Existential Selkath

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Existential Selkath last won the day on July 6 2022

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About Existential Selkath

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  1. Nice! I might have some time soon, I'll see what I can do and DM you if I get anywhere. Even if I could get it working myself, getting it set up for other people to install is beyond me so that sounds great. Anyway, I'll see how it goes.
  2. Found this awesome mod that managed to get it working. Just linking it here incase anyone stumbles across this thread still looking for a kotor 2 version.
  3. This is awesome. I was quite sad that I wouldn't have the time to complete this myself, the hk50 droids made 2 much more complicated, but I'm happy you got it working. Before I had to move onto other things, I was working on hk50 textures and trying to get a metallic look. No guarantees but if I manage to finish the textures, would you be interested in collaborating to get them implemented?
  4. I'm sorry to say, I've not been able to work on this for a while and I'm not sure I'll have the time in the future either. If anyone else wants to give it a go, I'll help how I can. Otherwise, it will just be limited to kotor1
  5. Well, one thing at a time, I've actually got to finish the hk50 textures and upload it first. The eyes are important, but they aren't the priority rn.
  6. I don't even know how to get hks eyes to animate during dialogue yet. Its on the list. Im not sure that would work for the overhaul mod when I upload it. Idk
  7. 47 will keep the same appearance as the kotor 1 project. The 50 units will be using different textures. Im hoping I can get a good normal+envmap system working for a true metallic look, but it's taking longer than I expected so I might stick to a grey base colour and release it sooner in the meantime if I can't sort it out.
  8. emulating the way kotors shading works in blender, I got this. Its a bit messy rn but its a proof of concept. Only problem is, it relies on normal maps. When I did HK-47 for kotor 1 I got normal maps working for the head, but didn't bother for the rest as it didn't make much difference. Now I need to use them again and it just fails to load, I get a popup saying 'invalid bumpmap'. I'm converting the bumpmap to tpc and everything, it just doesn't want to work. If anyone has any ideas, I'm all ears
  9. I am quite fond of my original textures too, but I wanted to see what other people think before I made my mind because the steel is more accurate to the original, and I've never been great at scrapping old ideas. I'm afraid having both textures would take more time than I have at the moment. Baking one set of textures onto the low poly model is already finicky enough. I'll see what I can do in the future because I would like to give the option, but for now I only have time for 1. Hence why I'm asking for opinions.
  10. I was pretty certain I was going to use the same texture I had already created in blender, but having experimented with a few other options I might end up doing just that. I'd really like some feedback about this. Do you guys prefer the dark, slightly worn metal armour look that I was initially going to go for, or a brushed steel kinda look that's closer to the original, but less granular and detailed. Both of these images are in blender, so they're not going to translate perfectly into kotor 2, and I'm still working on the detail for the brushed steel, but the general look should stay the same
  11. I mean, as I said, it's not using the proper textures yet. Once I've got proper specular maps in place and proper baked lighting in the textures, it can look a lot better. The chestpiece is Intentionally pure chrome as an example of what the envmap looks like anyway
  12. soooooooo, I may have found a way around that... Obviously placeholder textures and everything, but this is already looking waaaay better than I expected
  13. I'm really glad I've got a proper metal shader ready to go for the hk50 units because I don't think a simple hue swap like the originals is going to cut it. Idk about you guys but white HK is the kinda thing that keeps me up at night XD
  14. I'm trying to read the whole thing but its hard to remember all that info at once and pick out the relevant info. Anyway, thanks for the help IT WORKS! I mean, the HK-50 droids are invisible, likely because I haven't given them a texture yet, but it works! Thanks again for all the help this thread has been. You can expect a kotor 2 version of the mod as soon as I've created the new textures, and ironed out some kinks. I've just realised though, surely if I haven't given the HK50s textures they should just use the 47 ones instead right? so why are they invisible? might not be as simple as I thought
  15. So it would be compatible with any workshop mods that dont use the appearance file. So I at least need to install the non workshop tslrcm. Good to know, thanks I'm confused as to how I'm supposed to set up TSLPatcher. It says to put all mod files into a folder called tslpatchdata which is simple enough, but then it asks to put UNALTERED copies of any 2DA files into that same folder. Well I've already got the altered version of the appearance file in that same folder so idk what it wants me to do.