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Everything posted by Jorak Uln
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Yeah, the effect is quite subtle, but its still a cool thing to have especially when getting fine structures on walls/floors etc. visible that wouldnt be possible otherwise... One thing i noticed - somehow, the texture rename doesnt seem to work with 1.0.104B. At least after renaming/saving as binary mdl the walls are still using the vanilla nomenclature.
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the 1.0.104B version worked! Thanks a lot! Hope its stable/realiable enough though, since i'll have to edit a ton of files & rename textures for better performance as well....
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Somehow didnt find the 1.0.104 version, only the 1.03 from bead-v, so i tried with this one: I dropped the m28aa_01a.mdl & m28aa_01a.mdx from Kotor Tool into Override, loaded the m28aa_01a.mdl into MDLedit and ticked the box for LMA_floor01s. Then i saved the file as "binary" and overwrote the existing MDL in Override Folder. But now that happens: (the bumpmap is not visible and somehow all those tex went invisible...)
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The problem doesnt seem to be the bumpmap itself - > for example textures which model has a bumpmp assigned in vanilla already , work fine (also with the bumpshiny etc commands in the txi) e.g. LMA_floor03BMP works with the custom map: The issue seems to be textures, which dont have a vanilla bumpmap assigned by default like LMA_floor01s. @DarthParametricmentioned here that the model needs to be edited for the game to recognise the bumpmap in this case. But ive never used MDLedit v 1.0.9 Beta before, so i dont know how to do this..
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Hi, need a bit help here - basically im trying to assign a custom bumpmap to the game, but it doesnt apply to the texture: for example, when i add the needed txi files to Manaan Hraekert rift groundtexture LMA_ floor01s the bumpmap is not recognised (floor tex = transparent for now to see the bumpmap clearly) So ive downloaded MDLedit v 1.0.9 Beta to edit the model, but ive zero experience with it. the tga & txi structure in override looks like this: LMA_ floor01s.tga LMA_ floor01s.txi ( envmaptexture wateralpha bumpyshinytexture CM_asith bumpmaptexture LMA_floor01sB ) LMA_ floor01sB.tga LMA_ floor01sB.txi ( envmaptexture wateralpha isbumpmap 1 bumpmapscaling 2 ) Im glad for any help you could give me on this!
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Actually im getting differences also at very small Levels like the Ebon Hawk where i have that glow at one spot and almost in the exact same position (like 1 step to the side) theres no light at all. Since the Hawk is such a tiny hub is it for sure the max lights limit is reached? As suggested before, could it be some issue with the lightmaps?
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@DarthParametric: Do you know by chance what causes the lighting bug described earlier? (Ambient light is not always displayed on the same texture)
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Yes absolutely. Great work so far with the model, its definitely much better than vanilla, i know that the planes are still a bit visible, but thats due to the engines limitation. Btw, i tried out your testfile, and thats what i found out: I noticed that you use dont use a separate set of textures for the dark purple "core" model but the normal purple Lightsaber + the purple core model. (That way both lightsabers use the same textures). I think, its better if you dont use shared textures, but give the dark core ls their own set of textures. Now, i tried to recreate some SWTOR sabers, and so far it works great for the bright colored sabers (below just some quick takes on the sabers) Green empeth SWTOR: https://swtorista.com/crystals/green-empeth front view in Kotor always seems to be brighter: Those bright LS are covered well now. However, the dark colors are still not working yet - > Kotor planes seem to display dark colors transparent: simple dark core sabers are possible thanks to your core model, but when creating more special sabers like this one here- the red & dark areas are displayed semi-transparent: Would it be possible to somehow create that dark frame around the core (or even the whole blade being a flat plane that moves when you turn the camera)?
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Do you have a file with those black core sabers to test it out ingame? That would make it easier to see if/how much motion blur is needed. About SWTOR - i think they do use motion blur, at least for the special sabers (personally, i think its way too much, Kotor blur amount is much better)
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the spiky LS tip is typical for SWTOR - very cool stuff.
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I think the most important part of the mod is to fix this right: So, - at least in my mind- you definitely should go for 3d - on the long run it would be the best choice, since it not only fixes this bug, but makes other things possible like darker (black) cores like in SWTOR etc.
