Selphadur
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tga2tpc was causing issues of seams and mipmaps (and transparency in some cases). Don't know why and how, but it messes up mipmaps. Not to mention every 20 or so textures it crashes. Did not know about KOTOR Stuff. But again, I am yet to see any shader problems only using .tga.
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And yet it somehow works. I do agree if you put .tpc format it overrides .txi (and if you put no .txi info in it so it won't have any). But it seems if you just put .tga files it works no problem. Ofcourse if I see any problems due to this I will add that .txi info, but so far nobody reported anything and I did not see any problems yet. Just because you can put .txi for every texture does not mean you have to do it. If using .tga does not overwrite .txi info and just .tpc files do I don't see a problem then.
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Well you can check out for yourself. I am on a fresh playthrough and using my mod with only .tga without any additional .txi info. Everything seems to work fine (skyboxes, characters, weapons, level textures and etc.). Everything has it specular maps, transparency and etc. It seems game has that info hard coded anyway. Not to mention a lot of .txi info you must search via HEX in KOTOR tool as in text area it shows incomprehensive characters (when you check via HEX you can see that info, like mipmap 0 or envmap texture and etc.). I had way more problems when transfering .txi info using KOTOR tool (be it from provided text area or via HEX) and compressing to .tpc than simply using .tga without any added .txi info. I think game when it does not have any provided .txi info in override it checks default (vanilla) textures and uses that info on top of .tga files in override.
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It does not give any problems. When you use only .tga file without included .txi info game uses it's default texture info for the named texture. Regarding .tpc, it has terrible issues with mipmaps and seams. If you write .tpc file without .txi info then yes there is a lot of problems. Writing only .tga without adding any .txi info I am yet to see any problems. Transparency, specularity, envmaps and etc are handled well. Using .tpc with included .txi info on the other hand gave a lot of problems.
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Merry Christmas to you too, Salk
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Hello everyone! I am original author of this mod. I would like to inform that the final version was released. I agree that Kotor is ageing game and probably even four times upscaled vanilla textures may be not enough, but keep in mind that it has around 2300 textures (GUI, effects and etc excluded) and it is very huge amount even when making wth the help of AI, not to mention making those from scratch (figuring UV mapping, creating new textures, testing and etc) And yes, alphas are intact, as I did not upscale those with AI (AI does not upscale those correctly even if you tweak it to do so). And I did not use any automatic transfering of alphas (there are already problems in some mods using this method when alpha must be 100% black, but somehow during this transfer it becomes 98% black and then transparent models occur in-game). I upscaled alphas using bicubic filter and transfered to upscaled textures, all by hand, texture by texture. On the bright side with this mod keeps game's original look with way more sharper textures. Regarding before and after pictures, well due to jpg compression most people won't even see the difference in those pictures (as not everyone has monitors precise enough in color reproduction and etc.), but I may add some as I finally finished the mod. Take care! And Merry Christmas! Selphadur P.S. Thank you Salk for sharing this here! P.P.S. Regarding TXI info. I just discarded .tpc format as it was giving too many issues (problems with mipmaps, seams, transparency; don't know if it was just a problem of a tool, but took too much time to transfer .txi info anyway). When making .tga you don't need any .txi info as game provides it by itself.