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Salk last won the day on October 28
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435 Jedi Grand MasterAbout Salk
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- Birthday 12/30/1973
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Hello, Lane! First of all, thank you for sharing your very interesting work on reverse engineering K1 and K2's EXEs. I'm mainly focused on the first game and have been (and are) constantly modding a few of its aspects in the few areas I have a small knowledge of. This includes scripts. During my many testings, I seemed to have noticed something that I don't think is widely known/acknowledged. I believe that the loading assets sequence whenever you load a saved game is somewhat different when you do it the first time after loading the game and any other time. So the process for loading SAVE GAME x is not identical if I run the game and then I load a saved game as opposed to loading a saved game again after that. The reason I care is that I think this interferes with the execution of functions that would be happening at different time during the loading sequence making some scripting operations unreliable because they would not be executed consistently. I don't know if you have the means or possiblity to check into this and possibly confirm that it is indeed the case? I would appreciate that immensely and, if confirmed, it could open up possiilities to remedy that kind of weird behavior. There are also a number of questions/requests I would like to ask of you (all about K1's .EXE possible "upgrades/fixes"), but I think the time is not mature for that yet, especially considering your short term goals include working on the K2's EXE. Thanks for your time and attention! Cheers!
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Well, I can but quote my observations from the original post: "I looked at the LTS_screen01 HD texture and I noticed how the AI model interpreted oddly the actually simple yellow/orange lights on the panel. They should be no different in concept than the round, green ones. Instead LTS_tech01 reintroduces a recurring problem with the model converting something into letters. LYV_scren01 is instead good except for two random arrows that the AI model generated for some reason where there should be none. I attach an image about this last case to show." In the case of LTS_tech01 the problem was detected and fixed by you in a number of other HD textures. The AI introduced letters where there were none. The case of LYV_screen01 should be quite simple to address, too. It'd be enough to ask the AI to remove the spurious arrows that have nothing to do with the design. For the first one (LTS_screen01), instead, I just thought that the AI model didn't really understand what it was dealing with when it came to the panel lights. I do realize that your attention is now on retexturing K2 and that I'm late with this message, but I do hope you will eventually get back to it and check things out. I'll be around, in case you'd need any testing from my side. Cheers!
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SKIN:Mekel remeshed, retextured and higher poly
Salk replied to Elayerfawkes45's topic in Mod Releases
Hello. Thanks for your contribution. Could I ask you what you meant exactly with "There's some little things to fix" in the description? Cheers! -
Impressive job. Kudos!
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Vurt, I suppose your interest has now shifted to K2, but could I ask if you intend to work on those fixes for the screens I reported and if you also intend to produce more of those excellent K1 heads (and possibly change the one you publishes to have no braid?) Thanks.
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My guess is that a few changes never got properly documented.
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vurt, I downloaded the latest version (0.99a) and I noticed LTS_screen01, LTS_tech01 and LYV_scren01 are still in need of a fix. Also, from what I understand, the reason why some of the textures do have transparency issues depends on the fact that they include a non empty Alpha Channel but not an appropriate .TXI file. Cheers!
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Oh yes, when it comes to saving space TPC is way better. Incidentally your estimate about size is right. I've mostly TGA textures in my override and I'm exceeding 17 GBs. Out of curiosity, could you tell us what needed fixing? Cheers!
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[WIP] Kainzorus Prime's Robe Model Reskin Project and More
Salk replied to heyorange90's topic in Work In Progress
Excellent idea, heyorange! -
Just to give a little help, I am showing the result of a single texture LTA_wall02.tpc in the game. Hard to know now how many other textures could be affected, but I know for a fact that there are at least two more in the LTA_wallxx.tpc series of textures. Normal camera: First person view camera: UPDATE: I converted the texture LTA_wall02.tpc into .TGA and checkid it out with GIMP. There is no problem with the Alpha channel. So when I tested it again in TGA format, the issue was gone! This reinforces my dislike for .TPC textures. In the past, I have had bad experiences with them and gave up on the idea of converting the massive amount of HD textures I have in TGA format into TPC just because of that.
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vurt, I was testing the LTA_wall series of textures in Anchorhead. They generally look very, very good. But I have transparency issues with them which are notable when looking around. I can make a video of this, if you like. But I can confirm that this is not happening with the original textures or even the HD textures I was using before. To reproduce, go around in Anchorhead and look at where windows are. You will notice that often times you can see the blue sky straight through some of them at certain angles.
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Great job on Juhani. A question though: the tiger-like skin could perhaps use some darkening of the paler parts, in particular the cheeks? Or conversely making everything else slightly paler? To my eyes there's perhaps a little too much contrast and that makes it lose some uniformity. But it's just an opinion. The result is already excellent. Thanks!
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I think you've done an excellent work with Juhani. Just a few tweaks could make it perfect also for "compatibility" with human romance. Just removing the whiskers may be good enough, actually. I'd love to test that version. Thanks for all the hard work and support, vurt. PS By the way, could you use Juhani's head model pony tail to fix the braid of your nice Weequay head? Just an idea... PPS I looked at the LTS_screen01 HD texture and I noticed how the AI model interpreted oddly the actually simple yellow/orange lights on the panel. They should be no different in concept than the round, green ones. Instead LTS_tech01 reintroduces a recurring problem with the model converting something into letters. LYV_scren01 is instead good except for two random arrows that the AI model generated for some reason where there should be none. I attach an image about this last case to show.
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vurt, if I may suggest a small variation to the very good plc_locker HD texture, I'd tone down the amount of "rust". The original presents signs of wear/rust, but in a much smaller grade. I tested it in-game and it does make quite a difference. Additionally, the original presents (on top left) four metal airducts (for lack of a better word) and a series of metal plugs in column on the right side that did not translate into the redone AI texture. Otherwise, I think it's excellent. I attach the original texture.
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Patch for Sleheyron and Kainzorus Prime's Prequel Robes
Salk replied to great_exkaiser103's topic in Work In Progress
Looks nice. Reminds me a lot of Reptile from the "Mortal Kombat" game.
