Salk

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Everything posted by Salk

  1. Alright. I see there's no chance for this to go any further. I'll immediately start procedure to remove the page and the list.
  2. Hello, DI! I have not acted with any nefarious intent and I swear I was just going through the permission list and I messaged you today BEFORE reading this message of yours. I was not about to release publicly anything without getting confirmation first. The list you read was only meant to be a WIP list as reminder of which mod are currently included. I have not uploaded or distributed anything yet. I am sorry to have disappointed you but I can honestly guarantee you that I was/am about to contact every author that gave me permission in the past for confirmation of old permissions and new permission for new material. I have worked hard on this project for years and it would be a real shame to kill it over what is nothing but a misunderstanding. I can absolutely guarantee you and any other contributor that I have never intended to take advantage of anyone's good will. Everyone has been properly credited for each modification. If you really are denying permission for the other modifications I included I will not release anything to the public because I believe in providing the best quality modification possible to the community and that won't be possible anymore. I will of course respect your final decision, DI.
  3. I have offered everything that I have ever produced for K1 CP inclusion if there was the slightest possibility it could be pertinent community patch material. Most things are tweaks and not fixes though and they will be part of SW: KotOR Upgrade, scheduled for a 2021 release.
  4. Hello! I was wondering if a modeller/texture artist could help me (a lot) implementing an idea of mine. Sadly, I don't have the know-how and the means to do this myself so I am reaching out to the community talent hoping that someone could lend a hand. What I would like to do was to replace the dull three options that the Star Forge computer gives the player to create a Light, a Medium and a Heavy armor with the possibility to create Revan's Mask. The one Mask we see in the game movies and that has sadly never been part of the game. The design should obviously be canon and just like for the Star Forge/Darth Revan's robes, there should be a Star Forge Mask being produced instead of Revan's Mask for non dark aligned players and for that purpose it would be good to use the already existing model for Teta's Royal Band which Darth Insidious has already restored in the past (I and others personally have problems with the model and I reported it to the original author here). If anyone is interested in this, I'd really appreciate the support. If successful, this will become part of the upcoming SW: KotOR Upgrade 2.0 modification, scheduled to be released in 2021. Cheers!
  5. Hello, LoneWanderer. Thanks for your input. I find I sympathize with the introduction. The Star Forge is indeed a factory and in the case we are examining, it requires computer spikes (for some reasons) as "ingredients" to fabricate the items it produces. But there is something else I find inconsistent. Following your logic, as long as there are spikes available the Player should be able to produce unlimited number of robes. Bioware has settled for three, presumably due to the fact that the max party size is three. But that was a real clumsy implementation. What they decided to do was to have three different "access points" to the same computer and made sure that each point can produce only one robe. That's quite ludicrous and it doesn't really sit well with me. So we have two inconsistencies: the first one is with the Star Forge limiting the production of robes to three. And the second would be with limiting the production of such robes to only one. I would rather go for the latter because by going that way, we could preserve the uniqueness of the item. I do realize they are supposed to be "mass produced" according to some input design but in the game the item should be unique even to justify the fact that Malak didn't start mass producing such robes for his own use. Admittedly, there is not an ideal solution that comes to my mind but for the moment, I removed the two spurious additional access points to the Star Forge computer so that the Player is given the choice of producing a customized robe only once. Cheers!
  6. Hello! I am finally coming to the last part of my playthrough and I have just completed Deck 2 of the Star Forge. I wanted to ask your opinion about the Star Forge/Darth Revan's Robe availability. It rubs me the wrong way that the Player has the opportunity to produce more than one sample of the most powerful robe in the game. It irks me especially when the Darth Raven's Robe is produced which feels like it should be truly unique. I have my opinion but perhaps I am overlooking something and I'd like to hear arguments against it that might be convincing enough to stay this planned change for my upcoming modification. Thanks!
  7. Hello everyone! First of all, thanks for the interest in this topic. I have an additional request here for anyone wanting to do a couple of VOs for a Male Jedi. I have just arrived at the Star Forge and the Jedi party there include three Jedi Males and one Female. All the three Jedi Males share the same VO and that is not really so pretty although I realize such situations are not uncommon through the game. Here I would like to do something about it so I was wondering if there are volunteers that might record these two following lines: "The Sith will want to cut off our escape. We'll stay here and protect the ships so we can get out of here once you stop Bastila!" "The Sith will want to cut off our escape. We'll stay here and protect the ships so we can get out of here once Malak's dead!" It would be nice if @Sith Holocronsubmitted his own take. I'd need two distinct voice actors for this. Thanks.
  8. Alright, I have screwed things up. It seems that K-GFF didn't save my manual changes to the Stunt List I am sure I made. I do many such manual edits and it can happen to make a mistake sometimes. I guess that the self-occlusion issues are worse in my video because of the different camera angles used (they come from danil_ch's revised camera).
  9. I'm not sure how I have screwed anything up because the Vandar model is not replacing anything in my Override folder. You are also saying that it was expected that the Dodonna model would not solve anything so what was the point of testing it?
  10. Thanks, DP! I give it a try now. About the mod mix I personally have, I don't believe I caused any problem by manually installing your mod and danil-ch's. Following the TSL Patcher instructions to do manual edits is not really rocket science. And zbyl2's mod is just a line of code playing a movie. I added an Entry to the .dlg file to do just that first and then the rest follows. Alright, the new Vandar model does solve the issue with his eyes being initially shut. Well done! Unfortunately, the new Dodonna model doesn't make any difference. I am attaching a few screenshots here to show what her face and hand looks like:
  11. I wasn't using the old version of Dodonna's Transmission. I suppose the only issue I have is coming from the lack of self-occlusion. I didn't know that's what it's called but I still wonder why it shows differently on my video than in yours.
  12. Hey DP! As I am finally approaching the last segment of my playthrough I had a chance to test this modification of yours which, as usual, I had to manually install because at the same time I am also using danil-ch's Dodonna's Transmission and zbyl2's Restored BIK movies. Now, things go generally well enough but I have a few issues with the rendering of Dodonna's and Vandar's models. I was wondering if you could take a look at the video showing those issues and perhaps have some idea of why that happens. The most glaring problems, as you will see, are Vandar's initially keeping his eyes closed when he joins the meeting (and that is not that short a period so it's quite striking) and a series of clipping around Dodonna's face. About the latter, I noticed that in your video that mostly applies to her hand instead. Here's the video. Thanks!
  13. Salk

