DarthParametric

Modders
  • Content Count

    4,666
  • Joined

  • Last visited

  • Days Won

    531

Everything posted by DarthParametric

  1. Interesting. But you're still getting edge bleed with a 2K map standing right in front of her. That's some fairly significant bleed.
  2. I'm not sure it's an issue of UV padding then, at least as far as the texture is concerned. When I get some time later, I'll try contracting the UVs a bit, see what effect that has. Although even if that does fix it, again, it's not really a practical solution.
  3. The vanilla UVs look like they should have enough padding, in theory. But Mission's base face texture is only 256x256, so it's conceivable that even at the first mip things might go awry. Perhaps another test would be upping the texture resolution to 512 and then 1024 and seeing what happens. Can someone with the black line issue incrementally try these textures with the vanilla head model and report back what happens: https://www.darthparametric.com/files/kotor/misc/Mission_Head_Texture_Size_Test.7z
  4. A 120Hz laptop? I am guessing that doesn't just use an integrated GPU. What does it have? Widescreen won't work without patching the EXE. The Steam version can't be patched because the EXE is protected by DRM.
  5. It's not a super practical fix, especially if you are experiencing it on multiple different models. It completely remaps the head to remove the mirrored UVs of the original, so there is no longer a seam down the middle of the face. Possibly a less radical approach could be taken, experimenting with adjusting the vanilla UVs rather than replacing them altogether.
  6. If you are willing to test this out, I'd be interested to know if it makes any difference in a situation where you are getting the black line with the vanilla model. https://www.darthparametric.com/files/kotor/k1/[K1]_Mission_Remapped_Head_Custom_UVs_Test.7z
  7. Hrm, an interesting hypothesis. Seeing as this is using the vanilla model, there's no simple solution on the UV side. Post #3 would suggest it is still happening with the vanilla TPC, assuming that OP deleted their TGA rather than replacing it with a TGA of the original texture. I did actually release a modified Mission head merging in the UVs from her lekku so that she could use a single head texture. I could try remapping that to add more padding around UV boundaries.
  8. Yeah dunno what to say. Not seeing it here on default settings or with my usual forced overrides via the nVidia control panel (AA and so forth). There's got to be something at your end causing it.
  9. There's no issue with Mission readily apparent for me when loading that save. The drivers you are running are 385.28 WHQL? I'm still on 384.76 WHQL myself.
  10. If you have a save where it occurs, that would be useful. Your retexture only changes the texture itself, not the model I assume?
  11. Not seeing it myself on a 1080 running at 1080p via UniWS. Any specific locations where it occurs, or everywhere outside of dialogue?
  12. Could be related to the GPU I guess. Not an integrated GPU by any chance is it? A laptop?
  13. A poor job on the part of whoever did the retexture, presumably.
  14. Mask textures should be prefaced with "I_". You can look at baseitems.2da and appearance.2da, but for some things the quickest route to determine the texture is to decompile the model.
  15. No version of PS deals with DDS natively. The nVidia plugin is outdated now. It may not matter in your case, but if you want to be able to handle the newer DX10/11 DDS formats then you'll want the Intel DDS plugin instead - https://software.intel.com/en-us/articles/intel-texture-works-plugin I much prefer the way the nVidia plugin works, but it's useless for modern games.
  16. The UI is a separate element though. It's not part of the model, and I don't know how editable it is (my understanding is, not very, aside from colours maybe).
  17. We aren't discussing that here. There's a whole other thread for that, linked in the first post. This thread is about simple drop-in replacements for the current menus.
  18. Interestingly, it seems that the menu won't render objects beyond a certain distance from the camera. I cobbled together a test model based on the Ravager bridge level models and it would not render the skybox or Telos in the background. I ended up scaling the meshes down in size and moving them to just outside the windows (or holes where windows should be) and they showed up.
  19. If you mean their current value, then that is stored in the save file. If you mean the actual names, then globalcat.2da is the source I believe. Values are set via scripts.
  20. There's just a hook for the camera position. I suppose you could try animating it and see what happens, but I would think it would probably be more annoying than anything else. Plus the current track is only around 50 frames, ~1.67 seconds, so you'd have to push that out pretty substantially unless you wanted to induce nausea.
  21. So I have been playing around with the TSL menu models of late. A couple of months back I proposed the idea of trying to change up the menus based on game events/progress. I'm not sure whether that will ever end up going anywhere, not if I have to deal with scripting it at least, so in the meantime I thought I'd change things up a bit in a different manner. Stick with the existing villain showcase theme, but rather than just the same old boring black menu with grey fog, put them in their natural habitats, as it were. The first one I tackled was Sion, trying to recreate the Harbinger arrival cutscene. I think it's pretty much done, although maybe the lighting could do with some adjustment. For the next one I thought I would go with Nihilus on the bridge of the Ravager, possibly overlooking Telos. Maybe with Visas in there as well? For the Kreia one I was thinking of having her in the Malachor final battle level, possibly with the floating sabers.
  22. Not that I can see. The logo in the loading screen is stretched in the GOG version using UniWS and the Aspyr version without my altered version.
  23. I got permission from zbyl2. I'll upload them shortly. Just working on getting my other menu mod updated at present. Edit: Updated version with fixed logos is now uploaded. Edit 2: I have now updated my other menu mod - http://deadlystream.com/forum/topic/4556-party-time-sith-ds-player-main-menu-replacement-for-tsl/
  24. The logo isn't part of the model. It's part of the menu overlay (like the buttons). I can modify the texture used for the logo, but presumably the TSLRCM version would require permission to redistribute.