VarsityPuppet

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Everything posted by VarsityPuppet

  1. GOG is good. Don't need it running like on Steam.
  2. Makes sense but why does the sky look so grainy? Not like, pixely-grainy but film-grainy
  3. I just got to school, and now I need to change my pants, dammit!
  4. See this is something I would contest. Sure, it makes sense for compatibility, but I'm not sure I'd agree with coupling together bits of unrelated code. More on this later though. Theoretically, it should not be hard to add another field to a git file, or any of the necessary structures to accomplish whatever you're doing. Once we start tightly coupling scripts, we're asking for trouble.
  5. This is an issue that has come to the forefront of my mind recently, as new techniques have surfaced for increasing the overall experience of the game. Taking a card from the programmer's practices, I'd like to hopefully lay down some standards for modding to increase consistency across mods. This will hopefully help with easing compatibility between mods as new releases show up in the downloads section. I'm posting in here to gather input from the community as to what the best practices might be, though again, these ARE suggestions and we certainly can't force anyone to follow these practices. This would also be a good place to rehash our stance on porting, using others' assets and copyright issues. These are my initial thoughts on standards. 1. Override Subfolders I feel like there should be some subdivision of mod assets in the override. Either by asset or by mod, though I would be inclined to discourage by mod, because that introduces potential for increased incompatibility. By adding subfolders, we help organize installation files and add some ease of access to specific files that may need editing. The downside is of course that K1 doesn't support override subfolders. An alternative to this then is applying naming standards to new mod files, but when most of the files being edited are vanilla and can't be edited, this is sort of a moot point. Ultimately, I'm fine with using subfolders for K2, but not K1, since they are not supported, but it might be better to have the standards the same for both games. 2. Texture Formats If you aren't aware, the Bioware DDS conversion tool has been released in the downloads section. It works great and really helps increase performance for massive reskins. However, converting existing mods is a bit of a mixed bag. Textures must have dimensions of a power of 2, must NOT have any compression applied and must have normal orientation. It's not much of a pain to ensure these while exporting textures, and not too much trouble to convert, but every once in awhile you'll get that random texture that's not within those standards and it won't convert correctly. I would even go as far to recommend including the textures in dds format in the mod. I can't imagine too many people will want to edit textures that go in the override, but if they do, I'm pretty sure there's a tool that will convert to tga for those people. 3. When to use scripts I know sometimes it's easier to add a script to spawn a random container somewhere in a module, but in terms of compatibility, scripts are the biggest problem area. If possible, avoid using scripts, add it to the git instead. It probably doesn't make sense to enforce this standard until we have a good way to merge git files (though, I think TSLPatcher is able to do this, but we'd probably need to cover TSLPatcher a little better in tutorials). We also shouldn't be using scripts too heavily to alter global game behavior, but I don't know if I would contest this much because the use case for this is pretty limited. 4. TSLRCM Compatibility I think this seems pretty obvious, but at this point, mods should made with TSLRCM compatibility in mind. There are few who still make mods without consideration for TSLRCM, which is completely fine but certainly cuts down on their downloads. It shouldn’t have to be up to the user to ensure compatibility, nor to some other modder. That’s all I’ve got for now. Don’t mean to step on people’s toes, and a lot of this is up for debate, so please, any input is welcome and encouraged.
  6. Definitely like the second for KOTOR 1. The first version would suit TSL, perhaps a bit cloudier even.
  7. Excellent! I will be using these textures in TSL as well.
  8. By consistency, of course detail, but I meant consistency in landscape as well. Can still be portrayed differently in both games, as the worlds have changed. But I do understand there is an artistic aspect to these textures, I wouldn't want to force either of you to compromise your version of the skyboxes. Modding = variety, after all
  9. Actually, some consistency between the two versions of the planets in both games (Dantooine, Korriban) would be pretty neat. Just sayin' Not implying anything
  10. And uh.. are you gonna make k2 versions? or maybe help Malkior render out his skyboxes? This is just.. beautiful!
  11. Holy... cow... What's the res on the skybox textures again?
  12. To be honest, I feel like the fog values could really use a good fixing throughout both games. I know it's used to sort of hide issued caused by render distance, but I feel like it could be used more effectively in some cases.
  13. My days of armor reskins are probably over, but holy crap I love this idea. I think the main person we need input from would be 90SK
  14. Also somewhat related, android Kotor is $2.99 for May the 4th sale. A small expense for the ability to play around with the assets. Would be awesome if we could include PC mods in a build that has controller suppprt.
  15. Screenshots will probably help. I don't honestly see why increasing the resolution of a texture will matter after a certain point.
  16. Got me the Kotor 2 so I can play without a disc. Anyone want to point me to the K2 GOG on Mac tutorial? (I'm lazy)
  17. "Now I'm no artist or anything" Humble brag if ever I saw one I sketched out my Exile Character from a playthrough around 2007. Was pretty decent. Two cyan sabers, white robes, good times.
  18. Chewie didn't look particularly old to me. Other than that, I'm excited for it, but this trailer didn't get me particularly excited. Maybe it's all the Marvel promotion that's going on right now.
  19. Gotcha lol Yeah, if they don't have textures that are PO2, then they won't even convert. I'm wondering if rectangular shapes with PO2 (example, 64x512) look fine? I didn't check real closely, but I think they converted, not sure how they're displaying in-game though.
  20. You shouldn't have to change from 1024 to 4096, like, at all. Any textures that are non-powers of 2 you would have to convert, but if it already is PO2, there's no need to upscale at all.