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Everything posted by xander2077
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Well that would be a huge help - especially the KT-400. However, I could go ahead and revamp the others as well for one of my projects. For the larger ones, I can’t really remember how they are placed in Onderon, but if they are on the ground it would be cool. If they are just the ones in space battles then might as well fix them up for that too. Any idea what else is out there? I want to say the Ministry Shuttle but I may be thinking K2. I know about the other Sith shuttle (Star Forge one) but I have yet to find that. G-Wing is already extracted.
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That is what I feared. So I have to figure out which ones are hangars and then try and get them out of those. I definitely do not want to open the space battle level models.
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"IN UMBRIS POTESTAS EST" The downfall of both sith and jedi was the rejection of one side of the force.
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Tell that to Han Solo and Poe Dameron after they first come face to face with a Sith Lord with a blaster.
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I seem to remember a large event where a majority of Force users were killed with blasters...
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No, just the model names. I know the legendary names, but I can’t seem to find the ship models in my extracted files. I looked through all the placeables and found nothing - unless I moved them. But could be I did not even extract them.
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Hi guys and gals. I have a bunch of extracted mdls in a folder and can’t seem to remember what the names are for the ships of KotOR.im mainly looking for any transport or shuttle craft that were in the first game. So the KT-400, Ministry class, or anything like it. It is related to a couple mods I want to do and build on later. Lethisk is not necessary because that was already put up as modder resource, and I won’t need to do anything to it but a texture. Not really looking for fighters, or capital ships of any kind.
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for some reason i want to hear witches doing a VO of shakespeare's macbeth "bubble bubble toil and trouble" to go with the music and the animation. and a bunch of star wars computer beeps and boops. would either make it more evil, or make it funny. either way a win win. great job Ndix! i really like how it worked out.
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This is really interesting stuff. Not only from a guI perspective, but also from a general editing perspective. If there is going to be more customization possible that would be cool. What I would be interested in is what can be changed that effects the way the in game assets are handled as well, but I am sure that is for a later exploration. Now one thing to note, is that the guI and the buttons might be changed as well by another method in conjunction with this, but here is the trick I think most are overlooking. If I am right there are models for the menus as well, just simple planes, so change the dimensions of those and tweak the gui settings to fit the higher resolution and new model dimensions and it may actually be easier to control what the buttons do, where they are, and the hot spots. Knowing those dimensions is going to give more freedom and customization. It will also update the whole guI aspect. Im not sure how kotor handles the gui exactly, but usually it is not unheard of for the gui menus to have models to billboard the buttons and frames on. If it is handled like a web page then perhaps the background and frame are empty in the center and that empty space can be resized for somethng larger than 640x480. I could be wrong, but I seem to remember somehwere there were models for the gui when I was sifting through the assets with ktool. I cant get to them now to say for sure but someone should look and find out. Replacing those models (if they exist) could be the key. Just a hunch. btw the icons for the masks were done by djh269, and he basically took screens of my models and converted them to kotor icons, but he did an outstanding job. no way i had the right tool for that one.
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it would be fun to experiment with those and see what happens. it may just open up a lot of modding possibilities that were not evident before or someone never told everyone elses lol. im sure some of the really old time modders first delving into the trimeshes data were aware of some of these things. i am seeing all kinds of possibilites with this. maybe the black lightsaber can be fine tuned as a result?
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sooo, i can have the holo texture, and just change the txi to point to a glow texture then instead of the envmap? that is promising. i will have to learn more, since the transparency can probably be tweaked in the trimesh setting to higher or lower. now i wonder if the alpha was set on the two other masks (circlet of saresh, and tetas band) and if so can it be removed or is that a part of the reason models reflect? if any other things can be set in the trimeshes, then that will help expand the rendering capabilities or fine tune them a bit. i am noticing there is a shininess value which may be another way to make the two models i want to reflect do something. is that correct?
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ok makes sense, but i dont want transparency and that is what i am getting. for instance, i want the circlet of saresh to be shiny or at least somewhat reflective compared to the flat image it has now. i do not want transparency. but what i get is a see through piece of headgear even with a txi pointing to the cube map. it refuses to reflect. the closest i got to it maybe starting to act right was when i inverted the colors and made the black the alpha layer but even then it was black and not transparent or shiny. so that wont do. for the verpine headband i do not want reflection at all, but i have both reflection and transparency somehow on the visor with the blue holo art on it and did not even try. it just ends up that way in the game. the rest of the model is flat, but i guess the visor has a cube map already from a previous mod i installed. i have no idea how it is transparent and reflective but there it is, kind of like the pvc mods out there. and i did not change anything but the shape of the model and redo the texture. it is just a modified vanilla asset. the visor is a few different parts. there is two or three parts to the ear muffs and the glass on the front is its own object, so technically it can point to another texture if i want, but i chose not to do that this time in case i screwed up. i will probably do that later. and give it a better texture on a separate map from the main body of the verpine headband, maybe animated. but i would like to know what i am doing wrong there so i can get rid of the reflection, i only want transparency on that and some glow maps, i do not want reflection on the visor. instead it has both. it is some kind of fluke. i cant explain it, but you can see it clearly in the downoad page screens. it has both reflection and transparency. like i said weird... the circlet of saresh has two objects, the round circles on the muffs are one, and the rest is another object, so i assume they intended for the circle to glow with light, which it may still be doing, but it is hard to tell. the main body is what i want to reflect and i will leave the round circles part on the muffs the way it is.
