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File Comments posted by ndix UR
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On 1/18/2020 at 2:01 PM, Kainzorus Prime said:Good work. However, the portraits should progressively change their expression slightly with dark side corruption, as is the case with vanilla ones.
That's what I thought when I started, however, when I got in there, what I found is that that doesn't seem to be a thing in the K1 portraits. It's basically just lighting and skin changes. The transition 'facial expression' changes, such as they are, are actually from the Dark-side version of the textures having different contouring and eyebrows painted on (especially in the female portraits). It's incredibly awkward in some cases, because the vanilla skins between extreme Light and extreme Dark were just layered on top of each other and blended at 25%, 50%, 75%. It caused some bad results for some of the faces, including my favorite one, PFHB02, where they got the eye position wrong in the extreme DS version of the texture, so during the transition the iris kind of drifts off, and in the 50% blended version, the person has two iris/corneas next to each other. That was something I had to fix. PFHC01 had the same deal.
That said, early on, a few portraits looked like they had different facial expressions that weren't painted on, and for those I did 3 different pose levels across the 5 portraits. At this point, I don't believe they actually did have any expression changes, but at the time I did. I mean, look at PMHB2--they left him smiling (not even creepily) in his extreme DS portrait, if they were going to change any expressions, that would have been a good candidate... I felt pretty weird leaving it that way, but... vanilla is what it is.
I did lighting changes on many but not all of the transitions, probably not as many as would have warranted them. 150 different renders already took a pretty huge amount of work so I did have to phone it in on some level.
The TSL PC portraits seem to have clear and obvious facial expression changes with little/no lighting changes. I haven't started that project though so I can't say for sure if that applies to all of them...
7 hours ago, Domino5555 said:Could you use the upscaled player heads in this mod? https://www.nexusmods.com/kotor/mods/1282
I could, and the body textures would improve the clothing a bit, however, in the couple tests I just did, the faces don't seem to be positively changed by using the upscaled textures. The AI doesn't seem particularly good at skin and hair. They don't get a lot worse either though ... it seems to be, do you want your eyebrows to look pixelated, or do you want them to look like watercolor paint? Definitely not an improvement on a level that would get me to rerender everything.
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2 hours ago, DerpyDash said:I think these files was not converted properly:
PO_PMHA4d1
PO_PMHA4d2
PO_PMHA4d3
PO_PMHA5
PO_PMHA5d
PO_PMHA5d1
PO_PMHA5d2
PO_PMHA5d3
PO_PMHB1
PO_PMHB1d
PO_PMHB1d1
PO_PMHB1d2
PO_PMHB1d3
PO_PMHB2
PO_PMHB2d
PO_PMHB2d1
PO_PMHB2d2
PO_PMHB2d3
You can find out which one is broken by its size
Thanks for finding that. I've uploaded a fixed version.
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Good mod, but the dialogue squeezing for 21:9 screens crops the image area a bit too much IMO - would it be possible to squeeze it just slightly, so that the text is visible at the top and bottom?
It is possible to squeeze it less, or more. The current setting makes it squeeze exactly as much as the default game would on a 4:3 screen. It only seems like a lot because the text stays original size (and the screen is so wide). If the text scaled up, it would be a perfect fit. Matching the default equation is fairly easy.
Unforunately, because the text does not scale, the only way to achieve what you are asking for would be hard-coding a certain letterbox proportion for every resolution, or I guess coming up with a substantially more complicated proportional scaling equation. This is because the text size is a fixed thing that does not depend at all on the screen proportion, so the equation would require combining proportional and fixed elements. Maybe the math is workable. I'll keep it in mind for sometime I have free time or am working on a new version.
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1920x1080, but I was speaking about the preview images. Assumed this would be present in-game as well.
The photos are before and after, so hopefully you're not talking about the before images (I guess marking which is which on the left might be better than on the right, because they are wide and large). Also there is some moderately widespread artifacting from the JPGness. Other than that the only major aliasing I see on the not-before images are the top icons on the in-game character screen (because those are not yet replaced at all). So yeah, let me know if you find any aliasing or artifacting in-game (or any specifics from the previews that I am not seeing). There are tiny bits here and there that have resisted any attempts to fix, but otherwise it looks relatively clean to me. It definitely looks a lot cleaner in-game than the JPEG renditions.
