Drift_Zquid
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Posts posted by Drift_Zquid
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Hi everyone,
Long time lurker, first time poster.
I have attempted to create "my" first textures by AI upscaling the original textures. In order to do this, I had to go ERF to TPC to TPA to PNG to AI upscaler with PNG to TPA.This has led to some very interesting results.
Tools used: KOTOR TOOL -> TPC VIEW -> XNVIEW -> PNG to UPSCAYL -> XNVIEW to TPA
I then placed the "new textures" in the override folder, including the original ERF to TPC .TXI files that were generated from the KOTOR TOOL in case they contained any extra info that may be used by the game.
Textures were kept in sizes of PO2, however, due to the conversion into a PNG, all are only 24bit right now.
Current issues:
- While flat textures used for the environment seem to be "mostly okay", player models, armors, grass, smoke effects and NPC's are not.
- Smoke/Grass/Effects have no transparency at this time, they appear as 2d boxes.
- I also have some skybox TGA's flipped 180 degrees from where they should be.
I will slowly work through those issues but in the meantime, as a starting point, how do I correct the character model textures?
I have attached screenshots of the issues, as well as my player characters original head and upscaled head texture. Aside from resolution, they seem to appear to be the same.Thanks for the help!
Creating my first textures
in General Kotor/TSL Modding
Posted
Good news.
I seem to have resolved my issue.
Workflow is now KOTOR TOOL -> TPC VIEW -> GIMP -> UPSCAYL
(.ERF -> TPC -> TGA -> PNG for upscale -> UPSCAYL for upscaling -> GIMP for final TGA conversion)
GIMP settings:
TGA to PNG:
Upscaled PNG to TGA:
Textures marked for easy ID in game:
In game:
I am not sure what the original issue was with using the prior workflow, but i think it's pretty clear to see there was an issue. Maybe Photoshop having RLE compression on or reading/converting the TGA incorrectly from the origin point?
Hope this helps somebody in the future!