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Everything posted by redrob41
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Hi Kexikus, I was just wondering about file storage for your screenshots on the High Quality Skyboxes mod's thread. Were they uploaded directly to DeadlyStream, or are they stored on a third party file hosting site and just linked here? I used to save images on a third party site, but I think it shut down. I'm planning on releasing a large mod with lots of screenshots, so I'm looking for ideas on the best way to do that.
Thanks in advance.
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wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
redrob41 replied to redrob41's topic in Work In Progress
I'm going to re-tool and re-organize my files & Read-Me so that there will be separate K1 & TSL downloads. I was planning on doing tga (higher resolution, easier for modders to use as a resource) & tpc (lower file size) versions for each; would they be uploaded independently or somehow joined in the thread? It gets confusing so: KotOR tga version KotOR tpc version TSL tga version TSL tpc version Also, during upload there will be questions and check boxes about compatibility with other existing mods, but I can't remember which ones they are? I'd like to double check because I'm almost certain that there will be duplicate files, and users will need to know which characters that they'll have to decide when to overwrite files or not. At this point I'm almost superstitious about my setup 😆. I'm running Windows 10 on an iMac through bootcamp, and it can't run Win11. The last time I tried to use MDLOps V1.0.0 and KotorMax it caused problems that I just didn't want to deal with. I also had to revert back to 3ds Max 2011 because my 2016 version developed problems. Since I prefer the old school Taina's method, for now I'm just not going to mess with what's working for me. -
wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
redrob41 replied to redrob41's topic in Work In Progress
I've been using 3DS Max 2011 for years because I don't want to pay for yearly subscriptions. Besides, it still works great for these old mdl files. I've never tried Blender before. Yeah, I plan to release what I've got so far, and hopefully not take another 2 years to finish what's left 😆. Over the last two nights I have made some XYZ changes to PFBF & PFBH models for both games, so hopefully it is similar enough to what K1 CP had done for them. If there are any other weird little model glitches that you know of, that I haven't already addressed in my spreadsheet, please let me know. I can add it to my long list for someday. -
wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
redrob41 replied to redrob41's topic in Work In Progress
I have a few answers: I haven't looked at other other mods/fixes as I've been focused on getting as much of my mod done as I can. I have just taken a quick look at K1 CP, and I will probably tackle the female armour collar clipping on my model versions (since it looks like a simple XYZ fix to me). I haven't looked at any of the rest yet. If any of my models and textures work for the K1 CP, feel free to incorporate them. I am specifically saving the head models until last, since some of them are really messed up (like the one you mentioned). Some day I hope to get to it. I know that in recent years the community has relaxed its view on "porting" between K1 & TSL, but when I started this mod I deliberately decided to keep them separate. My main reason is that I prefer the Taina's replacer method of fixing UVW & XYZ coordinates, since it preserves the smooth groups. However, if anyone else wants to modify some files to work in either game, I'm not opposed to it. It is inevitable that there are going to be incompatible files with other mods. My Revan robes models, for example, make significant changes to the UVW map of the hands and boots, so they will be slightly off when used with a flowing cape mod. As far as I know, in order to add the animations it would require compiling the ascii model using mdlops, which would break the smooth groups (unless that's been fixed in recent years and I don't know). I didn't sweat it because there are so many other HD Revan textures out there that users will pick and choose to mix and match the ones they like best. -
Hello KotOR modding community. It has certainly been a long time since I've posted here. While life has been busy and can get in the way of modding, I have been working on a big project in secret. For the past few years I have been chipping away at my own version of an A.I. Upscale 4x mod for most of the default character files in both games. Because it has been slow going, I didn't want to get distracted by constantly responding to "when is it going to be ready?" prompts when I could be spending time on the files. I also didn't want to get anyone's hopes up about it, only to then keep delaying because I'm often too much of a perfectionist. But after so much time has elapsed, I keep thinking that I need to put something out, even if it is incomplete in my books. To give you an idea of how big a project this is, I have completed 329/475 textures that are common to both games, 71/214 textures for K1, and 184/419 textures for TSL. That makes for a grand total of 584/1108 textures or 52.71%. I'm using the textures as the basis for completion, but there are also 459 models for K1 and 648 models for TSL completed so far. I've attached a spreadsheet with a list of all the files involved. The reason why it is so slow going is that this mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. I have also been attempting to fix many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. One problem of upscaling textures that I've found is that the model seams become glaringly obvious at higher resolution, so I've been painstakingly painting those to look seamless. Anyone who is familiar with my previously released mods will know how much I try to fix those pesky model errors. The other thing about A.I. upscaling software, is that I haven't found one that gives perfect results. Instead of relying on one result, I usually run texture files through an A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. Then I combine textures in a multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). Then I manually paint away errors, fix seams, and make additional changes. At any rate, the reason for this WIP post is that I've been out of the loop for so long, that I don't know the best way to package and upload the mod. I usually use 7zip, so that's not the problem. I currently have 378 tga, tpc, & txi files (4.09 GB) that are common to both games; 459 mdl, mdx, tga, tpc, & txi files (1.07 GB) specifically for K1; 648 mdl, mdx, tga, & txi files (2.90 GB) specifically for TSL. I was originally planning on packaging them up all together and letting the user to put them into their respective override folders, making the common files only needing to be downloaded once. The other option is to make two download packages, one for each game, where the common files are included in both packs. This would result in having to download the largest batch of files twice, but it would be easier for installation. To complicate it further, I would also make download packages for a tpc only installation (for smaller file sizes and easier to run in-game). The other questions I have are: which upload method do users prefer: single download for both games (smaller size overall), or two files (one for each game makes installation easier)? how many screenshot images can be uploaded to showcase the contents of the mod? I currently have 197 pngs for a total of 561 MB, and would like to make more. I've attached a few to sample a range of the types of changes the mod tackles. are there any samples for the Read Me file regarding Permissions and Credits? I want to make the tga version into a modder's resource. Where is the best place to put a link to my "Buy me a Coffee" tip jar? I'm hoping to use any funds towards software upgrades for future modding. I don't know if I'll ever actually finish this mod, but I need to share what I've got before the universe jumps in again and makes something impossible for me. Anyway, happy New Year. I hope to continue more of this work in 2025. Screenshot samples: KotOR upscale completed list v0_52.xlsx
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Thanks. Yeah, it was really frustrating to be so close when Windows 10 decided to make the old tools stop working. I'm really glad that the modding community here is still so alive. The new tools are working great, and I should be able to actually get something done 😄. Hopefully you won't have to wait years again for the next one 😉.
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Version 1.0.0
27,963 downloads
The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated).- 5 comments
- 6 reviews
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- 11
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- hd texture
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View File Party Model fixes and HD Bastila The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated). Submitter redrob41 Submitted 06/09/2018 Category Skins K1R Compatible Yes
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Is it ever. I know I disappeared for nearly 2 years, but it's a great feeling that the modding community here is alive and well! I've been downloading and trying out the new tools, and is it my imagination, or did someone figure out how to get bumpmapping to work? That would be amazing!
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Playable Lizardlike Characters by RedRob41 ported to K2?
redrob41 replied to JohnFluharty's topic in Mod Requests
Thanks VP. I've been downloading the new tools, and trying them out. It'll still take a lot of work to make my lizards compatible for TSL (basically gotta do all the models from scratch), but at least now it is possible. -
Playable Lizardlike Characters by RedRob41 ported to K2?
redrob41 replied to JohnFluharty's topic in Mod Requests
Hey, long time no see. I know I’ve been busy for a while (being a dad is worth most of my time). Once upon a time, I did have plans to make TSL versions of my lizard people. The skins are mostly done, they just need refinement for the larger texture size. The real problem is making the head models. Ever since I upgraded to Windows 10, I can’t get the NWMax plugin to work. That means I can’t load a model to do any work on it. If anyone can point me to a fix or update, I’d really appreciate it. -
I’m not completely disappeared, lol. I’ve just been too busy being a dad to spend much time on my own hobbies. I’ll admit, this week was the first time in a long time I’ve even browsed the forums. Plus, ever since I started using Windows 10, I’ve been having trouble playing K1 or TSL, and I can’t work on models because the NWMax plugin keeps getting blocked. Which is unfortunate, because I want to merge some TSL head models in order to re-create the K1 playable heads. If anyone can point me in the direction of a NWMax update, I’d be really thankful.