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Eh, i meant: animated rain in your custom skybox...
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Yes, youre right - tested it again, and it doesnt seem to be the texture colors that are not reflective but sth. else, probably the lightmaps... same texture, slightly different location: about the settings - i dont know, but you could try to set the priority to max (dont know if 1 or 10 for example is the maximum) further, you might test set ambient =1 and disable dynamic type=0 but im just guessing here..
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cant see it clearly on the screen, but do you have rainfall included? Now, animated rain would be awesome😀
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Thanks! Its good to see that you actively doing things to improve this game- its often those subtle additions that have such a great impact to the game - i totally believe that its possible to shrug off the "rust" of this old engine to the point you cant believe the difference... About the mod: another thing i noticed - 1) when youre getting too close to a wall, then the shine is off: on: off (look at the bottom dark wall texture) 2) regarding your Malachor texture: it seems on textures which dont contain any similar color (in this case green) -> no shimmer is visible. (probably you could try sth. like r 0.1 g 1.0 b 0.1 to see if it has any effect ) 3) sometimes i noticed that the shimmer is not constantly shown, e.g. when running
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first of all, congratz to the fantastic mod, didnt knew it was possible btw! In polished state it will be a must have addition to the game! Tested your blade tex, it looks very good in dark areas, but in daylight it somehow reacts with different intensity to the textures - apparently at those tex with more red color the blade shimmer ist most intense, and on white surfaces you dont see the shine that much though: is there any way to correct it? (probably mix other colors to it, so that the shine still appears red, but reacts to any kind of environment?) That said, amazing work so far, keep it up!
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Thanks! Still wish i could get those Onderon clouds more in this direction however:
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some new skyboxes for Onderon & Dantooine:
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if you take a look at the pictures above the pink variant, they are already done in the beige-blue-gold color scheme; the pink pillars are optional - as a reminder of the original. I tried different variants for those, and while dark beige fits the scene better, its probably not enough to create a contrast to those dominant pastell colors. However, since i'll make the sky in pastell red/blue as well, the question remains, what would be the best color for the pillars to setup this contrast and also fit to those blue roofs?
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Those ice walls will be included, definitely. ------------ You guys certainly remember that ugly, flat Onderon Backdrop here: As you immediately see, its 2D which really breaks the immersion here, and the only way to make it 3D would be to place a real 3D model which probably has the Skybox getting in the way. The solution? Goes really quick with VUE, just rendered the scene in 8K and downscaled it to 2K to avoid artifacts when making the background transparent (ignore the Sky for now): For purists, here a red variant:
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And theres all too clear evidence of that environment impact too when you take a look at the textures in Kotor Tool. The technology simply wasnt ready back then to display it. Btw, are you still working with Vue? Sensational piece of tech indeed! And easy to use - this time tried sth. different for the Outside:
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Thanks. That's what I meant about variety actually, to have a wide range of climatic zones & architectonic variety at your disposal - to actually feel the location you're in through the environment itself and not just the game's storytelling. And that's also one of the elements that makes the movies fascinating in their own way.
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Probably something in between- but a master of the force nevertheless..
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Hehe. Didnt recall that phrase from Kreia. Guess the last playthrough was just too long ago. On the other hand it was more a reaction statement from Atton and not an insult in particular; but who am i to say, when we can just critizise & then pretend it doesnt matter? Edit: Those robes should be made out of cotton, but Atris is a Jedi (Grand)master, right?
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Yeah, they're a bit difficult to spot, you see them slightly at both ends of the door (floor is the same tex) & they shimmer only slightly when moving the cam. Best if i send you the files to see them directly. Read carefully. Atton wonders, why and where he's locked up - and Kreia answers that its a Jedi-Training ground. (That clarifies also the dialogue refers to the Cell-location, not the surface outside). Now, the decisive moment comes next - Attons reaction. Usually, when youre at a common Place with common temperatures and nothing else out of the ordinary, you will react normally as well. But Atton reacts shocked as if he couldnt believe that someone could train anyone in that ice hole under such harsh climatic conditions. And since its an immediate reaction (with no reaction time - Kotor shows ulterior motives otherwise) its also clear that its an honest reaction.