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Everything posted by Jorak Uln
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You are using subfolders arent you? This is generally a bad idea; try if moving your textures directly in Override folder solves the issue.
- 11 replies
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- photoshop
- kotor tool
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@DP: regarding the envmaps earlier in this thread i found out a trick lately. Basically you can use ANY jpg/png etc. picture as envmap. The important part is, when - lets say - looking at Sapiens Cubemaps; they all have a .txi file with the entry "cube 1" added. E.g. the Baremetal.tga also got a baremetal.txi. But when you now delete the baremetal.txi, and only use the baremetal.tga, Kotor/TSL doesnt recognise it as cubemap while it acts like one ingame - and it works wonders with shiny surfaces. In general less contrast between the different colors in the picture is better to get a matte shine, by adding a bit gaussian blur to the picture. What you might wanna try out is to make the dirt, screws areas non-reflective on the Triumvirate armor for further fidelity. Other than that, im really hyped for your project - it would be totally awesome to see more of not only the Kotor armors but some of the other iconic armors & jedi robes replacing the outdated vanilla K1/TSL ones.
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- 33 comments
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- mass effect
- overhaul
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Hi, during the work on my texture overhaul for Kotor 2 i tried a lot of times to get the PER_Cpanel texture to look better but no matter what i do, it always ends being messed up. Its the black control panel seen in following screenshots and is used for several location throughout the game (Telos, Nar Shaddaa etc.): texture: panels ingame: Conventional texturing gets me nowhere however, so i want to make a request: Could someone map different textures to the various parts of the model where those black panels are seen? It means a lot if s.o. would be able to do that.
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I havent played through Kotor Steam version yet - though never encountered Peragus fps drop on other versions - but as a modder i can tell you: The Steam version is NOT a better, remastered v. by any means. It actually has more bugs than the original version, Fog bug, cubemap bug, no shiny surfaces and overall significantly worse mod support. I only can encourage you to never use the steam version but the gog/original one instead, if you intend to make out the most of your Kotor experience.
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There might be a new K2 texture Overhaul after all
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Glad you guys like it!
@Sam Fisher: If everthing goes as planned, it will cover the whole game.
- Show next comments 21 more
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I've done a lot of texturing in the past few years and i know how abysmal the texturing choices in TSL are. Obsidian just clustered the same textures over at places where they don't even make sense - out of pure laziness. Luckily, there is an antidote against this - hex editing. I'm planning to do a last big tex overhaul for TSL and am using this technique to getting rid of those which is tedious sometimes but effective. Another pain in the ass is that TSL Steam version - it doesn't support cubemaps currently. Almost all shiny/glowing surfaces are not supported and that takes away a huge chunk of visual fidelity. I can only encourage you to use anything but the Steam version. To fix the texturing for you, you might want to take a look at my new TSL overhaul once its done, probably Q3-Q4 2018.
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Wow, great find SH! looks like i still have to recreate the symbols myself for now, but in terms of animated computer display panels this is a great ressource to work with in Kotor 2. If you find any other panel tex (e.g. also Ep 1-3) by chance, im more than happy to work with it.
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I feel it would be cool to spice up Iziz a bit and can be used for a more gritty version at Nar Shaddaa as well..
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Hi fellow modders, i really like the medieval style mix with futuristic tec - as seen in the Casino Planet Canto Bight from Ep 8: Does anyone know which font are those glowing symbols on the wall are?
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Thanks! However, ive installed the fog fix update (according to Xuuls tutorial here: )but the issue still remains - some textures (walls, doors) recognise the cubemap and are shiny, but especially the peragus tex remains black.
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I'm not familiar with these - you know, 3d modeling, scripting is not really my cup of tea.. So what do you mean? (How) is it possible to enable those shaders/ make cubemaps work again for TSL steam?
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Hi you all, ive been absent from modding for a very long time now - mainly due to a huge amount of work and a significant lack of time. Dont know if its possible for me to get it done, but i still have a ton of half finished textures and just want to release that Kotor 2 Overhaul not too far in the future. One major obstacle is that d*** Steam version of K2 - they seem to have cut off all CM Cubemaps from the game and thus no shine can be added via .txi. To fix this is very important to ensure the same visual quality on the steam version. I just saw Malkiors post in the transparency issue thread here: http://deadlystream....?hl=transparent and i wonder if thats a .2da issue - e.g. i made some parts of the PER_Tr02 texture transparent, assigned a Cubemap via .txi and it looks simply solid - no shine at all ingame: Interestingly, it looks transparent without cubemap - it seems, the cubemap was recognised somehow, but without shine effect. Further, the mining droids do appear shiny, so the effect is disabled for regular textures like floors & walls somehow. Does anyone have an idea what causes that - and probably how to fix it?