Jorak Uln

Members
  • Content Count

    710
  • Joined

  • Last visited

  • Days Won

    61

Posts posted by Jorak Uln


  1. Hello there, 

    when texturing the Onderon Western Square/Market place one thing stands out: every building is using the same 2 -3 textures. 

    I'd like to get rid of that by assigning different instances for each building - usually, this was possible by renaming each instance (e.g. LEH_wall01 -> JEH_wall01, JEH_wall1a  etc.) in a Hex Editor, however, at Onderon it isnt possible. Theres mostly only one texture instance to be found in the mdl. 

    Now, i'd like to know - is there a way to assign more instances to each of those buildings?

    Example:

    when editing the 512ondd.mdl theres only one instance of OND_wl05 and it covers the whole area: 

    texture:

    JND_wl05_1.jpg.9a3ea93516b6da3f26d3b043273910d4.jpg

    hex edited area:

    K2_00125_1.thumb.jpg.ef7a84b5ae5f8f17276f666398a26019.jpg

    K2_00126_1.thumb.jpg.dd538dbb910a54d83a4efdf8be656fb3.jpg

    K2_00127_1.thumb.jpg.56d851cb82823892012096f4c87021b2.jpg

    Do you guys know how to fix this? 


  2. 2 hours ago, seedhartha said:

    Regarding real-time combat: it is going to be tricky due to how KotOR systems (e.g. d20 and animations) are orchestrated for turn-based combat: feats, Force Powers, damage calculation - everything is tied to these 3-second combat rounds. We're looking at some major balance-breaking changes, unless we find a good enough compromise (any ideas?).

    well, the  easiest solution that comes to my mind is: 

    - the Aurora based Neverwinter Nights had a feature called "automatic quicken spell" that allowed the player to attack every round - in combination with using hotkeys for the spells it was a much faster paced experience. 

    And as you might know, in Kotor we also can use Spells via Hotkeys e.g. 4 = supportive Powers like heal, R = standard attack, 3= currently selected offensive Force power...

    If its possible to assign all available force powers to hotkeys in a separate menu, enabling every round attack and shorten the time for every round to <3sec.   should give a more satisfying feel to combat already.

    --------

    That said, nothing comes close to actual real time combat though. Honestly, if managable, that would be perfect. For balancing, i think Jedi Knight might be a good reference - in general, blaster bolts & lightsaber should be deadly, like 1 hit kill. With the games progression, in later stages  (jedi master lvl) you should be able to block most blasters easily. 

    Lightsaber fight would be very interesting if every strike is blocked/ dodged.

    -If the saber is blocked, fight goes on until either Combatant is hit e.g. with critical strike which kills him on the spot. (if relevant stats STR & DEX are similar ).

    -If the saber is dodged, theres a good chance for a counter that kills the opponent immediately (high chance to dodge if STR & DEX are much higher)

    However , if your opponent is much stronger than you, you are overpowered & will die from the first  hits & vice versa (if relevant stats STR & DEX are much higher).

    About balancing this, i tried out a very similar existing mod once,  "the super enhanced mod" with on hit kill blasters & Lightsabers, with no other mods installed, where i got 1 shotted from Peragus Mining Droids, but as the game progressed the character development felt very balanced & rewarding with everything else stayed vanilla.  (the Defence bonus from Handmaiden felt huge and the moment you got the lightsaber was incredibly relieving, also things like stims or grenades suddenly becoming essential). 

    So, with weapon stats like in the SEM the game & everything set to realtime the game  should be already quite balanced i think, quite sure there are mostly minor tweaks to be necessary afterwards.

     

    EDIT: btw, sent you a PM.

     


  3. On 4/21/2021 at 5:39 PM, seedhartha said:

    Made a poll on /r/kotor regarding the future on reone. Feel free to chime in.

    As good as various options e.g. day-night cycle etc. are, personally, i think improving Graphics & Controls/real time combat sounds best.  Perhaps even with a freely movable camera instead of WASD?


  4. 26 minutes ago, DarthParametric said:

    I'd guess it's the fact that that particular mesh (or meshes) has the dirt flag enabled. You'd need to edit the model/s to change it, but you need to flip some of the UVs anyway judging by your first pic.

    That sounds good, but honestly ive no idea how to pull that off..


  5. Im trying to retexture Nar Shaddaa's Main area, the Landing Platform, but when adding lights to the NAR_fl08 they look totally dim.  They are cubemap based  for extra brightness;  this worked always so far, but not with NAR_fl08 somehow.  I did try Txi commands "blending additive & blending punchthrough" with the same result. 

    At the screenshots you see other cubemap based "lights" textures, which are illuminated correctly for comparison. 

    Do you guys have an idea what causes this & help me out? Any ideas are greatly appreciated!