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Well it is already broken to its own object, and used to have its UV on a very small part of the texture, probably 64x64. And for some reason it already reflects when I was not going for that. So I don’t need that to reflect. I would rather it did not really. It needs to have a dull glow instead on the blue holographic parts. But what I want to reflect are the Circlet of Saresh, and Teta's Royal Band restored since they are metal. How to do that with the texture is the issue. Most of the body models use transparency on the alpha layer in the same texture to get the game to interpret that as the reflective bits. Several of Juhani's player made skins and Bastila's all have that feature and it is in the same texture as the rest of the body. for instance if you look at the texture that Redrob41 made for Bastila's new DS underwear, it is evident in that texture how it will appear in the game. The bra ends up being like some shiny silk and in blender it is see through so you can see inside the model on those parts. I have most of my reflection maps replaced by higher quality ones, and I bet the author is Darth Sapiens (LOL). And usually anything referencing those with the TXI works pretty well. So I’m not wondering how the cubemap is done, but how to get the texture bits that are supposed to reflect to do so. SS tried to explain it to me but I must be doing it wrong or there is something about the way gimp handles the alpha layer differently that is messing it all up. Hence why I have reflection on the Verpine visor already. Now as far as the differences between the two outputs from gimp of the TGA, I would really be interested to know what you found comparing them. Since that may be part of the reason I am failing badly (LOL).
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[KotOR] Rancor and Krayt Dragon bodies
xander2077 replied to Salk's topic in Knights of the Old Republic General
I guess that could be what you call it, but a vendor more or less. The idea is you have to sell the raw items, and then you get something useful in its place. So for the head, it gets turned into a trophy, you have to sell the head and buy the trophy. Same for the teeth. Sell the teeth and then get the useful items, like a lightsaber hilt. Sell the claws and then have to buy the razor claw melee weapons. Too instantaneous for a real taxidermy simulation, but about the only way I can think of is possible. They could sell other items as well, but it might just be easier to make them strictly a taxidermist or craftsman. -
[KotOR] Rancor and Krayt Dragon bodies
xander2077 replied to Salk's topic in Knights of the Old Republic General
Well, it could just trigger at a later point, maybe once you get on Tatooine and visit a certain vendor who can then convert the rancor head to a trophy. I think most of these items would have to be converted anyway to be of any use. Not like you can keep carrying around a carcass like that forever. So for instance for the Rancor, you would get two or more hides, a couple of teeth and some claws, and then the head. For the Krayt dragon you could get the hide and the skull or maybe even the teeth and claws too. And for the Terentarek, you would get something similar. Would be an interesting mod for sure with trophies. Not really lore friendly but certainly something different. -
hmmm, well i usually create a new one anyway. one of the first things i do is to semi flatten it, or flatten the layer on a vanilla texture and then i can see the details better to make them higher resolution. what i noticed for the masks retextures was that when i put the transparent bits on the texture, like for instance on the verpine headband, and then exported it, the visor part automatically started to be reflective like glass, but the black color was still very visible so it did not shine like metal. however on underwear or some armor, that part that shines is almost always mostly transparent. very low opacity. so then it picks up the reflection map and shines a lot. so it is not just the alpha layer, but what the game interprets as opaque by color. lighter usually means it wont reflect, but darker like black, and then opacity turned low, will usually reflect the cm_baremetal. i am just not sure how to get it right yet. like i said it also has to do with what i mark as the alpha layer, usually by color, and then the details that have to be that color to work right. for something like the circlet of saresh i will have to make almost all the details besides the shadows transparent or delete them and then replace those with a color that the game will automatically interpret as the alpha reflection.
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no, the transparency of the texture portion that is to reflect has to be a certain way. say for instance the bra on the new ds underwear for bastila. the shinay parts are really transparent, like maybe a 10 or 20 percent alpha transparency. and this has to be tweaked for whatever layer you want to be shiny or island of the texture. when i try to make the layer transparent, and i have to do that to the whole texture, it has the txi and points to the cm_baremetal, but instead of being shiny, it looks like a ghost texture. the problem is trying to get the areas that are shiny to be black first and then turn down the transparency so the engine knows that is the shiny part. it is really difficult for me to figure out. i suppose i have to think about it and approach it differently for it to work. maybe using some simple shapes in the pattern to overlay the texture and then try it out, but they have to be transparent all the way through, and this can also destroy details, so i may have to overlay the shadows and details on top of a black layer and then make the background transparent black. i have to toy with it more and figure out the science of it until i get something that works.
