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Everything posted by vurt
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around 1950 textures are mostly done, gonna go over some of the skyboxes again though, make them 2048x2048 since it just looked quite a lot better.
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nvm, it needed the textures as .tpc, loads fine! Edit: apart from some of the really large files it works.
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Looks great. If you need any kind of texture work, let me know and i'll help you out.
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Is it possible to get textures to load with the .mdl with kotorblender? if so how? I have set the path to the textures (.png) in Preferences. I have also copied the swpc_tex_tpa.erf to the folder of the unpacked models since kotorblender seems to reference it in its settings. i also made folder called /textures with the .png files, also in the mdl folder. I tried Missing Files too, but it doesnt seem to load anything. Thanks
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There were around 215 of these super tiny textures for implants etc, all done! Wasnt going to do these ultra small textures since i thought it would be too difficult to get anything decent out of them, but i think it turned out pretty good. And it is noticeable in game, especially anything that goes on your head.
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That's true, it's a big mesh, i'd say it still looks more detailed than my previous 4K texture for it. So its not only about resolution but the quality of the texture. For Morrowind this was very evident where my 2K textures looked around 2x as detailed as the 4K upscales people had made for certain larger things like large walls etc. This is a really good 4K upscale vs my 2K image: 56037-1740009478-1968189747.gif (1280×1280) I also tried a 512x512 version of this mod, and the quality increase, even if it was now often the same resolution as the original textures, was quite big.
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it's currently 2048x2048
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yes this is not an AI upscale, it's AI that recreates the textures, that's why textures like clothing which were previously drawn/painted can instead have realistic materials applied, like leather and realistic fabric etc. Re-modelling is beyond the scope of the mod. I am aware that some meshes has seams etc, like most games from early 2000.. Not a huge issue, at least not to me. The skin tones might need a little bit more red, i'll try that. As for download size, for most people i dont think this should be an issue in 2025 where game sizes are easily over 100GB.. My other mods are 2-3GB, this might be similar in size (haven't really looked), should take 1-2 minutes to download, even if you don't have the best possible internet (i certainly dont have the worst, but not the best connection either, for me my Morrowind mod which is 2.3GB takes less than 1 minute). To split it up is a bad idea because of how cumbersome it will be to update all packages and keep track of it etc, and i often do frequent updates to my mods, especially after release. I can do a 1024x1024 version though. Edit: right, this is TGA so it will be larger due to that. I might look into conversion into the original format with DXT compression. Though that will be at a later stage when i feel that the mod wont get more updates.
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Carth and general improvement of crates, walls, damage decals
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they're pretty much 1:1. but if you have a more specific idea of how to improve them i can give it a shot for sure.
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Some more in-game screens
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I know i started a topic like 2 years ago or something about doing a remaster / retexture, but i never got far into it. So I recently started over again using the new AI model i have been working on for the last 2'ish years on and off, the recent update made it really good at doing clothing. This retexture will be similar to my other remasters i've made in the last years (Jedi Knight 2, Thief 2,Morrowind and Gothic 2). So basically the full game retextured, maybe apart from the smallest stuff which doesnt make sense to retexture. I'm maybe 70% done or so. 1600+ textures so far, but some needs to be remade again or needs fixes. Some examples attached
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ah yes, could be fixed in photoshop perhaps, or i will remake it. something new just came out called ControlNet which will make things a bit different from now on when it comes to replicating.
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that's why i like it, the whole randomness of it, of course the result is not always what i want but it's so easy to just try again i'm also not sure i'm too interest in creating 1:1 copies of artwork, i find it immensely boring to just do the same, though i do think it must be within reason and that it has to be done with good taste. i've never done any mod for any game that tries to recreate the original content 1:1...
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yeah, color isn't really an issue, just the noise. i denoised the hell out of the original images haha. how it works is that it uses noise in images to "dream" from, pretty much like how when you close your eyes and you are getting sleepy/dreamy, eventually dreams will start to form from the noise under your eyelids. if you just feed it shapes it will see the shapes and start adding details to it, you can draw a very crude figure and turn it into Tom Cruise or a supermodel, you can guide it in text too.
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yes, that's how these are done, i feed it the original image (well my upscaled and denoised version), then i render over (a selectable change from 0-100% i tend to stay at around 30-55%) over it with my model. Your texture can be used to add details, absolutely it looks great! edit: it's 2048x2048 which makes it harder + very "noisy" texture, it's possible though, would have to be denoised.. i will probably mostly work with 1024x1024 for these textures, maybe do 2048 for some specific ones, or do upscaling with denoise/sharpening A.I. AI doesn't do alpha at all.
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this was in similar bad shape.. not finished but: some examples of what my AI model can do Imgur: The magic of the Internet
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smoothed, as in blurred? Not sure i understand still working on improving the model.
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Some examples did my own AI model that can make doors and wall panels, spaceship hulls, consoles etc, within the press of a prompt. here are a few (not all will be used for KOTOR) [/img]
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Excellent! Many thanks
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- 13 comments
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Sounds great, will give it a shot. Is there a good reference page when it comes to naming, like what LYT name refers to which map and so forth? Thanks
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"Open a Camera Speed Preset folder", what does this mean? open=create? and it's supposed to be created in the KOTOR main folder? The instructions are stellar until 6)... i take it that it means create this folder, i did that, but nothing happens with ctrl+shift+c. this is where i installed the .ini - D:\Steam\SteamApps\common\swkotor\GLIntercept_1_3_3\Plugins\GLFreeCam
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Is it possible to edit the static maps (where objects are placed)? Would it be possible to add detail to it, or make e.g mountain (or whatever other 3D objects they made on them) have more polygons? Is it something that could be loaded into Blender and then edited from there? I did a big mod for Gothic where i added mountains and a few other additional details to the maps (grass planes etc), maybe it would be possible to do for KOTOR.. For Gothic (completely different engine, i know) you loaded the entire 3D map layout into Blender.
