tjsase

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Everything posted by tjsase

  1. I might eventually do a V3 once I figure out how to get the window texture to render over the skyboxes properly. The main difference between V1 and V2 is the increased dynamic range. In V1, the brightest color any skybox could be was 50% gray due to the model's material being dim. Another change of V2 is increased accuracy compared to the game's modules. The only reason I animated hyperspace is because the vanilla animation was broken when I edited the ASCII model file for the skyboxes (restoring that will be V3, though I'll probably need a break to focus on college, hopefully not too long since this semester I hit the ground running)
  2. Version 2.0 has been released! http://deadlystream.com/forum/files/file/931-hd-cockpit-skyboxes/
  3. Peragus is FINALLY close to done! This one took a lot of model extraction and light matching, but it was all worth it. Now I just gotta double-check the other skyboxes and it should be close to done!
  4. Finally sat down and worked out how to edit the models. I redid the UV mapping on all the skyboxes in gmax, so they are all centered and look a tad better (especially Peragus, as there was a huge break on the right side). I was able to export the corrected models using NWMax. At first I tried using Taina's Replacer, but the module wouldn't load, so I ended up copying the corrected UV coordinates directly between the old and new ASCII files before recompiling to binary, and it worked! Originally when you looked at the top of the Dxun skybox, the texture would mirror and show the ground above you
  5. BREAKTHROUGH!! I FINALLY figured out how to make the skyboxes display at their maximum brightness. It was as simple as editing the ASCII of the model and recompiling! I just had to set the self illumination and ambient stats to maximum, and it worked!! Now I can re-render the shots (this time including Peragus) at their original brightness without any extra glow effect, as this will be added in-game. My only concern is editing the model, as it's possible that the M4-78EP does this as well to correct the UV mapping on the M4-78 skybox. Perhaps I can incorporate this into my mod, maybe even correct the UV mappings of the rest of the skyboxes.
  6. tjsase

    HD Canderous Ordo

    Fantastic work!! This is my favorite type of reskin; you certainly know your way around a texture!
  7. Greetings, fellow modders! As I sit at my computer editing various textures in Photoshop, I often discover some interesting techniques for upscaling the KotOR games' low resolution/compressed images, and I hope to share some of my experience here. Some of these techniques might also be accomplished using GIMP or any other image-editing software. Optionally, you may wish to extract the relevant model into a 3D package to preview your various changes. We will begin on T3-M4 to demonstrate the two most useful techniques: edge-redrawing and edge-smearing. Extraction/Setup Edge-Drawing Edge-Smearing Part II has been posted.
  8. Epic lightning! Looking at the first few variants, I can almost smell the ozone, that's how good it looks!
  9. View File Atton - Faithful HD Reskin This is an HD reskin of our favorite smuggler, Atton! The texture for his body is now 2048x2048, and utilizes hand-drawn edges and photographed textures. I consistently checked my work against a 3D model to ensure there were no texture seams. I even added an environment map to allow Atton's buckles/buttons to shine. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the .tga and .txi files into the Override directory of you SWKotOR2 installation folder. THANX Thanks to designm.ag at flickr.com (https://creativecommons.org/licenses/by/2.0/) and texturelib.com. Mod made by tjsase using Adobe Photoshop CS2 and Autodesk Maya 2016 Student Version Submitter tjsase Submitted 07/04/2017 Category Skins TSLRCM Compatible No  
  10. Returning to the modding scene after two years or so

    1. Sith Holocron

      Sith Holocron

      Welcome back!

    2. Mutilator57

      Mutilator57

      Good to have someone so talented return!

    3. jc2

      jc2

      Welcome back!

  11. Version 1.1.1

    1,750 downloads

    This is an HD reskin of our favorite smuggler, Atton! The texture for his body is now 2048x2048, and utilizes hand-drawn edges and photographed textures. I consistently checked my work against a 3D model to ensure there were no texture seams. I even added an environment map to allow Atton's buckles/buttons to shine. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the .tga and .txi files into the Override directory of you SWKotOR2 installation folder. THANX Thanks to designm.ag at flickr.com (https://creativecommons.org/licenses/by/2.0/) and texturelib.com. Mod made by tjsase using Adobe Photoshop CS2 and Autodesk Maya 2016 Student Version
  12. File Name: HD Rusty HK47 File Submitter: tjsase File Submitted: 03 Jul 2017 File Category: Skins TSLRCM Compatible: Yes Here's one of my older mods from the glorious days of kotorfiles DESCRIPTION This mod makes HK-47 have a more realistic and intimidating rustic texture (in HD!). The HK-50 texture was upscaled and rusted, while the non-rusted parts were made shiny via an environment map. Enjoy! INSTRUCTIONS If you have KotOR 1, place the files from K1 into the override folder within the main game folder. If you have KotOR 2: The Sith Lords, run the installation file within K2. BUGS None that I know of. THANX Thanks to Adobe Photoshop 7.0, Kotor Tool, and sharecg.com COPYRIGHT You can use this mod and edit it, but don't redistribute it without crediting me, tjsase. Click here to download this file
  13. tjsase

