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Everything posted by Kexikus
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Not a lot as I never worked with creating new modules. I know that missing textures don't matter while missing models crash the game (maybe not always though). The game stores the .txi information inside its textures, that is, in the .tpc as ebmar mentioned. It's only when using the converted .tga files that you need the extra .txi file to keep this information. I'm not 100% sure about how KotOR Tool handles txi information when doing batch extraction (as I assume you did that). I know that it shows the txi information when you use it to open (not extract!) a texture. And since the batch extraction gives you .tpcs IIRC, the information should also still be there. But depending on how you continued from there, the information might no longer be there.
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The transparent textures are most likely due to missing .txi files.
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I know that this was Obsidians intention but I honestly think that it looks terrible, which is why I changed it. But if you don't like it, you'll be able to easily change it back by removing a few files from the Override.
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There's nothing fancy about it. I just copied the mesh from another module (Upper City South), positioned it in my Davik's Estate scene in 3ds Max and linked it to the skybox odysseybase. And since I'm lazy, I took a building mesh that already has a proper lightmap so I didn't have to add that one either. In other news: I now consider the skybox part of Taris final. I will probably go back and tweak the lightmaps some more in the future but that will be only tiny changes. And to celebrate this milestone there is the obligatory render: I also went back to the very first skybox I made when restarting this project almost two years ago: The Telos Polar Plateau. There was always something bothering me about its snow in particular, but that's now fixed. The trick was to get rid of the fancy snow shader (which had among other effects an actual displacement for piled up snow) and replace it with a very simple color shader instead. Then I lightened up the rock color to better match the ingame terrain and the skybox was done. Afterwards I just had to fix up the model and while doing that, I also added a skybox to the academy hangar similar to DarthParametrics standalone mod. And even though it's not exactly spectacular, here's a standalone render of that skybox:
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Added:
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You are absolutely right about that. The colours were still a bit off and Bioware's lighting on Taris is terrible^^ So I continued iterating over the lightmap for my 2d buildings and also the lightmaps for the 3d buildings to get everything to blend together. Once I was happy with that, I enabled all the clouds in TG and rendered the skybox again. That changed the lighting of the skybox so there was a mismatch once again. That meant tweaking the skybox lighting to get it closer to where it was before, followed by tweaking the lightmaps again. And finally, I rerendered the 2d buildings with more contrast and a better cubemap. Here's the result of all that: Much better if you ask me. What's left now is to rerender the cubemap (used both when rendering the backdrop buildings and ingame for reflections) at a higher resolution and then maybe do some additional tweaking. More importantly, I still need to do the same thing (changing all the lightmaps) for the Upper City South. But I'm getting there I also noticed that I had forgotten about one skybox when going through all the models and fixing them: Davik's Estate. That was changed and Davik has a nice view from his hangar now. I decided not to add additional backdrop buildings here since I figured that his estate was probably expensive and should thus stand a little more separated from the rest of the buildings.
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Thank you very much for your help. I had it flipped in my head, just like you said. But I was now able to figure it out. Thanks
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Yeay, first
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May I ask how you tested this? The reason why I'm wondering is that judging by Darth_Sapiens examples the order would be different: Let's say that 3 is north or front, then 4 and 2 would be switched in your order (5 and 6 are flipped by 180° here). I tried both versions ingame (these are for sky reflections on Taris buildings) but it's really hard to tell whether or not the reflections are accurate. Maybe that's also due to a misunderstanding on my side about how cubemaps for reflections work.
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The TSLRCM Tweak pack has an option to do that:
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I'm currently trying to figure out cubemaps. The conversion from a simple folded cube to KotORs format is okay. But I'm now wondering how the cubemap is "oriented" in space. Up and down are obvious but which side is "facing" north? Any help here would be very welcome
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I'm still here. And after moving, handing in a thesis and working a lot I finally had some time to work on skyboxes again. Yeay I also just realised today that I can use a simple cylindricalk UVW map for lightmaps and don't have to use a multi-unwrap script followed by somehow projecting a cylindrical map and rendering that to a texture. With that roadblock out of the way I was able to get a lot of work done for Taris. The backdrop buildings are now lightmapped to blend with the skybox: For comparison. Here's the same without lightmaps: In that case one would of course change the color for the texture but you can also see the change in "lighting" in the lightmapped image from left to right. That would have been impossible with a single backdrop building texture and no lightmaps. Now I just need to figure out what those weird white rectangles floating around the upper city are and get rid of them. I might also tweak the lightmap some more, especially for the Upper City South. And I need to check if everything still looks good once I render the skybox with all clouds enabled. Apart from the lightmaps I also did something else today. I'll show it in a screenshot and for some reason I'm feeling like making a guessing game out of it. Please don't ask me why. I'll post some hints in spoiler tags below and if you don't feel like guessing, you can just open the answer-spoiler^^ Answer: That's it for now, so all that's left for this post is me wishing you all a MERRY CHRISTMAS!
