Emperor Turnip

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Everything posted by Emperor Turnip

  1. From the album: General Screens

    Current work, upscaling existing texture to far higher resolution. 4096x4096, added more refined detail and a baked in metallic lighting to "reflect" the nearby background.
  2. From the album: General Screens

    1st look at some remade textures
  3. Hello fellow modders and gamers, I have been working on a complete overhaul of the Peragus facility. Including new textures varying between 1024x and even 4k (Like the Hammerhead). Eventually I'd like to have this part of the game be interesting enough to not immediately skip over. I'm partially through the reskin now, with a screen from today uploaded with this post Update: http://deadlystream.com/forum/gallery/image/915-peragus-update/
  4. Pergaus reskin too fun

    1. Emperor Turnip

      Emperor Turnip

      The current reskins are at 256x or 512x resolutions and really only darken the pre existing textures. Im bumping most up to 2k or 4k with customized textures. Looks nicer, and it is the start to a larger peragus mod i'd like to venture into.

    2. jc2

      jc2

      Looks good so far!

  5. Aside from the models being rather wonky, I believe this is fully possible. Acquiring the know how is the hard part, since there aren't exactly any definitive tutorials that I've found yet Have you heard of this plugin? http://deadlystream.com/forum/files/file/1151-kotormax/
  6. Hello. I'm a newer modder in this community and Kotor in general and am looking for someone to teach me the more advanced techniques used in modding Kotor and TSL. I have released 2 texture mods but would like to take on some more ambitious projects. Like elevating Paragus from often skipped to a atmospheric plot point. I'd begin with a general visual overhaul and go from there. I have reasonable skills with photoshop, and an entry knowledge of how textures/models work, as well as some coding knowledge. A mentor would be great help, but any advice would be welcome.
  7. That is correct. Ill add a readme later today. Forgot to do so xD
  8. .txi files tell the game what to do with the texture. How to animate its frames, or what reflective properties it has etc
  9. Is this going to be released as a mod? The work is incredible
  10. Pretty simple mod. Get kotor tool, extract the 2da for exp needed to level, make changes, then put the file in your override.
  11. It was a reskin of all .tga files, yes. Added in the .txi as well to animate them.
  12. View File HD Asteroid field A hand painted (by yours truly) 1024x1024 reskin for the Ebon Hawk and Peragus To install, simply place the .tga file into your override folder. Submitter Emperor Turnip Submitted 12/29/2017 Category Mods TSLRCM Compatible  
  13. Version 1.0

    685 downloads

    A hand painted (by yours truly) 1024x1024 reskin for the Ebon Hawk and Peragus To install, simply place the .tga file into your override folder.
  14. File Name: Emperor Turnip's HD Animated Lightsabers File Submitter: Emperor Turnip File Submitted: 29 Dec 2017 File Category: Mods TSLRCM Compatible: Yes A complete replacement of all lightsaber textures with new 16 frame animated HD textures. Colors for each of the Lightsabers were referenced against canon blades for an authentic representation. To install, simply drop the files into your override folder. Click here to download this file
  15. Version 1.0

    4,774 downloads

    A complete replacement of all lightsaber textures with new 16 frame animated HD textures. Colors for each of the Lightsabers were referenced against canon blades for an authentic representation. To install, simply drop the files into your override folder.
  16. It worked! My alpha channel was a 128x128 white box in the middle of a 512x512 black one. So it only rendered the corners of each frame on the white. Wooooooooow, noob mistake xD Thanks very much! Now I can go ahead with my HQ Animated LS mod Too bad I cant model, cuz I'd love to make the chaotic style blade that cross guard sabers have. Fixed! https://imgur.com/b8606bV
  17. I'm not even aware of how to properly do so. Since I haven't even touched that channel, you may have just straight up guessed it. How can I send a .tga?
  18. Here is a link to the images https://imgur.com/a/5k4eo showing how its not drawing the full texture on the frames it does render, and is completely blank on the rest. A jpeg conversion of the texture is below. That is the .txi settting I had for the rendered image. I've tired everything from shrinking the 128x128 to make up for offset, changing cycle to loop (just made one side solid other not render) and decal as 0 or 1 made no difference.
  19. It could probably be scripted, sure. Have a script equip an item to the invisible "creature" slot each char has that grants the feats/stat bonus. Triggering said script may be the tougher part. Perhaps a dialogue could be used.
  20. I'll try the 512×512 again later today, and will post an image. It looks almost like the blocks defined in the .txi don't line up with the frames from the texture when rendered. As if they're smaller than 128 or something, and it's just showing the empty space in between due to an offset. (They're precisely aligned in each frame in the tga.)
  21. I have also tried 16 fps, and had that just made it flicker slowly. By flicker I mean, on for .5 sec off for .5 sec. Very visible, perhaps flicker wasn't the best choice of words. It's more on off on off on off than like blink speed.
  22. So I've been working on a custom animated lightsaber .tga set. I have tried both 128x2048 and 512x512 resolutions, yet the texture in game just flickers. If I reduce the 2048 to 1024 or 512 it just causes the image to flicker faster. All frames are filled. What could be causing this error? My .txi contents are as follows
  23. Anyone know how to get a feat to show up in the UI when leveling up? I think I have a way to sort the rest out via scripts. Editing an entry into the 2da doesn't seem to be enough anymore.
  24. Ok, so I managed to edit the starting feats without changing any utc files. I simply wasn't overwriting my Feat.2da correctly. The "granted" columns will set the level you gain the feat for each class, and "list" columns will define if it appears on that class' list. For example if I set the columns jcn_list = 1 and jcn_granted = 2 in the row for Toughness, then the Jedi consular will have the Toughness feat on their list, and receive that feat at level 2 for free. EDIT: -1 in the "granted" column will mean the feat is never given for free