-
Content Count
4,685 -
Joined
-
Last visited
-
Days Won
535
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Could be a DirectX12 issue. While Microsoft has always espoused the notion that DirectX is fully backwards compatible, it's really not in practice. The game needs DirectX9, so try installing it from here - http://www.microsoft.com/en-us/download/details.aspx?id=35 It won't affect DX12, it will install alongside it. If you have Steam, there are probably DX redestributables already in one of your game folders.
-
I got a bit side-tracked by poking my nose into The Witcher 3's innards after CDPR released an unpacker/mesh converter yesterday, but I have managed to make a few tweaks to the Kel Dor, adding in some brow wrinkles/folds and UV mapped him. I also edited the underwear model to change the hands to something species-appropriate, as I figured I'd have to reskin that anyway with all the bare flesh. Not sure if I'll add the hands to all the other body models. Will see how it goes I guess.
-
They don't, they use TPC natively. Although functionally, it's pretty much the same as any other RGBA format. I'm not even sure why Odyssey reads TGAs. It must be some holdover from Aurora.
-
Looks like more blur in the 128 to me. I guess it depends on personal preference. For myself, I'd rather the 256, at least on that minor evidence.
-
It's because the OBJs were exported with no MTL, material definition files. Open the OBJ in Notepad or other text editor. At the top of the file, add the line: mtllib Harbinger.mtlCreate a new text file called Harbinger.mtl (make sure file extensions aren't hidden). For the original texture, put in the following: newmtl Harbinger illum 2 Kd 0.800000 0.800000 0.800000 map_Kd V_Hammrhd01ORIGINAL.tgaFor the new textures, use this: newmtl Harbinger Ns 50.781250 illum 2 Ka 1.000000 1.000000 1.000000 Kd 0.800000 0.800000 0.800000 Ks 1.000000 1.000000 1.000000 map_Ka V_Hammrhd01Inc.png map_Kd V_Hammrhd01Color.png map_Ks V_Hammrhd01Spec.png bump V_Hammrhd01Bump.png
-
Looks like LMG_HUD01 is the overlay, and I would guess LMG_Grad02 is used for the bars. Although that doesn't have the green arrows bit in the center.
-
I have been avoiding the horror of skinning the nautolan heads, and haven't started on the textures yet as I was waiting for my new Wacom tablet to arrive. So in the meantime I decided to do a bit more modelling, this time something without any nightmare-fuel appendages. Behold: I started out modelling him after the SWTOR Kel Dor, but then I looked at some pics of Plo Koon and realised their version is a bit off, so I started moving more towards the movie/canon style. As a result I still need to tweak a few things, like moving the ear/sensory sac things in a bit closer to the head. Skinning for this should be a piece of piss, just head and an bit of neck really. I might be able to add in some brow movement as well, as I didn't really change the position of the eyes compared to the original (I used Uthar's head as the base). On the other hand, texturing will be a lot more difficult than the Nautolans, with the wrinkly external brain look Kel Dor have.
-
You need an alpha channel to define transparency. Black is 100% transparent, white 100% opaque. Save the TGA out as 32bit.
-
It's Bioware's own format for Aurora/Odyssey. I assume it is their customised version of DDS. Exporting as TGA is fine. Icons are so small that format should be of no real consequence.
-
Ah yeah, the blue vs green thing. You should be able to set up a batch job in PS fairly easily though to automate a colour correction and export.
-
K1 should use all the same base icons, shouldn't it?
-
Ah, that must be why I thought it was ok. Last time I played it was with TSLRCM, just now I checked on a vanilla install. I can see if_finesse01 and 02 in TSLRCM's Override folder contents. 01 is a saber, 02 is a sword.
-
Huh, I just checked and they are indeed switched, at least in existing feats screen. I was sure it was correct during level up...
-
The icons are just named 01 and 02, so I wouldn't worry too much. I'm pretty sure they show up properly in the game. I recall melee finesse correctly being the sword icon at least.
-
What Aspyr should do/should have done. It might be worth posting on TSL's Steam forum and making the suggestion to them, if it hasn't been done already. They said there will be one final big patch, so now is the time to try and get any changes like that in.
-
Try making them at a 4:3 resolution like 1024x768 or 800x600, then non-uniform scaling them down to 512x512. In theory they should stretch properly at 16:9 resolutions like 1080.
-
As a few people have pointed out in your post on /r/kotor, I'd suggest making the sides of the Heal icon straight. I'd also suggest making the highlights stronger, more like the Mandalorian Courage ones, so they are more readable at the res they appear in-game. For the resolution, I'd probably output them at 512. If you convert them to DDS, they'll still be extremely light in terms of memory use. You can always release TGA versions as a modder's resource if you want people to be able to modify them. You won't be able to use 16:9 resolutions if you go that route though (DDS have to be square, powers of 2).
-
Yeah that's intentional. Too many issues with clipping and mesh distortion if you make them longer. As they are it's going to be pretty rough with certain animations, and a few body models will have some nasty clipping issues. The lowered hood on the back of the TSL master robes is a particularly apparent one, and I imagine the Revan reveal in K1 would be comically bad. That's the plan, but it depends on whether I can manage to skin the lips and mouth properly to the head rig. That's why I asked for volunteers in the first post. I was never any good at rigging character models.
-
Whipped up a male version, using PMHB03 as the base. I thought the nose was a good starting point, and he is in both K1 and TSL. I was going for the look of this guy in SWTOR - https://i.imgur.com/XTCnbLF.png Still have a few tweaks to make, but should be able to finish that up and UV map it tomorrow.
-
My guess is the way texture variants work for bodies, it doesn't like multiple textures. You get a similar thing with heads where it will ignore secondary textures when the primary texture is specified in heads.2da