Salk

Members
  • Content Count

    1,373
  • Joined

  • Last visited

  • Days Won

    47

Salk last won the day on March 15

Salk had the most liked content!

Community Reputation

385 Jedi Grand Master

About Salk

  • Rank
    Jedi Master
  • Birthday 12/30/1973

Profile Information

  • Gender
    Male

Recent Profile Visitors

30,101 profile views
  1. @Alvar007, while importing files from redrob41's latest modification, I noticed that it includes a model file for Gamorreans (L_Gammorean.mdl) and I was wondering if that's a file which also needed to include your animations?
  2. More feedback as I go through the files: 1) The N_Comm_low_M2.tga (and to a less extend also N_Comm_low_M3.tga) texture's face does not seem to match the original. Was an intended replacement? And in that case, why? 2) In the N_Comm_low_M4.tga texture I noticed that the eye seems shifted to the right compared to the original placement. I'm not sure whether it's relevant or not, considering I know very little to nothing about textures and models. Please feel free to diisregard any of my feedback that proves useless. 3) N_Comm_low_M5.tga seems to suffer from the same issue of N_Comm_low_M2.tga and that's perhaps not surprising considering that the face is the same. Even in this case, it seems that it's replaced by a different kind of face. Nothing drastic, but I wonder why that happened. 4) The face in N_Comm_low_Mb.tga (and in other textures using the same face) shows a complete reversal in the prominency of the eye. In the original texture, the eye is very small. In the upscale, it's very big.
  3. @redrob41, I'm in the process of installing this modification but since I have an override folder full of files, I need to compare and check what files get to be overwritten. Since I have already most textures upscaled, the comparison there ends in personal preference although I have a question at this regard: is it safe to use your models and possibly keep a third party HD texture for it or could that cause any kind of problem? The second question is still about models: it seems there are some models that are going to overwrite the K1 Community Patch files and here I'm quite wary of replacing anything that comes from the Community Patch. I don't know how many such files there are but the first couple I encountered are c_drdwar.mdl and c_drdwar.mdx. In the read me I read that you recommend to install the K1 CP before this modification, but I'd like to have a confirmation that I'm understanding right. I understand it may be quite tedious work to inform us of whether this modification's files include/duplicate the Community Patch's fixes done for such models, but it would be a great help - at least for me - to figure this out. Incidentally, I counted the number of model files in my Override folder that would be overwritten by this modification: 55. Quite the number to sort through, but that's my problem. Cheers! PS: Hoping to be somewhat of help, I was thinking of reporting some of my findings about incompatibilities with other modifications when it comes to model files: Clashes with K1 Community Patch: c_drdwar.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/46) c_hutt.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/80) L_alien02.mdl/mdx L_alien05.mdl/mdx L_commf.mdl/mdx (the K1 CP .mdl file is roughly double in size) L_commm.mdl/mdx (the K1 CP .mdl file is roughly double in size) N_CommF01.tpc -> N_CommF01.tga N_CommF07.tpc -> N_CommF07.tga N_CommM01.tga to N_CommM08.tga -> N_CommM01.tpc to N_CommM08.tpc n_commkidf.mdl/mdx n_commkidfd.mdl/mdx n_darthmalak.mdl/mdx n_darthrevanf.mdl/mdx n_darthrevanm.mdl/mdx N_Repsold.mdl/mdx N_RepSold_F.mdl/mdx n_wookief.mdl/mdx n_wookiem.mdl/mdx n_yoda.mdl/mdx p_zaalbar.mdl/mdx pfbes.mdl/mdx pfbfl.mdl/mdx pfbfm.mdl/mdx pfbfs.mdl/mdx pfbhl.mdl/mdx pfbhm.mdl/mdx pfbhs.mdl/mdx pfbjl.mdl/mdx pfbjm.mdl/mdx pfbjs.mdl/mdx rep_off_f.mdl/mdx Clash with Alvar007's Gamorrean Animations Pack: c_gammoran.mdl/mdx
  4. I may have been unclear. I personally bothered to go through K1R's restoration of the Vulkar sublevel to recreate for my private use an improved/bugfixed version of it. I have authored some modifications that restore cut content and there is some more restored content I never published. So it's not correct to think I have anything at all against restoring game content and/or expand on the developers' original ideas in order to achieve a better result. The question is: is something that I add to the game going to make it better? Because I strongly believe that sometimes subtraction is the way to go as opposed to addition. You can actually make something better by removing content at times. That's why I wrote that the Vulkar sublevel was cut for good reason. It is not originally a particularly inspired kind of material and it was in an incomplete state. Said that, with some work done on it, it is possible to make its inclusion in the game more than a decent extra. For me personally, it's perfectly fine to have that in the game. But for those who cannot stomach Taris, I'd say they should keep it out of their installation since it's obviously going to make them wait longer to wield their adored lightsaber. 😁
  5. Honestly I never really understood this complaint. There is nothing wrong in my opinion with the length of Taris nor do I feel like it's boring to just play a class that is not Jedi initially. Compared to the amount of time you spend in the game as Jedi you spend much less time playing with the original class. But yes, the Vulkar sublevel (which I locally restored too using K1R's version as start) was cut for a good reason.
  6. I guess I am the necromancer of this support thread, but I just wanted to mention that just today during some testing I noticed that the Hex edit trick to suppress the glitched pause animation needs to be extended to the JC_BastilaBI and JC_JuhaniBI models as well.
  7. Hi! You only need to drop the k_ai_master.ncs file in the override folder of the game. The other file is the source code and you don't need to do anything with it.
  8. Thanks for this highly anticipated release! Could I ask what will you be working on next for the next version? And could I suggest a cumulative approach for the new material so that it won't be necessary to redownload the base modification? Cheers!
  9. Hello, @Etienne76! Thanks for creating a great set of textures for both the Tusken and the Jawa. I had not a chance to check in-game the Jawa textures but during some testing I had a chance to see use your Tusken textures and I have a transparency issue with it, meaning I can see through the texture. In my case, I can solve it if I edit the appearance.2da column envmap for the relevant entry chaning from DEFAULT to CM_Baremetal. But even in this case, I think the alpha channel should be toned down a bit.
  10. 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?
  11. 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.
  12. 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?
  13. 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!
  14. 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!
  15. 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.