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Salk last won the day on January 10
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377 Jedi Grand MasterAbout Salk
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- Birthday 12/30/1973
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wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
Salk replied to redrob41's topic in Work In Progress
Thanks for the answer! Those models were exactly what I was talking about. Looking at the comparison shots shows an obvious improvement in terms of texture resolution. What I'd say is still quite problematic is the model itself which is too low poly. Most notably the hands. I know nothing about modelling but I was wondering if it wasn't possible to "recycle" the already existing hands from the commoners models? -
wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
Salk replied to redrob41's topic in Work In Progress
redrob41, I was wondering if you have perhaps thought of fixing the models/upscaling the textures for the LITE NPCs in the K1 game. I currently have a modification that swaps the low resolution models/textures recycling internal game resources but those LITE NPCs use sometimes distinctive heads which I'd like to restore. -
Good job with the "Onderon Fashion". In the changes.ini file is there possibly some issue with editing twice the same .utc? [man26_swoop002.utc] !Destination=modules\manm26ab.mod Appearance_Type=2DAMEMORY16 Equip_ItemList\0\EquippedRes=g_a_clothes03 and later [man26_swoop002.utc] !Destination=modules\manm26ab.mod Appearance_Type=2DAMEMORY21 Equip_ItemList\0\EquippedRes=g_a_clothes03 I'm not familiar with HoloPatcher so tell me if I'm wrong. Cheers! EDIT: One more thing. I noticed an appearance change for Ahlan Matale but it's only limited to the danm14ab module. There is a version of Ahlan also in the danm13 and danm14ad modules as well. Shouldn't they all look the same?
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wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
Salk replied to redrob41's topic in Work In Progress
Thanks for the answer, redrob41. Is your plan to upload your work in the current state? Even if not complete, it is in an advanced enough state to make a significant impact already and you could get some useful feedback. Cheers! -
wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
Salk replied to redrob41's topic in Work In Progress
I was very happy to read this announcement of yours, redrob41! Personally, I think it's best to upload the K1 and K2 upgrades separately. I have a few questions: (1) How's compatibility with the K1 Community Patch? The K1 CP does include fixes to some game models. (2) I reported some time ago how messed up K1's PFHC04 is. Have you perhaps had a chance to fix that? (3) There are some K2 resources that became part of very popular K1 mods, like JC's Fashion Line I. Would it be possible to use your K2 fixed models/textures in K1? Thanks and happy new year! -
Oh I understand. I wonder if you could make your invisible hand rig a modder resource, perhaps? It seems like an useful asset to have.
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By the way, DP, I noticed that the stunt model doesn't really look like the standard blaster that comes with SithSpecter's mod. How so?
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I'd say we can be happy with the latest version. I was thinking that everytime the game uses the CreateItemOnFloor() function there'll be the same problem, right?
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Oh, right. You wouldn't mind providing another model to test?
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Okay, there are good and bad news in my latest test as you can see from the picture: changing the mesh below world zero was a good idea because now the blaster is definitely closer to the floor. On the other hand, there is a weird 4 color cylinder to the left of the gun.
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Unfortunately, same result even with the alternate script. Just for testing, I swapped the blaster with a sword and it floats as well. I guess it may be the function itself, then? I tried to use CreateObject() using the original location and the alternate location for the item to spawn, but nothing appears at all in that case.
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Just tested it. The shadow is still there.
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Yeah, I figured. Not that BioWare has been shy about showing objects clipping through the ground in this game but l guess this is a less bad alternative. But l think it's better to create a custom model with shadows disabled for this cutscene.
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After several years, I return to post about a possible bug. When you are watching the duel between Deadeye Duncan and Gerlon Two-Fingers, Deadeye drops his blaster. During the cutscene, you can see a close up of the blaster on the ground. All is fine with the original model, but for some reason, using the high quality blaster model from this mod, the blaster seems to lie a little bit over the ground. Actually, it may just be that both blasters aren't properly on the ground but the high definition model simply projects its shadow while the original blaster doesn't. The pictures down here illustrate. I checked the position where it spawns (BP_GUN_SPAWN) and its Z position is set at 0.12, but even changing it to 0 there is no difference. Has somebody any idea about what's going on?
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Well, after some research and a talk with N-DReW-25, I could recreate the model and remove the issue. As a bit of background history, the model was originally included in SpaceAlex K1 Enhancement Pack modification. N-DReW-25 told me the texture applied to it uses K1's original head model for Mekel. After a simple converstion and test, I'm glad to report that a fixed model was produced. I attach it here, just in the unlikely case someone may have a use for it. comm_h_m.mdl comm_h_m.mdx