vurt

Members
  • Content Count

    231
  • Joined

  • Last visited

  • Days Won

    25

Everything posted by vurt

  1. 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.
  2. 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.
  3. 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.
  4. @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.
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. Normal maps will be in the next version. Maybe not all, but ebon hawk, hutts and around 60 others.
  10. This fixed it, thanks!! v0.91: * PLC_FrcDist01 is back (fixed TXI error) - shouldn't crash the game now * Decals under water should now look correct * Many changes to Kashyyyk (most walls, all nets, all grass) * + more
  11. I see. It should be much larger because there are extra details such as hair and also the horn type of things on the face, and those are quite a few added meshes. I havent compared the size but it wouldnt surprise me if its 2 or 3x.
  12. Yes that looks a bit off, i can fix that. thanks! Updating the kashyyyk walls since they look pretty bad even after my retexture.. Trying to make sense out of the wookie wood wall building technique is a mind bender Not sure my attempts will be 100% true to the original but not sure they need to be either. looks nicer but like the original it doesnt make a lot of sense. i think its the layering that is just off overall from the start.
  13. No idea what that means unfortunately. Chat GPT says:
  14. The file PLC_FrcDist01 (tga or tpc) must be removed from your folder, it will crash the game at the sith base. I tried changing it to 256x256, tried recompressing with its .txi in the folder, but its a no-go, the game won't allow you to retexture this file for whatever reason. No idea what the texture even is, it looks like smoke. I will upload a version without this texture.
  15. Recreated around 60 armors (left out the cloth armor since its decent i think). Anything with metal should now have metal parts instead of more cloth-looking. They are also 2048 instead of 1024. The mod is now TPC so size is down a lot. increased the quality of a few textures, doors,walls, grass and some other stuff which didn't look great. Crappy gif quality but gives an idea vs default textures: Edit: Uploaded to Nexus Mods. Once it reaches 1.0 i will upload here. I really hope the TPC textures works because size is down more than half. I have loaded around 30 saves from various places and progress in the game, and have not seen an issue yet. Please report any oddities.
  16. View File Weequay Player Race with Soundset Now you can play the game as a Weequay. Before placing the two folders from the archive into the root of /swkotor - please backup your streamsounds folder by e.g packaging it into a rar or zip (whatever you prefer) because the mod will overwrite your original player sounds. The new face and head mesh is a replacement for PMHA03 (in the unedited game it is the asian looking bald guy). If you want to go back to having the default textures then place the files from /override from this mod archive into your /override again, then directly press Delete to delete all files from the mod. The mod uses a new soundset for the player sounds since the default ones does not fit the race/look at all. A sound and graphics video can be found here: KoTOR Weequay Race - voice and graphics showcase The mod comes with new underwear/body texture for the new head and all portraits and Dark Side transition changes. Submitter vurt Submitted 09/27/2025 Category Mods K1R Compatible Yes  
  17. Good to know for the next time. Thanks! They finished and they do seem to work, but ofcourse i have not looked at all 2000+ textures in-game so there's no way of telling if there are errors with some. I used "Fast" compression.
  18. Version 0.9

    35 downloads

    Now you can play the game as a Weequay. Before placing the two folders from the archive into the root of /swkotor - please backup your streamsounds folder by e.g packaging it into a rar or zip (whatever you prefer) because the mod will overwrite your original player sounds. The new face and head mesh is a replacement for PMHA03 (in the unedited game it is the asian looking bald guy). If you want to go back to having the default textures then place the files from /override from this mod archive into your /override again, then directly press Delete to delete all files from the mod. The mod uses a new soundset for the player sounds since the default ones does not fit the race/look at all. A sound and graphics video can be found here: KoTOR Weequay Race - voice and graphics showcase The mod comes with new underwear/body texture for the new head and all portraits and Dark Side transition changes.
  19. vurt

    Player Faces

    consumed by the dark side
  20. yes i saw that in the settings, its why i put them in the folder this time. i guess we'll see if it makes a difference or not. would be cool to be able to work with normal maps etc + get the size down overall. But the conversion is an absolute crawl. Been on around 300 files for over an hour now, it starts off with decent speed and just slows down to a crawl over time, it will easily take me until tomorrow to convert this.
  21. ...could it be that i didn't have the .txi in the /override the last time, maybe they always have to go together if you are using .tpc? realistically it should read the packaged resource where they are, if it doesnt find the .txi, but i am not super familiar with the engine or how it reads textures and the info in the .txi.
  22. Is there any other way to (batch) convert around 2200 files from TGA to TPC other than tga2tpc? I think chatgpt said you can use it to convert via the command prompt, but i am thinking its likely hallucinating, didn't test since i've never read elsewhere about that. It's a very buggy program... first time i tried it it took me around 40h to convert 2000 files, many of them appeared broken, things with alpha showed strange outlines and other errors that werent in the TGA's. Maybe it was because i hadn't extracted any .txi files and put them in the same folder as the .tga files? I tested again (now with the original .txi files in the folder) and now it just stopped after 68 files, nothing happens.
  23. vurt

    Player Faces

    showcase of the voice set i made for him KoTOR Weequay Race - voice and graphics showcase This is not really a race mod you can play with the original voice, it just comes of very strange, the original voice actor doesn't fit at all. He does have some new lines, "rancor bait!", "sith's blood!" and instead of "damn" i used "dank farrik!" (Mandalorian)
  24. Cool. But i do not think it comes off as normal cloth for the most part really. But for such a big surface it is worth fixing, absolutely. I will take a look at all of these.
  25. that is an example of something that would not look like cloth in-game. Likely has a metal sheen from the shader. it really hides a lot of details when its active over a mesh, you just see a reflective surface in a certain color, mostly. you can forget to see it has tiny stitching. In-game screens are overall way more helpful here. Something like PFBH04.tga also, this has a metal sheen all over its surface, it will not look even remotely like cloth in the game because cloth does not look reflective. If we had an opposite issue, cloth looks like metal, that would look awful, because the cloth parts in the game does not use a shader over it so we would see it in its full detail.