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yes it is the envmap mask i am having trouble with. i want to learn that so i can get the circlet of saresh and teteas royal band to reflect like metal. seems more appropriate. it may also help in other masks in some of the details but not the whole texture. the two tga files are in the 7zip, i was not sure how you wanted the plain rgb file so i generated that qbist pic with normal settings and saved it as a png. Tga.7z
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Let me check it out with a dummy tga and see what the dialogue says, i usually just speed past it and dont pay much attention to it. yes it does have a check box for RLE compression, so i guess unchecking it would help make it a better match for any conversion utility. That i guess will have to be seen. However the other issue is proper alpha channels, which seems to be an issue as well. I did try the suggested method SS told me about, which was trying to invert the colors in a separate layer, and desaturate and some other steps to make a layer friendly to the transparency and reflection, but i keep doing that wrong. @ FS any help is appreciated, and that would be the kind of things i would need to hand over to ndix for dissection. as you can see the options also allow you to place the origin in either top left or bottom left, and i have no idea how that will confuse the format, but it is present. I suppose in the conversion to DDS compression would need to be off and the origin would have to be in the top left. DDs usually has its mip maps done that way from what i can tell.
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Well that does highlight some of the problems, so it would be a plugin that simplifies the output from gimp to resemble a more PS style of output. I know what you were talking about with the coordinates. A popup window appears during TGA export for the first time for that image, to ask you those kinds of specifics and other weird non essentials for TGA files. But the reality is that gimp is probably more advanced with the format variables, and PS and kotor tga formats just keep things simple. Not saying those variables are really necessary at all, but gimp does that. perhaps for another game format that i am not aware of. but these are the kinds of things you encounter with gimp. It is mainly geared toward graphic arts, web diesgn for banners, and buttons, and the occaisional linux icon, but leaves a lot to be desired for texture editing. they just dont see it as important, or if they do it is something really awkward or obscure. like this weird TGA micromanagement for no reason. As far as dds goes I am not sure what to think, but I would probably rather use ps for those if I ever did any. Im still trying to master the tga format first in gimp though so that will come later.
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[KotOR] Rancor and Krayt Dragon bodies
xander2077 replied to Salk's topic in Knights of the Old Republic General
well that is a relief, i forgot about spawning in the ship, such as the stowaway, similar idea i guess. so that would make both the trophies possible. rancor mounted head and the krayt dragon skull. -
yes, i think various modders are working on all those aspects in one way or another. it just takes time to accomplish. there are some better alien skins but i have not converted the names over to the default texture names yet to see if they hold up. but those are basically made for player character aliens, and i would have to get a hold of the author to ask if it is ok if they upload that as a separate mod. i can test it out and do the work renaming them, but its their baby.
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I have read about this before in some forum somewhere, but cant remember the exact content. basically i need to know for comparison sake what photoshop users do in order to generate the proper format for TGA in their output. if it is a native feature within the settings of photoshop, or if it is also related to any plugins installed later. I think there is a plugin for generating bumpmaps for kotor that is for photoshop and that would also be useful information to put away for later. The reason i am asking is because i would like to put my head together with some other gimp guys here so we can have a plugin that enables us to generate the same output in gimp, like reflection in the alpha layer. But to do that we have to figure out what the coding says, what the output in the tga data says, and compare that to all the plugins data, vanilla tga data etc. if it can be recreated in gimp, then we will have another tool for modders to benefit from.
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i think it was a stellar decision for SS to try and help rectify the authors being reunited with their mods, since i am sure that is what most of us really want. there is a point to be made that unless the authors or people that know their work can identify bugged mods, or update them properly, it will harm both the nexus and deadly stream, because users will become disgruntled if it ruins their game. so i think that is really the next most important thing on the table. at the same time the additional exposure of some classic gems that were all but lost, or hidden from the average user, can inject new interest in the Kotor community, and traffic here will increase since many of the modders that may or may not have an account there, hang out here more. This is my go-to spot for kotor modding, and i only hang out there when it has to do with morrowind, since the other elder scrolls forums are either defunct or ailing. anyway i respect all of you guys, i may not be as "old" of a kotor modder as some here, and i may disagree on some things here and there, but i dont really care about all that. if i can learn something or help along the way, then it benefits everyone involved.
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maybe we could do a no babies mod? or some other devious alternate texture lol heck i know, my haunted yoda in palce of the babies? nah...