    TOOL:tga2tpc

    Hello again! I have tried making a couple of conversions using the best quality setting but when I compared the .tpc with the original .tga image, I seem to notice a change in colors which end up being overall a bit brighter. Is this just my eyes playing a trick or...?
  14. Salk

    TOOL:tga2tpc

    Oh right, thanks DP! I just thought that uncompressed .tpc textures would just not give any size benefit over standard .tga so I had not considered that option. Now I can see under settings that there is "Uncompressed". One day I will learn to read properly... 😞
  15. Salk

    TOOL:tga2tpc

    One more question, please: above I read under "Features" Create Animated Textures but under "Known Issues" I read "Cannot create uncompressed animated textures." Can I use this tool with .txi files like the following or not? proceduretype cycle numx 9 numy 9 fps 12 #blending additive #decal 1
  16. Salk

    TOOL:tga2tpc

    Hello, ndix UR! I was trying for the first time this tool of yours but I am not understanding how I can import the .txi file into it. The "+ .TXI" button in the menu is always greyed out. I just realized there is an option that will enable the "+ .TXI" button under Settings and that the software automatically imports my exisiting .TXI file when starting the conversion process.
  17. Very useful info, JC! Thanks a lot. I completely understand you want to wait until you have more free time to update all your robe mods. In the meantime I will do exactly like you suggested and use an Hex editor to see if I can get rid of the pesky arm glitch. I just hope that my feedback was not too much of a nag. 😉
  18. Okay, now we are getting somewhere. 😊 After updating to the latest PFBIS/PFBIM/PFBIL from version 1.4 of Cloaked Jedi Robes, the right arm animation glitches are present both when wearing Robe and Clothing. See here. I guess that the problem I have noticed has been also "ported" to the JC_BastilaBI and JC_JuhaniBI models (which are also new) and that is exactly why the issue is now shared in both tests. If it is not possible to keep the clipping improvements coming with your latest update I do recommend to revert to the old model (and extend it to JC_JuhaniBI and JC_BastilaBI as well of course) so that the much more serious animation glitches with the right arm are gone. Cheers!
  19. I tried also with the updated S_Female03 files from version1.1 but the "twitching arm" issue was still there, unfortunately.
  20. I see, thanks. Last follow-up question... If it is a matter of animation glitch with the original KotOR 2 model, why would the "twitching arm" not show for Jolee but only for Juhani and Bastila? Furthermore, when the model used is PFBIM or PMBIM, the animation glitch is not there at all (as you could see in the video I uploaded - Bastila is wearing a Dark Jedi Robe and her arm is doing alright). Wouldn't that indicate a problem with JCBastilaBI and JCJuhaniBI rather than with the supermodel?
  21. Thanks a lot for your answer, JC. Sorry for being dense here but you're confirming that the issues l listed are not a local problem but affect everyone else using your modification?
  22. Congratulations, Kexikus! These skyboxes are simply stunning. You can now take a well deserved rest although we'll all hope to see more from you in the future. Cheers!
  23. UPDATE: I removed the S_Female01/02/03 and the S_Male01/02 from the Override to test the original behavior and it seems Issue 2) is still there in full. Issue 3) is there but it's not at all as egregious and issue 1) is not there at all. I believe these two issues are caused by the JC_BastilaBI/JCJoleeBI/JC_JuhaniBI models. Could you please verify? Thanks a lot!
  24. @JCarter426, I have been testing more of this although I had to opt for a manual installation since I am using it for the B models as opposed to the I models (I wanted Bastila, Jolee and Juhani to have original clothes with a cloak to go with - and I will later change the cloak color to match the original clothes' main color) and I have met some problems which I'm not sure apply to everyone else as well so I made a video. In the video the following is very noticeable with Bastila, Juhani and Jolee, after showcasing Bastila's I model showing no problems whatsoever: 1) a "twitch" of the right arm of every model. 2) Bastila's front "tail" of her clothes clip awfully much. 3) Jolee's front "tail" having wrong animation in the cycle That is all I could find just by observing the cycle of the standing idle animation. Could you please tell me if it is something that happens only to me or if it can be confirmed as general issues? Thanks! A link to the video.
  25. Hello! I suppose it's not possible to do something like that? If that's the case, I find it to be a rather serious limitation and it'd be one more thing that the former BioWare engine Infinity supported.