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How to change an item's name in a localized version
Kexikus replied to lr1504's topic in General Kotor/TSL Modding
I think you need a gff editor for that (I'd recommend k-gff). If you use that to open your already edited .uti you should find a "Male English" string for your item name. Change that to whatever language you're using. I never did that by myself though, so I can't tell you how you go about changing it exactly. -
Signs for Tatooine Enterable Buildings
Kexikus replied to DarthParametric's topic in Work In Progress
Great idea! The only Suggestion that comes to mind right now is that all the Letters on the signs are mirrored and that should be fixed. It's not the entire word that's mirrored though, only the letters. -
Why is that? I've never seen any harm done by ARE files in the Override.
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It's that time of the year again and I didn't release a single mod this year. That certainly needs to change in 2019^^ Anyway, on to the nominations: Best Texture Enhancement @VarsityPuppet's Spectral Ajunta Pall Canonical Appearance. Best Content Restoration / Addition Not sure if it counts for this category, but I'd like to nominate @JCarter426's Dense Aliens for K1. It's a small tweak but it goes a long way in improving the game. Most Helpful Community Member My nomination goes to @bead-v for providing the tools (I know they were released last year) that made many of this year's mods possible. Mod of the Year As an example of all the small but valuable fixes that @DarthParametric has provided over the course of the year, I nominate the KOTOR Comic Republic Uniforms for K1.
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Visibility of names and descriptions of modded items
Kexikus replied to lr1504's topic in General Kotor/TSL Modding
Could you upload the .uti file for us to have a look? The only thing that comes to my mind without looking at it is that you need to set the stringref for name and description to -1 or it will still look in dialog.tlk for them. But then you'd get the wrong ones and not blank entries, so that's probably not it. -
Will do Making a .mod file is really easy. Just extract the .rim and _s.rim into the same folder, grab ERFEdit and put all those files into a .mod. You can then set up TSLPatcher to copy that .mod into the Override unless the file already exists. In both cases TSLPatcher would then edit or put the .utp in the .mod depending on how it's set up. This is exactly what TSLPatcher is for: Avoiding compability issues by patching files instead of replacing them. As a final note: The .mod you provide for TSLPatcher should contain only vanilla files. TSLPatcher will add or edit the file afterwards.
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You don't have to get rid of it. You just need to put the .utp file into the corresponding module, i.e. .mod file instead of in the override.
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You can put the compiled MDL (and MDX) in the Override. You don't even have to restart the game to load an updated model if you replace it while the game is running. All you need to do is to reload a savegame.
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Extract the skybox model for either the valley or the academy entrance, hex edit it to use a different texture for the skybox and rename either my or N-DReWs restored skybox to whatever name you chose while hex editing. Which one to rename depends on which model you hex edited.
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What's the resolution per frame here? Maybe you can just reduce that as those screens are pretty small ingame anyway.
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The difference in the script is that it uses GetGlobalBoolean instead of GetGlobalNumber. The latter just won't find a boolean so it can't check for its value. The generic script for that would be c_glob_bool_set. With that you don't need the number parameter in the dialog file. I forgot what they're actually called. The "1" in your case. The script will just return TRUE if the boolean is 1 and FALSE otherwise. You can use the not-setting (again, I forgot its actual name) in the dialog conditional to invert the behavior.
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I can't tell you if it's the right global but if it is then yes, it should work. That is, if the global is a "number". If it's a boolean, you need a boolean script as well AFAIK. But I can't tell you its name by heart. Also, seeing what you wrote just reminded me that TSL has two conditional slots for every line of dialog. So you can easily use those two to have two conditions instead of writing your own script.
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No, that's not in a 2da file. You can either look through the dialog file in which the choice is made and its attached scripts to find the correct global. Or you can use KSE to find it. In the latter you can probably get an idea just by looking at the names of all the globals but to really check you'd need to search for differences in two savegames with a different choice. And yes, it's easily possible to check for multiple conditions but then you'll need to make your own script. The generic scripts don't cover that. It'd be something like this: if(GetGlobalNumber("whatever") == 3 && GetGlobalNumber("whatever2") > 1){ // do stuff } You can also add more conditions with additional and (&&) or or (||) statements. Also, the generic scripts you'd be looking for if you check for only one global are the "c_global_..." and "a_global_..." scripts for checking and setting globals respectively.