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Posts posted by Existential Selkath
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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
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6 hours ago, Sith Holocron said:You might wanna PM @Marius Fett and discuss it with him.
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.
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2 hours ago, DeepFriedDimebag said:In whatever capacity you choose to release this mod, I really don't mind. Could you perhaps make it so HK-47's optics are shut while he's deactivated in the cargo hold though?
I don't even know how to get hks eyes to animate during dialogue yet. Its on the list.
1 hour ago, Sith Holocron said:Im not sure that would work for the overhaul mod when I upload it. Idk
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2 hours ago, Arson Hole said:This mod is looking superb so far! Can't wait to see my Hunter Killer bois done justice in HD! ^-^
Will you be applying these changes to the HK-51 droids too, or will you be sticking to 47 and 50?
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.
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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
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14 minutes ago, Marius Fett said:I’m more a fan of the darker one, personally. The brushed steel one looks a bit too clinical for my taste and says more sterile medical droid than lethal assassin.
Just my opinion though, I could well be wrong!
Maybe you could include both and use the brushed steel texture just for the droid on Peragus who’s meant to be impersonating a protocol droid?
Easy enough to set up and would at least make it seem like he’s made some semblance of an effort to disguise himself! 😆
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.
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18 hours ago, Sith Holocron said:I personally think HK-50's would have brushed steel for their body. Not unlike a refrigerator.
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
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1 hour ago, DarthParametric said:Looks far too Sith soldier pure chrome to me. And the thing about envmaps is that they vary in effect in every module due to the different lighting.
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
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On 7/5/2022 at 5:26 AM, DarthParametric said:Poorly probably. Odyssey's envmap system is terrible. Things could have been so much better if they had implemented spec maps.
soooooooo, I may have found a way around that...
Obviously placeholder textures and everything, but this is already looking waaaay better than I expected
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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
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1 hour ago, Marius Fett said:If you look at the readme file which comes with TSL Patcher, it tells you exactly what to do.
You use ChangeEdit to compare the modified and unmodified files and it stores the new row information in changes.ini for you.
Honestly, read the whole readme.
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
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7 minutes ago, DarthParametric said:As I said above:
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.
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2 minutes ago, DarthParametric said:I would strongly advise you against uploading it to the Workshop, if that is what you are asking.
what I'm asking is whether or not I can use OTHER workshop mods as well as TSLPatcher for my own mod.
Idk if the steam workshop would still override any TSLPatcher files, in which case I'd need to redo all my modding for the game to not use the workshop at all
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Just now, DarthParametric said:No, of course not. You use TSLPatcher, same as any other mod.
But that has nothing to do with the Workshop. Their setup means that in the case of duplicate files it only uses the most recently installed version.
ah ok. I've only ever used the workshop for kotor 2 and manually pasted in the override folder for kotor 1 so I'm not familiar with TSLPatcher. I'll have to look into it, but I'm right in saying that its incompatible with the workshop right? I'd have to move everything over to TSLPatcher?
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8 minutes ago, DarthParametric said:There's nothing you can do to alleviate Workshop compatibility problems. Aspyr's implementation makes it fundamentally incompatible. All you can do is advise people not to use it. If they insist on using it regardless, that's their problem.
so there's absolutely no way for my mod to only edit the HK part of the appearance.2da file? It will always be incompatible with any other mod that uses that same file?
I think I'm already subbed to multiple mods that use that file and I've never had them conflict with each other before.
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5 minutes ago, DarthParametric said:Using the Workshop is a very bad idea™. If you must do it, then preferably only use TSLRCM and then manually install any other mods over the top of its Workshop folder. But the Aspyr version isn't worth using at all anyway, since all it really does it add a bunch of extra bugs.
If you have multiple different Workshop mods then you are going to run into all sorts of grief. But for the purposes of testing, your 2DA needs to go into the Workshop folder of the most recently installed mod. You can see the mod's ID from its Workshop page URL.
I'd like to make sure whatever I end up releasing has as few compatibility issues as possible. Its one thing for me to stop using the workshop, but when I publish it, I don't want to put everyone else through the same hassle.
Side note, when you say the Aspyr version isn't worth using are you referring the the port of the game or the workshop version of TSLRCM? I haven't had many issues with either.
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1 minute ago, DarthParametric said:Depends. Are you using the Steam version with Workshop mods installed?
yes. do you think there's a conflicting appearance file that's being applied from the workshop? is there any way to deal with that without removing mods?
