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Everything posted by vurt
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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.
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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.
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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..
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Thanks, very good to have it confirmed!
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Many thanks, i will try it later!
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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.
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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!
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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.
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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.
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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.
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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
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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.
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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..
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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.
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yes the various NPC's aren't great, it's by far the least effort in the mod + the wookies.. again, the mod is basically a sketch until v1.0 Hutt again, now normal mapped. bump scaling does nothing unfortunately. 1 or 9 doesnt matter it will look 100% the same. I can try some extreme values though to see if that does something. I think i'll make the pupils of the eyes slightly less wide to remove the almost cartoonish look it gets.
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yeah you're right, in fact frog-like is what i use in the prompt to exaggerate the skin. Though the hutts are clearly inspired more by slugs than frogs.. i can try doing such a version instead perhaps, though i think it will be harder to achieve that effect on the skin.
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That is SO strange. I have the same version. For me it doesn't work at all, i use those exact settings. It's also like it worked for a while and now i get this effect where it just goes transparent every time i use it. You didn't do anything to the .txi files? I'll try reinstalling it. Are you on Windows 11? That is SO strange. I have the same version. For me it doesn't work at all, i use those exact settings. It's also like it worked for a while and now i get this effect where it just goes transparent every time i use it. You didn't do anything to the .txi files? I'll try reinstalling it. Are you on Windows 11? Edit: i installed tga2tpc-4.0.0-win32-ia32 and it now works again. lol... before i had x64 version since i am on x64 Windows. very strange!! But yeah, i can now finally start experimenting with normal maps. I know we should able to make them more pronounced in the .txi files with the scaling option. I can try them on things that doesn't have them per default and add more normals to the game, if i can get a good effect from it.
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Fixed 2 more TXI bugs updated one of the Hutts (4K) I'll do the other 2 as well in 4K, i think i can make them look a bit varied using various patterns on their skin, change their eyes a bit. This one got the more typical Jabba eyes (with wide pupils) and no longer round. maybe do the next more green and the last more desaturated. and yes, they probably shouldn't have scales, but meh, its my interpretation of a hutt, makes them look a bit more intimidating too + a good way to make their large mesh have tons of detail. i think bioware also wanted them to have scales, if you look closely on the texture at a few places.
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I really have no idea how to create normals for this game. I am using tga2tpc. these are all original files, the original txi files and the original normal map and diffuse, converted to tga. This is what i get if i generate this default Hutt again: how can you remove the transparency? I tried an almost pure white in the alpha, it will still be very slightly transparent and the light will show through a little. The original, not processed, as we all know, does not have this issue at all, no transparency. so the issue is not with any texture or .txi but with tga2tpc. @Dark Hope how do you generate your normal maps? the exact settings? I've been at it the whole day, can't solve it. in case anyone want to give my 4K Hutt a try, comes with the 2 txi files and normal map C_Hutt01b.7z I am almost certain this is a bug with TGA2TPC for this particular mesh because i have tried everything. Setting alpha blend to 0 + leaving it alone. Saved as Uncompressed + all other variants. Many various settings the 2 txi files apart from using the default settings.
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@Salk Well, they are there already in the default game, and in much lower resolution. If you want to improve quality for the textures that uses them then you must improve the normal maps because otherwise you will have a bit of the low-res look from the applied default low-res normal map.
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I see, good to know! Yes i think there were over 900 textures from my mod that can be used with TSL. i made a script that checked all files which had the exact same name.
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TSL also has at least one hutt, right? Might be worth doing them in 4K i am thinking. A fun texture to do actually. I like the quality improvement with the normal maps too.
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Probably not because normal maps doesnt work with .tga, at least i could never get that to work. if someone wants to convert to tga to check the images out they can use the tools that we already have for this.
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one of them has slightly more rounded pupil, the other 2 has more reptilian looking. eyes aren't always consistent in SW, like for weequays, they can have human eyes, or black alien looking eyes. so not sure i care, its good to have some variety because theyre otherwise very similar. Edit: i made it slightly more oval. I aim to please This is another variant: Anyone any good at figuring out which texture is outside the window... seems to be another alpha blend issue EDIT: found it. wrote a script to find grey images with alpha