    K2_00092_1.thumb.png.8bd5d891b46b739f33a51ea34c7f387e.png

    K2_00091_1.thumb.png.b5262c4d04e4f4ac590c1dd094070846.png 

    • Like 1

  6. 16 hours ago, Crazy34 said:

    Hey quick question for the last category of areas like the Hawk, Malachor etc.

    Do you already have artistic sources from the movies as a guide to recreate them?

    Also will this fantastic pack include skyboxes and hull textures for the harbinger and hawk?

    Im still searching. Even if theres a strong resemblance with the Falcon from the outside, i think the interior needs its own identity here.

    Im not yet clear on how it will look, so im open for suggestions too.

    Malachor should be just pure evil looking, i think Exegol would be a good reference. 

    About Skyboxes: Kexikus v2 are very much recommended & compatible; although there need to be adjustments ( most noticably for Onderon, Nar Shaddaa).

    So i think at least for Nar Shaddaa i'll have to create a new one - in my view it just needs that glittering skyline flooded with a myriad of adboards & lights.

    Since creating those will be very time consuming, i'll concentrate on releasing a finished product without the skyboxes for now.

    • Like 2
    • Thanks 1

  7. 23 hours ago, LordMerek said:

    The fact that you're still working on this all these years later shows some serious commitment and a dedicated work ethic. Can't wait for the 2030 release!

    Thanks. But dont worry, the release will certainly not around 2030 ^^

    It all depends how well the material & design choices gel with each other and how quick i can find adequate design references in given SW movies etc.

     

    • Like 3

  8. On 3/2/2021 at 1:52 AM, MotleyNerd said:

    Just looking through all of this. I have some the Harbinger and Telos overhauls installed. These improvements, these textures are downright sexy. Absolutely incredible. I'm excited to see this live while playing the game, as screenshots and game footage rarely do the real finished product any justice.

    I know there's likely no timetable on when this will be finished, but could you give an update on just how much is left to do?

    I can't wait to see Malachor. I hope it's truly terrifying. Also curious as to how Duxn is gonna look.

    Keep up the good work!

    Thanks! 

    i can safely say that the reworked areas / textures for this newest overhaul will be unlike anything i did before. The heightmaps have a ton more detail, the shine is directly linked to the texture noise itself , thus way more natural and overall the tex designs are much more linked to the movies than games for more realism. 

    This, and the splitting of planets into different areas visually makes it a very large project. 

    Current status for K2:

    Harbinger tex = done, but K2 has a nasty bug with a low res overlay that needs to be solved.

    Beta: Peragus, Korriban, Dantooine, Ravager (only minor tweaks)

    Alpha: Telos, Onderon, Nar Shaddaa, Goto  (still some work ahead, but nothing major)

    To be done: Ebon Hawk, Malachor, Dxun, M4-78 (major work to do)

     

    • Like 5

  9. 3 hours ago, seedhartha said:

    I wouldn't bother making another video of this, but here's some screenshots to give you an idea:

    I really like how different the surfaces are reacting to the light, especially the diffuse Lightspots on the Hawk  as well as those on Dantooine are spot -on!

    However, in the following picture the cyan lightspot at the ceiling looks a bit out of place. Its a bit confusing since you have a white light directly below.  So is that dynamic  lighting process automatic or could you tweak them and adjust the color a bit?

    Light.jpg.303129b56c91e1905c7630f156628053.jpg


  10. On 2/23/2021 at 6:39 PM, Magnetiicz said:

    Looking good the main feature i always wanted was working normal maps for all textures and models.

    With this mod, normal maps will be the least of your concerns, there is much more possible like AO, infinite grass distance, YES: Custom REAL Time Combatbetter performance and more, as Seedhartha assured me. Also the games functionalities will be the same as before, that means mods should work as usual.

    To illustrate the capablities of this baby i did some comparison screenshots from the PBR HDR vid above: 

    Before:

    1158407619_1before.thumb.png.8d2e74f57fe9b5f542aa463e4dfd65d0.png

    After:

    1690891688_1after.thumb.png.25e4a846058fad3a2715c6cc0355e3cf.png

    Before:

    1843421106_2before.thumb.png.bf4bcb3503dd658744ceff09f68cb9bd.png

    Here the benefits of dynamic lighting are well visible, as you see. the illuminated spots at the floor are colored differently due to its unique lightsources in realtime:

    558682964_2after.thumb.png.10eff069e1505eec93c9b011a8943f94.png

    Before:

    1998849749_3before.thumb.png.8510cf3cea285ac70caa9c88452b4c15.png

    After: the scene isnt always that dark depending on the incoming light:

    844249105_3after.thumb.png.7b947820864458602ba17c0eb04ac7c3.png

    Before:

