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Everything posted by Salk
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vurt, I understand that TPC files take much less space. But I was wondering if you could provide a .TGA version of your modification, as well? It makes looking through the images to do comparisons and/or find issues a much faster job. Perhaps when you release version 1.0? Thanks!
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It is indeed twice the size. I am testing conversion using MDLOps rather than MDLEdit and I will see if it can be used in-game for a custom NPC head. All this, of course, does not affect the goal of your modification which I'm sure will work perfectly for those that use it as intended. It is just a personal matter for myself, so you don't really have any kind of obligations to "fix" anything. Thanks for your interest, though. Cheers! EDIT: My attempt at conversion was only partly successful. The hair on the back are stuck in a rigid position.
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vurt, looking at the LKO_sky01SM.tga retexture included in your package, I noticed that the AI must have interpreted a narrow cloud in the original as star light of some sort. I have attached a picture to demonstrate.
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Thanks for the reply, vurt! I thought it may be inconsequential, but I wanted to ask you just in case because the size of the model here differs considerably from the original Bioware PMHA03 (both the .mdl and the .mdx parts) so I was trying to understand where the included pmha03.mdl/mdx were coming from. Cheers! EDIT: Talking to DP on Discord, it seems that the decompilation would produce a broken ASCII, if it even was successful at all. So, yeah, I wanted to use your nice texture for an NPC in my game rather than to replace a player's head and I cannot do it without converting the PMHA03 model...
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vurt, I tried to load the model into MDLEdit (tried both version 1.03 and 1.04) to decompile it and when I do that, I get this error message: "The vector recalculations were off by too much to be able to determine the smoothing groups. Try decompiling with different vertex normal calculation settings." Do you perhaps know what that means? Cheers! PS - If I uncheck the default checked option "Calculate Smoothing Groups (binary)" in MDLEdit 1.03 or the, I guess corresponding, "Recalculate vectors (Reading binary)" in MDLEdit 1.04 then the loading doesn't produce the error message. But I'm quite sure it would not be a smart thing to do...
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Great patch, vurt! Thanks! But from what I can see, LDA_gspray02.tga is still the same texture?
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More feedback: in PLC_SevrdArm.tga, there are some issues (in the context of a very nice texture upgrade). One part of the texture (bottom left) should show the palm of one hand. It shows the back of it instead. Ther grey/brown part of the texture should be clothing (of the same kind used in N_CommM01.tga), but the reconstruction shows something much more solid than that. Around the hands / fingers, the texture should be human skin. Not sure the AI got it right and of course I'm not sure what part of the texture are actually going to be used by the respetive models. I have attached a picture, at any rate. I was also wondering if perhaps your model could come with something a bit more sophisticated for LUZ_palm01.tga. The way it is now, it does not look anything more than a simple upscale that wouldn't improve much or perhaps at all over the original. Cheers!
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It'd be great to have a properly working engine for K1 and K2. The roadmap shows they're still quite far from something usable, though. Best of luck!
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
Really weird. But i'm not even that surprised. The little modding experience I have accumulated with this game showed me some truly odd behavior of the engine. And with "odd" I unfortunately mean "broken". Since I've myself changed a lot the content of the.tlk file I wonder if that will affect me too. I guess I'll find out testing out the game. Cheers! -
Well, if we consider the model + texture list you uploaded then the leadTEST textures should be unused. On the other hand, I'm not sure we can rely too much on that list. Perhaps I can summon here @th3w1zard1and see if he can be kind enough to produce a fail-safe dump about confirmed used K1 textures?
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Another small advice. Unlike LDA_leaf02 and LDA_leaf04, LDA_leaf01 is very monochromatic (dark green) and this situation extends to the brenches as well. Would it be possible to return the original wood color to the brench itself and perhaps have the leaves be displayed in more shades of green? On a side note, the textre LDA_leaftest03 seems to be missing from the package.
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Sorry, typo. It was indeed PLC_spdrB01.tga I meant. Eh, it would be good to have some sort of software that prints out what textures each game model uses, but, in this case, shoudn't it be PLC_spdrwin01.tga? Cheers!
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Glad to being of some use! 👍
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I hope I don't come through as a pain in the ass, but I would like to give a little more feedback while going through the textures. First of all, the LDA_grassXX.tga series of texture is excellent and so are LDA_graspatch.tga and LDA_gspray01.tga. There is a problem with LDA_gspray02.tga, though. The AI has replaced the original shades of green in some part of the texture with a weird purple/grey color. I attach the images here for comparison (one of them is the original one upsacaled, the other one is the texture found in your package).
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vurt, I like the rextexture of both PLC_spdrA01 and PLC_spdrA02 (less fond of PLC_spdrA03). But in the latter, I think the AI has done a disservice to the original texture. The grid (upper part) and circuitry (lower part) that are part of the original design and that should not disappear are removed and replaced by something that looks like the writing "HUL". Also, please note that the exhaustion of the speeder, which the AI reimagined correctly in PLC_spdrA01 is not right in PLC_spdrA02. I'm attaching the images.
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I'll double-check. Very possible that I misread. Cheers!
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vurt, I noticed that some of your textures (ex. PLC_FrcDist02.tga) are created without maintaining the original X Y proportion (aspect ratio?). The original resolution for PLC_FrcDist02.tga is 256 x 256 while your retexture is 512 x 2024. I'm no expert at all, but I suspect this might cause problems?
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Honestly, they are all great! Could you please consider making them ALL available?
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Oh I thought there could be hundreds of unused textures rather than just a few. I suspected that because I compared the skyboxes retextures made by Kexikus and those found in your Visual Resurgence modification and noticed how there are multiple skyboxes textures that Kexikus did not include at all. If those skyboxes textures were indeed used in the game then why would they be missing in a retexture package specifically created to replace the original skyboxes?
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Thanks! I've been using your retextures for more than one game (including your now old Ebon Hawk retextures) for quite some time and I appreciate the quality. I'd very much welcome, though, the possibility of individuate what textures are actually unused in the pack. Cheers!
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In the Mod Build I would pay particular attention to the modifications classified as "Essential" by the author. In particular I'd say the Community Patch is an absolute must-have.
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
Hi there. Sorry to read the news. Could you elaborate on the "bugged game" part? Cheers! -
Vurt, can it be that some of the textures included in your package are unused by the game? Cheers!
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View File [KotOR] Ajuur Medical Supplies Respawn This small modification was created as part of Snigaroo's Mod Build request at Deadlystream. It simply refill the First Aid container in the duelling room on Taris Cantina with a new medikit (unless one such is already available) after winning one of the duels. Enjoy! Submitter Salk Submitted 09/10/2025 Category Mods K1R Compatible No
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