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Everything posted by vurt
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you mean to be able to select it separately from the other player faces i take it. Not sure i will do that, its just much easier to just use it as a replacer for one of the exisiting heads (in this case PMHA03). From what i noticed so far i need: PMHA03 (head) pmbala01 (underwear) PO_PMHA3 (portrait) Then for dark side i would need PMHA03d1, PMHA03d2, PMHA03d3, PMHA03d heads as well. Or would any of this lead to issues? Yes, maybe slightly more convenient to be able to select all variants from within the game instead of first selecting what you want and then dropping it into /override On the other hand its a one time thing, we select the head we want and then we play... with this mod it is obviously also possible to change head during play by just copying over files from the new head you want instead.
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edit: nah. improved it + made the underwear
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No, there's no way they left in hundreds, at least i do not think so. Skyboxes are used for a number of various things in the game, most who does retextures will focus on the skyboxes that we see above the planets, but there are others as well. Chat-GPT could actually explain them and without it even having to google it, which is kind of funny to me: So yes its possible that i have a few unused skyboxes, but it wouldnt be too many MB lost due to those.
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yes the idea is a pack of player faces. maybe i'll do some more alien races. I need to look up some mods doing player races, see what is needed.
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retexture / replacement for PMHA03 any particular face / style / race you'd like to see?
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To my knowledge nothing is unused. But it could be a possibility that Bioware didn't remove a texture or 10 that was never used for the game, to know this i would have to cross reference every texture with every mesh. Unless there is a very good reason for knowing what is unused i see little point in doing that. Maybe you could save 10-30MB or something, but probably not more. Maybe i misunderstood what you mean though. Yes, if you mean choosing the best looking one of the bunch, though they should be pretty similar. There's a 4K version though, if people really like that one they can copy it and use it for the others. Maybe once i reach 1.0 i can look closer at things like this, its not super high on the list right now.
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Great! I'll test it later.
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Don't be afraid to point out errors or things you don't like and i will fix them (unless i would disagree with something). It's a big mod and it is almost impossible for me to check out all 2100 textures in-game. I will eventually do a play through though and i will notice stuff that needs fixing.
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Yes, that was the first mod i downloaded. There's also the restored content, which of course sounds interesting, but it is not listed there, i take it that it has compatibility issues with the CP, likely doing much of the same things sometimes?
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I see, well that' really good to know, then hopefully the mods on that page does work together. I think that author should have explained that part since its very detailed otherwise for new players and mods. Thanks for the explanation!
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I think the issue with my TPC was that it didn't combine the TXI. If i can fix that it will likely work, going to test again.
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I played the game at release and i guess one time after that, modded. Been many years so i am basically feeling like a new player again with so much stuff to choose from! Which mods would you recommend? I googled a little a i saw someone (i think it was on here) recommending this page: Mod Builds: KOTOR 1 Full I downloaded around 30 mods from there, installed them in order they are presented on the page but i was disappointed to see that over half of the mods would end in e.g: Warning: A file named unk_m43aa.mod already exists in the Modules folder. Skipping file... Warning: A file named kas_m24aa.mod already exists in the modules folder. Skipping file... Some had 20+ "errors" (files already exisiting). So i am guessing those mods will end up pretty broken since they obviously have altered the same file as some other mod, or am i wrong? Not sure i understand the point of that page if so. Any good mod-packs otherwise (no idea if they exist)? I am looking for additional stories, content, fixes. Many thanks.
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yes the files are now of course merged, no need to have an update patch file when there's a full new version Changes are: * Better grass and underwater plants * Recreated a few other textures
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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.
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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?
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oh, wow, 996 files from KOTOR1 is also used in KOTOR2. Half my work is already done for TSL
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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.
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i fixed both so now there's crashed spaceships instead of the buildings.
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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.
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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.
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Update Patch v0.2 is out. 170 additional textures + fix to LKO skybox + more.
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All textures are like the originals, just 4x the size. Very likely.
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Removed the .tpc version since it had many graphical issues. new version is tga!
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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.
