vurt

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Everything posted by vurt

  1. ah, that's good to know! Edit @DarthParametric : I checked Xor. the original .txi is bumpyshinytexture CM_SpecMap bumpmaptexture Twilek_M01b the bummaptexture here is wasted, isn't it? glossy and bumpmap / normal map together doesnt work afaik.
  2. Mission with Gloss. Some characters has a working alpha from the start, no need to edit the mesh, this one works without any editing. Lips, eyes and tentacles are made very glossy, other parts of her face are vaguely glossy. I should probably try a glossy Gamorrean since some parts of it could benefit. I've also come to the realization that any armors with alpha and gloss needs a new alpha, they inherit too much of the old original alpha that i use, and it makes any glossy part look low-res or grainy.
  3. yes. Edit: though if you are using a mod which has the same files as mine but .tga then im pretty sure TPC has priority and it must be removed. Making a script for that isnt hard though, just ask chat gpt for a script that removes .tpc files if a tga exists and it will make one, either a .bat or a .py if you use python.
  4. not happy with some of the skin, now its better. i also made him show his sexy belly.
  5. everyone should just remove the file called PLC_FrcDist01 this since it is too problematic to work with, it can either crash the game entirely or it makes the texture for the prison forcefield non-transparent. so just remove it. Next update will have some nice upgrades. 50 armors which previously were 1024 are now 2048 and overall just looks much better (better textures overall). a ton of face textures + more.. Here's one of the Gamorreans vs default needs a belt buckle though, but easy to add... The original has a yellow/green color inside the mouth, very odd choice, i made mine have dark red inside the mouth, which looks more like you would expect.
  6. Did you update it recently? I update the mod like every other day, the crash for going into the Sith Base via the elevator was fixed quite a while ago. It is possible its a new crash that i havent found, if so a save just before it crashes would be helpful and i can fix it.
  7. yes i can maybe blend the two, there is a seam in the mesh and bioware are awful at placing these seams, like on the wookies, they placed them on their belly, which is in plain sight. maybe its just where the longer hair starts on her, it's not a huge issue imo, and only visible if you use the Camera and stand as close as you can, like i do here. its too vague to see otherwise. I do think she's less uncanny than in the original model haha, maybe because at least now i can see what its supposed to be while with the original model my first impression (as i remember it) was more like "WTF even IS that?" lol The head texture stops at the forehead and then continues elsewhere. So there will likely always be a seam, unless perhaps you make it super bright or do a UV-remap of the whole face. some of the blur there could be removed though, likely not contributing to anything good
  8. Yes that is understandable. When i get the time i can do an alternative version of her and have that under "Optional Downloads". I will obviously also check out those cool models from DarthParametric and maybe i will have them as optional as well.
  9. its much less feline looking than most images i have seen of the cathar race, the nose and ears for example , very human looking, she also has human hair (or does she color it?). The ears are just slightly pointy on her model, not cat ears.. In images they look more feline. I also think it would be a missed opportunity to not make it more feline, its more interesting, will look more unique. I think in TOR they also went the lazy route and just made them more human looking. The dark hair is strange. I might change it to the same color as her other hair so that it is consistent with just being her fur put in a pony tail instead of it having fur + human hair, which doesn't make a whole lot of sense. I can take a close-up photo of one of my long haired cats which has the same color as this.
  10. Juhani , a much needed rework, don't like the original at all. most of all the texture is way too bright so it loses all details.
  11. Cool! Personally i don't mind if its just a male variant, good enough! I will check these out later. So these are straight from TOR? Here's zaalbar in 4k, at least a bit better than the 1024 i have now in the mod needs som fixes on the arms.
  12. Cool model, i really like it! Is it a straight port from TOR? Like taken from the game, or inspired? Do you have a link to the mod? I can most likely make a retexture for it. TOR wookies didn't give me any good results.
  13. Recreated the wookies again, much better result. They will never be perfect because of how Bioware made them though. It would require full-on UV remapping, maybe a new model, beyond the scope of my mod, at least currently. Rodians were also remade from scratch, just like the wookies they are now 2048x2048. Many humans were also remade. I should probably take a look at the alpha and fix some of the more jarring pixelated mess that it often is. Maybe even enhance those with AI as well, never tried..
  14. Thanks, very good to have it confirmed!
  15. Many thanks, i will try it later!
  16. that's how my .txi files are made, same way as for Hutts. I am almost certain it has to do with the mesh itself, since the original doesnt use normal maps, there was no need for Bioware to turn on alpha for the texture on the mesh itself. So for doing normals on heads i bet you must edit the models. I might give it a try on my Weequay.
  17. yeah i just edited my message lol. i heard you should make them blurry to not get noise and shimmering effect on the model... but i will take a look and see. Thanks!
  18. Many Thanks! At least we will have them for the hutts wish i could get TGA2TPC to work on my computer for this I think my normals for the hutt might have been too blurry maybe. i read should do them like that to not get noise / flickering. But idk.
  19. aha, so it broke again somehow... damn. I think i give up completely on normals for now, i've spent like 2 days on it and mostly for nothing.
  20. can you give this a shot, if you have the time? TOOL:tga2tpc - Mod Releases - Deadly Stream I made a post there about it since it applies to TGA2TPC directly.
  21. vurt

    TOOL:tga2tpc

    This tool doesn't work if you ever try to do a "custom" .txi (not in the original game), then you will get a transparent texture in-game for the mesh you tried to create a normal map for. I have made a mod for N_oldCMH01b.tga (old guy with white hair). Using 100% the same method to do a normal map for the Hutt, which does work and doesn't give transparency. This is likely an issue with the mesh itself, the meshes which arent using normals are not set to use an alpha? Maybe there would be a way to batch process models to use alphas if so... because doing it manually in Blender will likely be tedious. Here is the face + normal map and .txi files if someone else can give it a shot. It comes with a save file standing near the old guy. Face.7z Oh, if you are still active ndix UR a welcome update would be * alpha blend setting that applies to all currently imported tga so that you don't have to apply it manually for a ton of textures. I know you can create .txi files to handle it but still a bit of a hassle. * when tga's are imported and you have created your .tpc files, i wish that i could press Run again if i updated the .tga files with some changes. this way i would not need to first remove them, re-import them, and then press Run to see my changes. So my idea is that if you press Run with already imported tga files it would reload them then use Run. I alt+tab in and out a lot and update my textures to fix issues etc, so there's lots and lots of removing and re-importing and re-running for me to see my changes
  22. yes its from the original purple color it has on the back, it got that type of thing instead. i can probably make that a bit better.
  23. I made 3 variants from this one, its just slight color and brightness variations so that they can use the same normal map. Kashyyyk got a new ""sky""-box too. There were also more alpha blend errors which i've fixed. I'll upload a patch with these changes in a bit..
  24. ah yes, i will fix those, but they have very low priority since i have never seen them in game-game on Dantooine. But i think i know where they might be, likely on top of those rocky parts, so basically out of view, its why they gave them super low resolution so their generated outcome is not great either. Maybe i'll turn them into bushes or something which is more visible so that they serve a purpose.