    897794090_4before.thumb.png.60c287f58c81dcdeb7d03211001b4379.png

    After:        And now my favorite ones - note, how much more it feels like Star Wars with those ground reflections:

    711809296_4after.thumb.png.72aff380cf8707794c5d381de14eb189.png

    493928344_5after.thumb.png.c9eb9836daf330d6fe03e640db89eab6.png

    383889636_7after.thumb.png.601c81911616b3ec23ce09ebf4dcaf32.png

    1520360456_8after.thumb.png.141d60efb92baae1df3068b858f1bf25.png

    719189913_9after.thumb.png.d23973590c9a7cbae66945aca6f86edd.png 

    Btw, these are vanilla textures, that means the look can be further improved dramatically by quality texture mods.

    • Like 1
    • Thanks 1

  11. 20 minutes ago, seedhartha said:

    Being able to play the entire game on a modern engine is kind of the whole point 🙂 Since this is essentially a one man project, I cannot promise to make an exact replica in terms of functionality, but it should be resonably close.

    Mod support is going to be hit-and-miss, but as a rule of thumb, most of them should work out of the box, as long as they add or modify vanilla assets, and do not fiddle with stuff on a lower level.

    That sounds great 😀

    What about performance? When i added a lot of cubemap effects & animated textures to my Project its a real hussle even with MDL tweaks to get reasonable fluid FPS..

    So out of curiosity, how will the game perform in the new engine? Are there tweaks e.g to increase VRAM  usage etc.?

    Also, when giving e.g. Dantooine a facelift, the vanilla grass distance is horribly low. Is it possible now to  increase that distance?

    Anyway, keep up the fantastic work!

     


  12. @seedhartha Wow this is unbelievable! 

    Especially the PBR/HDR effects are truly impressive - those lights reflecting on the ground are giving tons of SW vibes: 

    Reone PBR +HDR

    Im not familiar how this  works exactly, but is  it  possible to play the game entirely in this engine (later)? And what about advanced texturing mods, which change the nomenclature to create more instances (e.g. TEL_wl01 -> JEL_wl01 etc. ) will  they work with this as well? 

     


  13. 14 minutes ago, Crazy34 said:

    Until the permission question is settled, I just go ahead and say that the K1 version of the mod is also on the way and working.

    Here I think the lightning works even better, I don't know what's wrong in TSL.

    @Jorak Uln So if you want to test your new Kotor or TSL textures with these sabers just let me know and I pm you them.

    The red saber is actually Malak's long blade saber which also works with the new environmental light and the new blade models.

    Stay safe!

    Its working for K1 without weird bugs with the lighting?  If so, thats a good start solving the issue finally. 

    Currently, i've only K2 installed, somehow the GOG account was deleted... but i can test it on TSL of course. So is the file in the PM the latest version? 

    • Like 1

  14. 18 hours ago, ilego1 said:

    @Jorak Uln I didn’t notice that much of a difference but I will say I do have the disk version as well (since I am doing this right after beating standard version on mobile) I thank everyone for warning me of the issues regarding steam workshop textures. So once I beat the game (first time playing TSLRCM; third time playing total) on steam I will switch to purely disk version. My only remaining question is if I have a mod that makes it so I can romance the handmaiden but does it via a .dlg file (no TSL Patcher) is it possible to merge the two dialogue files or If I delete the .dlg file from TSLRCM would that cause issues?

    Not much difference? Have you opened them in full size & wait until they loaded completely? In motion /ingame, the effect is even more prominent.  And the issues i meant were not regarding Steam Workshop but Steam Kotor 2 itself. So if you already own the Disk Version- why not just install it instead? The only tool you need to get the proper Screen resolution afterwards is "Flawless Widescreen". 

    Works for both games. 


  15. 2 hours ago, ilego1 said:

    @M3ales @Hassat Hunter @Kexikus

    @DarthParametric Since no one replied to my own thread I have a question about what I do regarding texture mods; which ones should I install? Also what do I do with non TSLpatcher mods?

    Welcome ilego1, 

    i completely agree that the vanilla textures need improvement badly; but trust me, you wont do yourself a favor by using Steam Kotor /Steam Workshop for improving graphics. By doing textures myself i know the limitations quite well and at the end of the day the GOG Version (and the old Retail version) is by far  the best one for graphics mods (works also for 4k). 

    In this thread you may want to check out the comparison screenshots.

    Installing texture mods is quite simple  - mostly you just need to drag & drop them into your Kotor\Override folder.


  16. 49 minutes ago, LoneWanderer said:

    Could there be the same root of the problems with textures and lightsaber models hilts? If I remember correctly, the steam version crashes if the vertex buffer line in the .ini file looks like "Disable Vertex Buffer Objects=1". So, in steam version, there are no spaces between the words: "DisableVertexBufferObjects=1", but this leads to problems with some textures.

