
I don't think so as there aren't any gigantic mushrooms! Though, I did try something in way of the trees and their branches, it just looked really ridiculous, especially the way the multiple branches overlap and intersect.
Why not redo that movie too?
You're barking up the wrong tree if you expect me to redo rendered movies as well; there is a reason I don't post 3DS Max renders, stills or movies
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More or less finished the beach and ocean textures:
I was aiming for something a little less idyllic as this is a planet that was bombed after all and suffering from environmental pollution. So I was aiming for polluted water where the main life is of the bacterial kind.
Bit of an issue with the texture that's supposed to blend the sand to the grass. Don't think it can be helped much as the original textures weren't designed to blend in that well -- considering that they were low-resolution and blurry anyways. Don't see much use in trying to work it further unless I can actually modify the meshes themselves.
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I haven't tried to mod any of the sound files yet -- there is one piece of cantina music which drives me up the wall I'd like to change in particular -- but I know that they are not straight out WAV files but rather something that Obsidian cooked up. Unfortunately. So you need to apparently save them as a "raw" WAV file in order for them to even play in game.
You would put the respective sound files within the correct folder:
- StreamMusic
- StreamSounds
- StreamVoice
In the case of music it would be the top folder listed -- these folders are separate to the override folder.
As far as adding new sounds, you can edit the respective module's GIT file settings for ambient music that is played; I believe it has listings for different music options like battle music. You'll find the settings at the top of the file if you use KOTOR Tool to view and edit them and I think they are referenced via an integer value -- like "52" corresponds to a specific entry (row number) found within the ambientmusic.2da file that you can view and edit also with KOTOR Tool. It is possible to add new rows to the 2DA file and then edit the GIT entries to make use of the new sounds, however, you will likely need to save/package the whole module file and place it within the Modules folder. Otherwise the area may not load with the game freezing up.
Another option is to script the new sounds in, however, you will still need to remove the original sounds as well. And that's as much light as I'm gonna shed on it as I don't have a lot of practical experience modding the sound files for the game yet
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The original movies along with the prequel movies, Clone Wars animated series, and, the new animated series Star Wars Rebels will all be "canon" with everything else as part of the expanded universe not -- it'll still exists as these will all still make money for Disney and other parties, however, it will be treated like an alternate history not to be considered for new future content.
In a way I think it does and doesn't make sense, in that I find much of the Star Wars movies, in particular prequels, dorky and inconsistent. Whereas I find the KoTOR series to be some of the best Star Wars content I've come across (all things considered) -- I also like the Bane trilogy; the Revan book not so much. It also gives an opportunity to jettison the "made for a quick buck" novels and such that were "canon" but are complete trite IMHO
. In particular I find the Darth Plagueis book to be disappointing in that that particular story deserved better telling and could have made better use of concepts / themes to better effect.
I think the best you could hope for from EA is something along the lines of the Jedi Knight series with maybe a better storyline -- or perhaps not considering ME3. I doubt that they would do a strong RPG considering what they did with Mass Effect once they acquired Bioware -- though there are arguments as to why you wouldn't do an RPG in the same vein like KoTOR. But, that all depends upon the exclusivity of the rights and all -- maybe EA aren't the only ones who will be making games for Star Wars, and a (standalone) RPG -- not another MMOG thanks -- will be made by someone.
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Back on point of what this thread was about, though I've considered the idea of porting K1 over to TSL, it's a moot point for me because I know that in order to get the textures made for K1 -- and aren't already found in TSL -- to look right within the TSL engine, you need to rework them. That means all those environment textures in particular, otherwise, they will likely show up far too bright and faded within TSL -- the opposite is true if you use TSL textures in K1. That means releasing a rather big texture pack of K1 textures to be used within TSL -- that I would image would not be kosher on LucasForums.
Further, my goal personally is to first get TSL modded and fix and restore as much as I can in way of textures and models; for that it means in some cases adding in missing K1 textures, in others, it could mean adding in models to go with unused textures in TSL. Then I would very much like to be able to use various assets that are hard or currently impossible to create with the existing tools. Not straight out "port" over but rather use them as a base for something new in order to re-purpose them. So, not to recreate K1 within TSL but to make use of some of the assets within TSL -- likely to be very heavily modified.
In the future I think it would be best to port all of the K1 assets to TSL as it will be the best way of experiencing the original game; especially if more advanced modding techniques are permitted to get around various problems of the TSL engine. Techniques that would as far as I recall and understand it, get you banned from LucasForums for just even mentioning it -- which is rather idiotic in my opinion
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Just wondering what happened to the long grass?
I turned it off in the menu so that I could see the other textures more clearly that I was working on; plus, I'm redoing the grass. It won't be to everyone's liking, but the idea is that the grass is not really grass but rather more fungi that kind of looks like grass.
I figure in the galaxy there are a lot of thing that look or function like "grass" but actually ain't grass at all; but, everyone just calls it grass anyways. With the ground texture, it's not actually grass, it's a mix of moss / lichen. A continuation of the idea that the Ithorian's are using species like fungi as part of the rehabilitation process to remove toxins from the environment -- ground and air. Whereas Czerka would manufacture large and "cheap" machinery to remove most of the toxins from the environment, arguing that it would be quicker to do so via a "private" free-market approach. The process would end up being more costly due to exorbitant consultation and contractor "fees" and taking a lot longer for an end result that would be a lot worse off compared to the Ithorian's more "natural" sciences approach to heal the planet.