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Still can see a lot of aliasing and artifacting there.
Interesting, what resolution are you running it at?
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sorry to sound pretentious, but the face for canderous is wrong, he's supposed to look kind of like he's mad/annoyed/concentrated/determined/whatever
No worries, it doesn't sound pretentious. You're right. However, there's nothing I can do about that at this time. This is why I put:
- Unable to adjust facial expressions via skin deformation
Into the description. Hopefully in the future I can fix problems like that, but today it is not possible. People who are smiling or mad looking are both wrong. Thanks for the feedback.
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Excellent. Will you be making one for K2?
Also, Channa isn't the only playable character in BOSSR? There is also Kobayashi, Verbal, Mech'hanic, Malak and maybe a few more.
I think PC portraits for K1 are more likely than anything for TSL, but either one of those involves a lot of work so we'll see...
"BOS:SR includes many portraits, maybe I will do a separate package for them." <== from the description, that's why Shadow is listed as 'bonus' at this time. Your list is roughly correct, there are also 4 portraits for Shadow.
You might want to tweak the specular in a few cases. HK's gun in particular looks far too plastic, and HK himself could also do with a much sharper, narrower specular.
Agreed. The body uses an IOR of raw steel, the gun uses more of an anodized aluminum IOR. I agree that they're not looking super realistic--they are somewhat decent matches for the vanilla specular look though. HK was an earlier effort, there might be some things I learned that I could apply to it...
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This mod works well; I encountered no bugs during my playthrough. The spliced dialogs are highly believable in-game.
More importantly, and what I appreciate most about it, is that providing Revan with a more complete set of relationship possibilities makes the character more nuanced, believable, and customized, deepening the role-playing aspect (by putting more choice in the player's hands) and helping to tie the two games together (in the presence of K1 alternate romance mods that have existed for quite some time). Even though the romantic elements of TSL are pared down, it is great not to have romantic backstory imposed on you when your choices in the first game differed substantially. In extreme cases, the player might not even pick up on a Carth/female Revan romance angle in TSL, because they've always played female Revan w/ Bastila romance mod in K1.
I also appreciate the work the author has gone through to package this up nicely, iron out the bugs, flesh out compatibility info, and provide all the steps needed to make the mod work from existing saves. It is really nice to have these alt-romance mods in bug-reduced forms.
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Yes it should be compatible with EH texture mods.
Only a few new polygons are added, and they are all mapped to areas used by the original textures.
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Yeah, the TSL hawk has a few of the same issues, but mostly new and different issues.
For anyone interested in further details about what this mod fixes, or the fixes needed for the TSL Hawk, there's a pretty detailed thread about it here:
http://deadlystream.com/forum/topic/5162-k1-tsl-fix-ebon-hawk-shader-and-uvw-issues/
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Will you also tackle the TSL Hawk?
I'm going to try and get my floor-panel fix out soon, but it doesn't seem like I'm going to have time to do the rest of the needed lightmap (or geometry) fixes anytime soon.
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Man, some of these colors are awesome! This is just what I needed to replace an fx_conjure which was inexplicably freaking out Kotor1 on my box. (probably my bad somehow ... got a heavy build going)
I'm not that much a stickler for such things ... but the title on this page says "Lighting" instead of "Lightning" ... also the file is called "Lighning" instead of "Lightning". Probably not worth an update or anything, I'm just bringing it up because I probably would have found this 2 playthroughs of TSL ago if the title had said lightning instead of lighting and that makes me a little sad!
Nice work, thanks again.
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these textures are just really, really great. keep up the awesome!

tpcview
in Modding Tools
Posted
I've changed the installer to include destination selection (and make 'run after install' optional, because that was awful too). The installer exists to manage the file association thing (default viewer of TPC files), so it will be the right choice for most users.
I've added a separate loose install 7z now, for the more particular users.