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Salk last won the day on March 15
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385 Jedi Grand MasterAbout Salk
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- Birthday 12/30/1973
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Hello! Thanks for taking the time to answer to the first post. I appreciate your taking time to do that when you are incredibly busy working on your project. Fact is, I thought I'd first gather all possible feedback and allow you to provide answers and additional informations when I was done with it, but of course I'm more than happy to review what you wrote and possibly answer oneof your own questions myself. The K1 CP page says that a sound effect for the lightsaber that was originally missing has been restored. I don't think there has been any other kind of improvements to the model. Unfortunately I cannot be of any more help than this because I've never really worked on models and I've a very limited experience with retexturing (mostly copy&paste jobs, not work from scratch). Speaking of textures, I didn't truly have a chance to compare the upscales I already had in my own override with your own versions in-game, but rather just compare the images produced. I don't know how reliable this kind of comparison is, but in some cases I noticed that the textures I have had lost less detail compared to the original game texture. The saturation levels seem also a bit more correct in some of the textures I have. But again, I am no expert at reviewing images and most certainly cannot confirm anything from checking the differences in-game. I will do it, eventually, and provide screenshots as well, if needed. Said that, I'm extremely impressed by the quality work done so far and am looking forward to future updates. Cheers!
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- model fixes
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Hello again, @Alvar007! Sorry to bother and draw your attention here as well for essentially the same reason. redrob41's mod includes replacement for the Selkath, too. And even for the selkath there seems to be an additional model file called N_SelkathCR.mdl. Just like for the Gamorrean animation pack, do you think we need the animation included in this model as well? Thanks!
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Yes, thanks. I guess I was at the same time wondering why your own modification here didn't include that same file with the added animations? When is L_gammorean.mdl used? @redrob41may include your animation set, possibly, so that it'll have a wider reach? I'm asking because if I'm not mistaken there is no drawback for having the extra animation set? Cheers!
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@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?
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More feedback and questions 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. 5: I have a model file for the rakata that has the following comment about it "Changed slightly the rotation of the Rakata model to make the transition from talking animation to standing position considerably better". I have attached here the file in case you may want to check whether your own model fixes this particular issue as well. And if not, you may want to incorporate that fix into your own model? 6: In the n_spaceman_low.tga texture I see what seems to be a wrench on the left of the screen which is not present in the original texture. Could you please tell me where it comes from? 7: I have already a set of HD textures for the N_Swoopgang0x series which I honestly prefer (speaking of which I will leave a more general kind of feedback at the end of this session, hoping it may be of some use), but I noticed that my set has the weird green tint that you have instead succeeded to remove from your own set. That green tint is harmless or not? In-game I never noticed any kind of artifact, but I cannot say that I am a very observant person. I attached an image of how one of those upscaled textures look like (which is exactly how they look in the original texture). 8: In my override I have already a .txi file P_BastilaH04. In mine it says "clamp 3" while in the one you provide there is "blending punchthrough". Do you know what the difference might be? 9: The K1 CP includes the models for alien2 and alien5 which are actually coming from JC's Dense Aliens. I noticed that JC's model files are significantly bigger in size. Which files should I keep? 10: DarthParametric released a modder resourse for the fat male and female body here. I have it in my override folder because my game makes use of it. My own textures for the fat models though have gloves rather than hands. I suppose I can still safely replace it with yours? n_rakata.mdl n_rakata.mdx N_Swoopgang01.tga
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@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? You have answered it already in the OT and I simply forgot about it. 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: (formany of these there is your own comments at the K1 CP's github page that would indicate that the models included in your modification can safely overwrite the K1 CP's models) 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 (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/) L_alien05.mdl/mdx (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/) L_commf.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095) L_commm.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095) 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 (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c) n_commkidfd.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c) n_darthmalak.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f2dd8728d439b20d72baeeb3e8c5564ad23af6e2) n_darthrevanf.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d) n_darthrevanm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d) N_Repsold.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/) N_RepSold_F.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/) n_wookief.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295) n_wookiem.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295) n_yoda.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/479) P_BastilaBB01.tpc -> P_BastilaBB01.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545) P_BastilaBA02.tpc -> P_BastilaBA02.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545) 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 (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3) pfbjm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3) pfbjs.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3) rep_off_f.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f4f7d0ec7df15c049980a4a5b69012d328f9dc06) Clash with Alvar007's Gamorrean Animations Pack: c_gammoran.mdl/mdx Clash with Alvar007's Custom Selkath Animation: n_selkath.mdl/mdx Clash with PapaZinos' Party Model Fixes For K1, Part II P_CarthBB.mdl/mdx P_JoleeBA.mdl/mdx p_zaalbar.mdl/mdx P_MissionBA.mdl/mdx P_MissionBB.mdl/mdx Clash with WildKarrde's Transparent Environment Suit Faceplates for K1 spacesuit01.mdl/mdx watersuit.mdl/mdx
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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. 😁
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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.
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MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
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. -
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.
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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!
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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.
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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?