None of it will match the pre-rendered videos, but, they aren't that great anyway. More of a concern is any dialogue and such, but, I don't think there should be any conflict there. At worst I can find some combination of dialogue spoken by Bao-Dur that suggests/hints that he isn't the best person to talk to about that -- in that he just does shields. Then add a new topic to the Ithorian in the vivarium that can be accessed once you've visited the surface, that explains all about restoration zone RZ-0031, what stage it was in when Czerka took over, and, what the stage next is to be -- I might even give him a better name other than "Ithorian." EDIT: or I might just add it to either Chodo Habat or Moza, or, additional dialogue options that point you to the Ithorian in the vivarium in order to get the answers.
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Telos Restoration Zone (TRZ) is coming along nicely...
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Why did you chose such a dark texture for the sky? I know that after the planet was devastated there's bound to be a lot of ash and dust in the air, but isn't it supposed to be clean in the restoration zones?
Because the sun is setting...
Plus, it's not dark everywhere:
Honestly, I could come up with quite a few reasons from watching too much Clone Wars episodes for references to: why in the hell did Obsidian NOT use a better skybox and environment art style? as justification for me doing so. But it more just boils down to wanting to do something new with something that looks really tired to me.
FYI: I can make it "lighter" as such, less menacing, but, I won't do so until I've done the other textures in order to get the balance right.
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Tree concept I'm working on for the Telos Restoration Zone...
The idea is that I don't see how apparently every alien world has trees on it, or, that they look exactly like they do on Earth; the only reason they do, is because it is cheaper to shoot things via a natural setting rather than to do everything as an expensive set or CGI production.
The other idea is that fungi have had a bit of a buzz of late due to what they can do in way of biofuel and environment detoxification. So, I thought that these trees are actually introduced fungi that are removing the pollutants from the ground environment as part of the restoration process -- partly why they are luminescent. Plus, the trees look really crap in game, like NOT trees at all. This works with what meshes there are to make something that does kind of work.
FYI: they're not done yet, I still have some things to try out for the "leafy" branches but they are starting to look close to what I imagined. Also, I still have all the other textures to do too.
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<youtube video: Anakin you're breaking my heart>
How can I put this... I find your ardent post funny if a little disturbing, Disturbed205
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There's my save!
000105 - Game104.7z
Note that I have mods that you might not have and weird stuff might happen.
Thanks, I'll have a look at it when I get the chance; bit busy with something at the moment:
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<render of Sith Fighter removed>
It should look like that.
I have a save somewhere, I'll upload-it eventually
Yeah, that should be it; where'd you find that BTW? in case I decide to use it as a source I'd like to make sure I have permission.
I forgot to mention in my last post that one of SiC's preview shots just made it into my wallpaper screensaver.
Nice to hear.
Please don't abandon this project
EVER!!!!
lol, I really enjoy your work and it would be a shame if you didn't finish it!
Great work on those telos textures.
Your enthusiasm is appreciated; though, everything has to end at some point
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Nice job on the Telos stuff. I'm especially looking forward to seeing those cantina signs with some new animations. I do have a question about Telos Station - but while it's under attack later in the game. Recently there was a request for the following. . .
<comment about low quality fighters in distance during battle of Telos>
Is there any chance you'll be able to do something about that?
If you mean the tiny little fighters as part of this Ravager texture, then, yes I can. Need to be sure what the fighters look like but I'm pretty sure I can find a matching larger texture, and if not, then I can just cut and paste bits of other textures, do some painting / erasing with the mouse, and then shrink it down so that it looks like a detailed fighter rather than a speck. But, it also depends upon how they are rendered in game, like, at what size and all -- EDIT: it would have to at least be a 1024x1024 image, Ravager and all.
Also, I don't have a save game for it as all my old save games for TSL went with my SSD when it died last year; I'd have to play all the way through to that part saving along the way so I can use them later, or, I'd have to get one from someplace else.
But yeah, even if I'm lazy and do an ultra retarded job of it by using my mouse and working at a resolution that is far bigger than will ever be necessary, I should be able to wack something out that is better than what is there currently
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EDIT: what's really dumb is that I trimmed that texture down, the original 256x256 with the lower half going unused. You'd think you would make better use of the space and have higher detailed fighters instead of specks. And yeah, I'd actually like to do more animated signs if I can find the opportunity to do so easily enough.
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Telos outer structure and planet texture set -- unlikely to change much...
The struts is a large 2048x2048 texture with a decent amount of variation.
There is an issue though, in that other game areas use a different model with differing mesh settings:
That will take some time to resolve, especially as I a custom tex and txi file will look on the crap side.
Music Overhaul?
in Work In Progress
Posted
I think that depends upon how Hassat Hunter did it in script..?
Likely he has overridden specific scripts to achieve his affect, you can do the same with others so that there is no conflict via injecting -- you're modified script runs and when it does, it then calls the original script that you've renamed to something else.