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- 2 comments
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- Aurra Sing
- Asajj Ventress
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I've been looking into that, and I think that you can get away without having to do any uvw edits. If you extend the mustache texture down so that it covers the upper lip texture, it should solve most of the weirdness. That whole part of the model should be mustache that overhangs the upper lip. The actual upper lip model is uvw mapped to two completely separate areas (the main area is below the teeth, the other is to the right of that). I've made up a quick version to illustrate that, and hopefully you can use it as a guide:
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Old files are always a nice trip down memory lane. "I remember back in aught six, when I was just a newbie modder...back then, all we had for tools was gumption and a can-do attitude!" Q, you certainly have invited the floodgates of suggestion with this one I've noticed that Jolee's basic clothes have some random uvw errors on the front of the jacket (that I intend to fix). Also, is there something weird about his top lip? It's like the model vertices were designed specifically for his mustache, but then the uvw map puts some of his lip on there, and the model portion for the actual lip looks flat. Is it just my imagination? I don't know if it's something that requires a uvw fix, or just a texture fix?
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I've always thought of his colour as rusty. I've found that if the texture has an alpha channel, while rendering, 3DS max applies it as a flat overlay of white, so everything gets washed out. If you make the alpha 100% white, you should be able to see the original texture properly.
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Do you mean, can I make a version where the default one-piece swimsuit stays the same, but the boots become olive green to match?
- 17 replies
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I agree with superSzym. It sounds like there is a problem with the .utc file (since the error still happens after you've uninstalled my mod). I do know that BaoDur will run around in my new underwear during cut scenes where he would normally be wearing his default clothes. This is because many of the .utc files for BaoDur don't have any item (.uti) files saved in his inventory slots, which means that he has no clothes equipped. The way the game is originally built, where he wears his default clothes as his "underwear", it wouldn't matter for the cut scenes, since he would appear to be wearing clothes. I would have to hunt down every .utc file for BaoDur, and make sure that he had a clothing item equipped to the inventory slot, which may cause compatibly issues with other mods that alter his .utc files. This shouldn't be the case with Mira, since her .utc files should always have, at least, one of the g_a_clothes##.uti files saved to the inventory slot in her .utc files.
- 26 comments
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- disciple
- handmaiden
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Major update for this mod. I've overhauled a few models, and added a few characters. Plus nicer screen shots Most notable are Atton and Mical are new, Mira now has dangly shirt ties, and there are better dancer models all around. Enjoy
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When Schizo made the mdl, did they add, delete, or weld any of the vertices? If not, then I'd suggest using the Taina's replacer method to basically transform the original mdl's coordinates to match the new one. Using this method only changes coordinates, and doesn't affect the poly face normals (which affect rendered shadows). At a guess (I'm not on my modding computer ATM), I'd say that there must be a hard edge along the lip, and compiling with MDLOps (and then using the HeadFixer) might be the cause of the weird shadow that you're seeing.
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This is the tutorial I refer to when dealing with dangly mesh: http://harvestmoonconsortium.com/forums/viewtopic.php?p=15384&sid=a6a21f745212a9ee075ffe4a129b6236
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Yeah, I'll put them out this week. They're only the standard size (512x512) not Quanon size . I'll try and get you my psd file, so that you can at least have the individual parts broken out onto their own layers, to get you started. With the amount of work that you're putting in on these hi-res versions, maybe I can help by saving you some time.