vurt

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Everything posted by vurt

  1. i'll check the screens, thanks! yeah, i always use default .txi for all files, if the file for some reason had an alpha when it shouldnt, then there is an issue.
  2. v0.99 released. pretty much the final version, but like always there might be tweaks needed here and there.
  3. Portraits done. unless i missed someone... random player selectable characters
  4. Bastila. Added glow map , obviously doesnt come of good in a screenshot...
  5. Here's one of the dark side transitions
  6. Decided to do all portraits too, though i did decide to change many of them and base the faces of my new textures, then after screenshotting them adding a more stylized artstyle for them. I also noticed a super glossy texture which is often used on Taris... its fixed, will be in next version + all portraits.
  7. New patch update Added 41 more Normals, should be the last Some new textures for Manaan was added New higher res hangar door for Anchorhead Some various small fixes I'll start working on KOTOR TSL since this is basically done, but yes there will be fixes needed here and there.
  8. yes for some models when you load them into blender will not have a texture, even if you have it available for it to load. some models have several face variants so i guess these are called within the engine itself, so it has something to do with that.
  9. i just saved it without alpha entirely. Uploaded a new patch New Juhani with Gloss map Ithorians, Duros, Female Twi'leks new textures with gloss maps New Taris Skybox Fix for hole in wall texture (Anchorhead) Less shiny default armor Mission and Canderous Previous patch is included
  10. Fixed. Yeah i would use TGA but TGA is not a compressed format, the mod would be like 15GB.. not really an issue for me but might be for others. TGA is not perfect either for the game since it is incompatible with working with normal maps for example, so its a no-go.
  11. I'll take a look, likely alpha was added when there should be none. Thanks!
  12. Very good to know, many thanks!
  13. Edit: I solved it. the .txi must actually be called n_duros01.txi not 02, even though that's what the texture is called, it has to do with what the model itself is calling in-game i guess. it gets confusing lol.
  14. can you give an example of how this looks? I am trying to give the Duros just an envmap, all i get is a slightly transparent head. my .txi for the duros: envmaptexture CM_SpecMap then i have an alpha for the duros texture, with black and white parts. tga2tpc is then used with the .txi in the folder. doesn't work. Thanks! i think i like the contrast because i think its still pretty subtle, i think it might look like skin too otherwise with some black lines painted on. This looks like proper fur with color variations and stripes etc.
  15. Juhani retexture with gloss map - YouTube
  16. I have no idea, but i think i will reach 1.0 in weeks rather than months. These mods usually takes me around 3 months of daily work (Gothic 2, Morrowind, Jedi Knight 2), but i don't think this will take that long, i've gotten faster at it + rather easy game to retexture, the square format of every texture makes it far easier than dealing with tons of various resolutions and image ratios (which is the usual norm for game textures). My Thief 2 retexture went pretty quick, i think this will be similar to that, so not 3 months Unrelated (post merge) Spent way too many hours on this one, but whatever, it turned out great. Added gloss map (might need to turn it down a bit for the lips).
  17. that part is fixed. hair is a bit darker too and the ends looks different.
  18. PLC_FrcDist02.tpc should also be removed from the current version of the mod. I will fix it for the next patch. For some reason this one doesnt become tranparent like it should when converting to TPC. But i was able to fix it by just adding transparency.
  19. ah right, its the tall lockers... the square format of the texture is deceiving. but i think i prefer some worn-out looking numbers or garbled numbers, its likely too tiny too be noticeable what it is exactly. Since its a bigger surface than i imagined i can take a look at it again though, i just need to find one in-game first.
  20. Any way to detach the camera and free roam with it? I tried GLintercept and followed the tutorial, doesnt work, likely because windows 11, it never creates a .log so it means it doesnt even start up like it should. Maybe there's something more recent or even a cheat? Would be very useful for discovering errors in textures and on models etc, while being in-game. Thanks!
  21. Eh, might be? Don't see how it really changes anything though EDIT: sometimes i wish the forum wouldnt merge new posts.. it gets strange when a post doesnt have anything to do with the former post you did. Version 0.97 is released, see above for change log. over 1GB of changes are added to the mod. last minute fixes was Juhani (more of a tiger look / pattern now than a house cat) and locker fix. old image i realized now, it has fixes since this image, but it gives an idea. Also a reminder to remove: PLC_FrcDist01 (removed from the current archive, but will still be in your mod folder if you installed the mod earlier)
  22. yeah i can remake that one. it needs more denoising because the model will translate all the noise to rust and wear. edit: i'll include this one in the next update, its a bit better at least. the ventilation now more looks like a handle for carrying it, which makes more sense for a crate.
  23. Compressing the files to TPC for the new update, should be done in a few hours, maybe tomorrow. Here's the changelog: * 479 TPCs with remade alphas + new normals (this will improve walls, floors, armors + some other things quite a lot, i previously cheated and used the old textures normals and alphas) * 50 vastly improved armors / robes, 2K instead of 1K * vastly improved Gamorreans 2-4K resolution. * New faces: Mission,Dorak,Canderous,Xor * 20 commoners remade or new * 4K grass and bark for Dantooine Then i will work on adding more normals / gloss to more aliens. Gamorreans etc. I especially like how it makes the eyes look. The Duros and Rodians will look nice with glossy eyes.
  24. Ahhhh right! i didn't. I thought it was basically just an enable alpha function and i saw that it already reacted to alpha so i was thinking it was active. Then i get it, thanks! Glad to have an experienced modder here!
  25. ok. i tried without bumpmaptexture and i really could not tell a difference at all. I made Mission exactly like for Xor... it looked like there was just gloss and a smooth texture without normal mapping.