vurt

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Everything posted by vurt

  1. I got them to work. i saved as 16bit compressed TGA, any other format wouldnt work for me, and yes it had to have the .txi in /override. I'll experiment a little to see if its even worth including them. its not like the game ever looks like its using normal maps. Thanks! Edit i now also tried with saving as .tpc, this was an absolute fail, doesn't work no matter which settings i used in TGAtoTPC, i'll just get an invalid bump map. TGA, 16bit, compressed "works", but the texture will become very dark, even if you are using openGL normal map settings. It's useless, doesnt seem possible to make your own normal maps for the game, the original always looked miles better because of the darkening of the entire texture with custom ones.
  2. Did anyone figure out how to do use new bump maps for the game? Not even using the original (converted to TGA) bump maps will work if you put them in /override, it will just throw you a "invalid bump map" before the save game is finished loading. Its kind of a shame to have to use the original ones for the new textures since they wont match, though the normal maps doesn't really seem to do much imo. maybe they need that text file, (TXI or whatever theyre called) in /override as well?
  3. oh, wow, 996 files from KOTOR1 is also used in KOTOR2. Half my work is already done for TSL
  4. Absolutely. I have zero insight into which textures might be entirely unused. It probably would be possible to make a .py script which cross references meshes/textures, but meh.
  5. i fixed both so now there's crashed spaceships instead of the buildings.
  6. I see, been many, many years since i last played and got that far into the game. Then it makes a lot of sense to change it to crashed spaceships. Until then you can remove the lrk skyboxes so that the game is lore accurate.
  7. Yes i know this of course. I have never stated it will be a 1:1 likeness though and i've never made such a mod in my life, so there's quite a few things that are my own interpretations of things including textures and colors. If its referenced somewhere that its supposed to be crashed ships i will change it though, i do not like the idea of doing buildings if someone mentions "crashed spaceships" (its just really vague tall "things" in the background, hard to say what they are but sure maybe spaceships) Mountains vs buildings, also not sure i care, unless its referenced that there are no cities there or that they are seeing mountains across the ocean. Most of the other skyboxes uses mountains. Again, this is not an upscale, its a retexture (for the most part!) so things will look different sometimes but on the positive side that means higher quality than your usual upscale.
  8. Update Patch v0.2 is out. 170 additional textures + fix to LKO skybox + more.
  9. All textures are like the originals, just 4x the size. Very likely.
  10. Removed the .tpc version since it had many graphical issues. new version is tga!
  11. yeah i know i have made remasters before this one, my morrowind remaster likely had 20 updates and it still has a few issues, its a lot of work indeed.
  12. i have not checked all NPC textures so yes some of those might get a fix indeed. What i have not checked fully yet: weapons and small item textures NPC textures and clothing for them those are the things that will likely be more prone to having issues, though i can have missed a few other types of textures too, the game is really big and i havent been to all locations to see all meshes.
  13. not sure which one would be stretched. do you have an image? maybe yet another issue with the conversion to tpc, i do notice many issues with it so i will have to re-upload as TGA instead... i was so happy that i could convert to .tpc because it made the mod like 8x smaller, so it was 2 days of converting for nothing 😕
  14. An, almost, full retexture of the entire game. Made with my AI model. Not an "AI Upscale", which is something different. Vurt's KOTOR Visual Resurgence at Knights of the Old Republic Nexus - Mods and community maybe i can upload here once it reaches a more final version.
  15. haven't really made a comparison before / after but it seems to look ok, it's the original alphas for the most part, though usually upscaled.
  16. You're welcome to improve anything you can, i'll credit you for the work. Transparency? Anything specific you are thinking of?
  17. 1200 images done. it makes no sense really. on average each image takes ≈20s to complete, i can even watch it in real-time how it finishes each image (so its not a calculation error if i just look at what it says for each image and how long it took to complete it, it seems correct.) if the average is ≈20s (some images takes 5 seconds, some images takes 40s), it should have taken around 11h, yet it has taken far more hours and far more hours are left. Edit: looked over it a bit more, a few takes 1 minute, so maybe the average is a little above 20s actually, but even if the average is 30s it should have been done already.
  18. i use TGA2TPC, highest quality. it hasnt seem to slowed down, its the same speed as it was in the start.
  19. i'll have the first version up on Nexus Mods tomorrow evening i suspect. Wasn't expecting converting to tpc to be so slow, i'm on a recent CPU and it has taken me the whole day to convert, so far, 800 tga files to tpc, so it'll likely take me 2 days to convert all 2000. I've converted mods to other formats like .tex and whatnot before, usually this is done in 3 minutes for 2000-2500 'ish textures.
  20. around 1950 textures are mostly done, gonna go over some of the skyboxes again though, make them 2048x2048 since it just looked quite a lot better.
  21. nvm, it needed the textures as .tpc, loads fine! Edit: apart from some of the really large files it works.
  22. Looks great. If you need any kind of texture work, let me know and i'll help you out.
  23. Is it possible to get textures to load with the .mdl with kotorblender? if so how? I have set the path to the textures (.png) in Preferences. I have also copied the swpc_tex_tpa.erf to the folder of the unpacked models since kotorblender seems to reference it in its settings. i also made folder called /textures with the .png files, also in the mdl folder. I tried Missing Files too, but it doesnt seem to load anything. Thanks
  24. There were around 215 of these super tiny textures for implants etc, all done! Wasnt going to do these ultra small textures since i thought it would be too difficult to get anything decent out of them, but i think it turned out pretty good. And it is noticeable in game, especially anything that goes on your head.
  25. That's true, it's a big mesh, i'd say it still looks more detailed than my previous 4K texture for it. So its not only about resolution but the quality of the texture. For Morrowind this was very evident where my 2K textures looked around 2x as detailed as the 4K upscales people had made for certain larger things like large walls etc. This is a really good 4K upscale vs my 2K image: 56037-1740009478-1968189747.gif (1280×1280) I also tried a 512x512 version of this mod, and the quality increase, even if it was now often the same resolution as the original textures, was quite big.