    Or maybe this is related to fog bug introduced in Aspyr patch? Fog and Speed Blur Fix for the 2016 TSL patch

     

    tried that Disable Vertex Buffer Objects=1 as well as disabling it. Also set the resolution in the ini manually. Both did not change anything. 

    I know that "fog bug" fix already, tried that as well.

    You know, its not only the fact, that reflections (=cubemaps) are not displayed in full resolution, the worst issue is they are often not displayed at all or at a very narrow angle - e.g. when you turn a bit to the side, they disappear and the texture looks completely dull. 

    At those reflective spots it appears that the resolution is like  2 times lower.

    It almost seems that the engine has been crippled with too many restrictions, that are not fixable by simple ini tweaks and such.

     


  17. 29 minutes ago, Vabulletizer said:

    I made a small comparison of leagacy pc version with aspyre version, I don't see much difference in the quality of textures, but, I noticed that in the legacy version, lighting interacts with surfaces in a different way. May be gog version have more differences.

    I dont know the legacy / aspyre version - are they both steam? But the Gog V. is the best one i know currently & bugfree, too.  


  18. 6 hours ago, Samriel said:

    Did you try to configure the resolution in the options menu? Perhaps somehow it was set to very low.

    That said as some already said above GOG is likely the best bet to have the best experience.

    I wonder how Steam ended up messing so hard...

    No everytjing was set to max at 3440x1440p.

    5 hours ago, 1Leonard said:

    Can we get some comparison screenshots?

    Now I'm curious!

    Yeah, here you go: 

    all Steam settings to max: no other mods, reshade etc. installed BOTH Versions are set to 3440x1440p:

    (im using the Steam K2 Version from 2020 & Gog ver. from 2020)

    settings_1.thumb.jpg.f3612bb879ba4e6c50346d4c508b9d23.jpg

    Steam  floor completely dull:

    1_1.thumb.png.4c9d18df07d8e79714fbb2da103218cd.png

    Gog  shimmering floor as it should be: 

    1_1.thumb.png.f79b3e3151a36952e0abf559f2c512bc.png

    Steam  Door:

    3_1.thumb.png.1877ae301de8839f0ea216144eaa5774.png

    Gog  Door - crisp, high resolution:

    3_1.thumb.png.cac55bba6da68bdb9dd90d7305a8b56d.png

    Steam Door close-up, blurry:

    4_1.thumb.png.6f04fe3f50a2536cd8a169592a54bff9.png

    Gog Door close-up, crisp:

    4_1.thumb.png.c0271659df6d3074d5e6fede1eee772a.png

    Steam Medic room:

    5_1.thumb.png.55c1e29600cc3d6333ac3c6e3f0de86e.png

    Gog medic room: 

    5_1.thumb.png.be18817986e0f977cc2fac592448b768.png

    imageproxy.php?img=&key=dba823a22405d2caimageproxy.php?img=&key=dba823a22405d2caSteam Wall - dull, blurry:

    6_1.thumb.png.e01182a72b3da1f192f6721ed3acb59f.png

    Gog Wall:

    6_1.thumb.png.f07d243382cfc5c89d76a3b80f86940f.png

    Steam panel - look, how blurry the  displays are - though much more obvious  ingame:

    7_1.thumb.png.ef4a41aa44a083c727f0ae52155c393a.png

    Gog Panel: even from further distance displays look crisp:

    7_1.thumb.png.1eb849614a22a9fd5de42adb82010d45.png

     

    As you see, the differences are huge! Even more obvious when ingame.

     

    • Like 2

  19. 33 minutes ago, Vabulletizer said:

    @Jorak Uln In which location will difference in graphics between Gog and Steam versions be better visible?

    Basically in the whole game - every planet.  The tricky thing is, in vanilla game you dont realize the difference, but it becomes obvious, when you are using quality texture Overhauls. 

    For example, as you know, im using very high res Textures for rocks, floors etc - all the super crisp details on the surfaces are gone/blurry, also subtle shiny metallic textures are completely matte & dull looking. Lastly, bright lights in dark areas for high contrast are not displayed/ pitch black.

    • Light Side Points 1

  20. 1 minute ago, Vabulletizer said:

    @Jorak Uln My main library of games is on steam, and I'm already used to playing on a gamepad in 4k ...

    i also have quite some games on steam, and i understand its seems comfortable - but believe me, the 2160p resolution is not native 4k - its downscaled even if the menu says otherwise. 

    Btw, its possible to get native 4k at GOG without issues - just use "Flawless Widescreen" and change the resolution in the .ini as well.