    HD Rusty HK47

    Version 1.1

    551 downloads

    Here's one of my older mods from the glorious days of kotorfiles DESCRIPTION This mod makes HK-47 have a more realistic and intimidating rustic texture (in HD!). The HK-50 texture was upscaled and rusted, while the non-rusted parts were made shiny via an environment map. Enjoy! INSTRUCTIONS If you have KotOR 1, place the files from K1 into the override folder within the main game folder. If you have KotOR 2: The Sith Lords, run the installation file within K2. BUGS None that I know of. THANX Thanks to Adobe Photoshop 7.0, Kotor Tool, and sharecg.com COPYRIGHT You can use this mod and edit it, but don't redistribute it without crediting me, tjsase.
  14. Well I'm back (hopefully) at KotOR after a long break only to realize I forgot to put the M4-78 cockpit skybox texture in my mod. I also don't have the mod installed at the moment, so does anyone remember the name of that particular texture? Also, anyone have knowledge on modifying lightmaps? The textures I'm working on are dimmed and I can't figure out how to have them display at full brightness. Anywho, I'm hopefully going to update my current mod file to include the M4-78 texture once I find the name, and perhaps after I'll release a 2.0 mod that includes Peragus.
  15. Well this is embarrassing... I forgot to put the M4-78 texture file in the zip folder! Well, as it happens I'm returning to this project, so I'll add it once I do Peragus.
  16. View File TSL HD Cockpit Skyboxes HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me) Submitter tjsase Submitted 10/28/2016 Category Skins TSLRCM Compatible Yes  
  17. Version 3.1

    26,782 downloads

    HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me)
  18. Sorry I haven't been working much on this. I just got a job and returned to school, so things are pretty hectic right now.
  19. My favorite quote is in the signature. May favorite KotOR quote is "ANOTHER interruption. You must not have heard WHO I AM. WASTE another's time, not mine. Someone LESS important." -Gerevik I just love his delivery of that line; hilariously slimy and arrogant.
  20. Welcome to KotOR burger, would you like a Telos combo meal?
  21. My fave is Exile/Atton just for his pickups lines and wisecracks. A close second is Exile/Handmaiden, it's a very mature and thought out relationship.
  22. Just added grass to Dxun. Re-rendered what I have so far according to my calculations (using a grid texture for Dxun's skybox). If anyone's interested, here are some specs to get correct and distortion free cockpit skyboxes: -Render 5461x5522 with Mental Ray latlong lens (spherical lens, minimal distortion when cropped) -Offset down 93px -Crop to 4096x1024 For higher or lower resolutions, multiply or divide all of the above numbers by a binary number (2, 4, 8, 16, etc.) The texture has a horizontal FOV of 240 degrees and a vertical FOV of 33.38 degrees Due to lightmaps (I think), the textures are at 50% brightness. The following steps compensate for reduced brightness: Simulate in-game glow: -Duplicate layer, turn gamma down as far as it goes -Use motion blur (horizontal blur length = vertical blur length x 2.022; bur two passes for each direction) -Set blending to "Screen" -Flatten Brightness compensation: -Gamma 1.5 -Saturation 25 To place the texture into KotOR II, put in into the GROUPED cockpit skybox textures (two of them, 4 skyboxes each). The textures are EBO_Sky01.tpc and EBO_Sky02.tpc. Soon I will do the Telos Citidel Station skybox, and maybe Peragus. Is there a way to look out of the Ebon Hawk cockpit while docked at the Telos academy? Come to think of it, do you even see an inch of the Peragus hanger outside of the ship?
  23. How would I go about activating the Exile/Atton romance? I've seen it online but couldn't find a way to play it during my first Female/Lightside campaign.
  24. Who's up for some Dxun? Sure, I might release the files as a modder's resource. The OBJs would just contain the models, though. I'd also release the scene files, but those are for Maya only. I think FBX can go into 3DsMax, so I'll look into that.