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Finally got a chance to work on this again. I've followed your advice and set the racetex to **** and given each droid model its own race.
On 7/4/2022 at 4:22 PM, DarthParametric said:Just change it from this:
label race racetex 3 Party_NPC_HK47 P_HK47 P_HK47_01 538 Droid_NPC_hk50 P_HK47 C_HK50 539 Droid_NPC_hk51 P_HK47 C_HK51
to this:
label race racetex 3 Party_NPC_HK47 ExSel_HK47 **** 538 Droid_NPC_hk50 ExSel_HK50 **** 539 Droid_NPC_hk51 ExSel_HK51 ****
N.B. Extraneous columns omitted for brevity, substitute in your own model names.
Only one slight problem. I put the appearance.2da file in the override folder and nothing changed at all. I might be missing the obvious here but idk what else to do. Does the file not go in the override folder or something?
Here's what it looks like
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9 hours ago, DarthParametric said:Poorly probably. Odyssey's envmap system is terrible. Things could have been so much better if they had implemented spec maps.
Its worked well for me so far. Using the alpha of the textures to control the specular strength already makes a big difference. I am looking into creating my own envmap though which might help it look even better.
Most modern games just use cubemaps anyway which is effectively the same thing but more accurate to the individual environment you're in. The only real difference is a lack of roughness, but if I can edit the envmap I can approximate that too, even if it wont be variable across the entire model
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19 minutes ago, Natural Law said:I do think thought, that you should probably keep the awesomely scarred and pitted iron texture just for the "obsolete" original.
I'm definitely going to keep the same base material for HK47, I'm just considering adding an extra layer of corrosion or something.
on the other hand I'm going to see if I can replicate the smoother, but still worn, plain metal look I've got for HK50 in blender but it will heavily rely on the outdated reflection system of the kotor engine so idk how it will turn out.
Thanks for all the help though. I never expected an entire forum post about all this
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1 hour ago, DarthParametric said:There's zero difference in how both games work in that regard. A model with no appearance texture overrides will display whatever is set in the model. There are no practical limitations beyond one texture per mesh. However, what is specified on the model will be overriden by a racetex in appearance.2da, if one is specified. That's how the vanilla HK models work. It's a single shared model that has three separate race textures. TSL strips textures off the model altogether due to an engine issue with TXI clashes with instanced models. Just change it from this:
label race racetex 3 Party_NPC_HK47 P_HK47 P_HK47_01 538 Droid_NPC_hk50 P_HK47 C_HK50 539 Droid_NPC_hk51 P_HK47 C_HK51
to this:
label race racetex 3 Party_NPC_HK47 ExSel_HK47 **** 538 Droid_NPC_hk50 ExSel_HK50 **** 539 Droid_NPC_hk51 ExSel_HK51 ****
N.B. Extraneous columns omitted for brevity, substitute in your own model names.
Thanks for the help, I'm not sure it makes much sense until I have all the files in front of me but I'll give it a go when I can.
Its funny, I've spent so long browsing forums trying to get it working, just to realise you guys have been at it with my exact same mod the entire time XD
Edit: Ohhhhhh, I think I get it.
are you saying that the multiple textures per model should work, but that its being overridden by the texture per 'race'? I didn't catch that before, but that would make a lot of sense
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1 minute ago, DarthParametric said:You don't need to do that. Just export three separate models, one for 47, one for 50, one for 51. Then remove the racetex from their appearance rows and switch the race to your custom models.
OK, that's a whole other deal. I was just talking about HK-47 having multiple textures on a single model. Head, arms, hands, etc.
Kotor 1 can have multiple textures on a single model but I'm having trouble getting more than 1 to work in kotor 2
On 6/14/2022 at 11:33 PM, Natural Law said:There seems to be a way around this though if you guys got it working. I'll have to look into it when I get back to my pc
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Hi guys, I'm the creator of the original mod (message me on nexus or something if you want proof).
I am already working on porting the model to Kotor 2, however I'll obviously need much more efficient UV's to combine everything into 1 texture file.
I've got an entirely different texture setup on my high poly model ready for the HK50 droids, and I might even add some extra wear to HK47 to resemble the more beaten up textures in the original.
I appreciate the enthusiasm around the mod, and your efforts to get it working yourselves has been quite helpful, but please refrain from sharing any mod files publicly without my permission.
If you're curious what HK-50 will hopefully look like, here's the high poly version I've already got. I'm open to questions or suggestions
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HK-47 Overhaul Mod, TSL Conversion?
in Work In Progress
Posted
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.