Salk

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Everything posted by Salk

  1. Thanks, ebmar. But from what I understand, those additional files (LDA_leaf02bump.tga, LDA_leaf02bump.txi) are not being used since I never really enabled the specific flag in the model (I don't even know which one it is or where to find it - I was looking in KotOR Tool)?
  2. Hello and thanks for your advice. I am sure you are right about not noticing any difference but then I have to wonder why the original game comes with files like LKA_leaf01.tpc and its twin LKA_leafo1bump.tpc? Isn't the latter a map for the first? Thanks for telling me how to do it anyway.
  3. Hello and thanks for your help! Does it mean I have to install KOTORMax which in turns requires 3DS Max or alternatively Gmax to change a flag? Is MDLOps needed as well? I am starting to have a splitting headache...
  4. I am bumping my own topic because I am really trying to understand how bumping ( ) works within KotOR. I am satisfied with what the leaves look like but I am not happy with how flat the branches look in the game and I was thinking that maybe something could be done about it. But my ignorance is alas deep and trying to understand what the most promising topic was suggesting was difficult so I am hoping DarthParametric or some other kind and knowledgeable soul may come to my rescue. My wife (bless her soul, she is the one doing the bulk work on GIMP) has created a new texture file and called it LDA_leaf02bump. Then from what we read, it was a matter of adding extra information to the original LDA_leaf02.txi file and create a new LDA_leaf02bump.txi file to tell the game to use the additional texture. I tested it in game and I see no difference whatsoever (at least it didn't crash!) so if someone can tell me what we are doing wrong and give us some pointers, that'd be truly great. I am not sure whether or not we would even need to do something with some .mdl/.mdx files? I never worked with anything of the sort and I was hoping not to, honestly. Thanks a lot! LDA_leaf02bump.tga LDA_leaf02bump.txi LDA_leaf02.txi LDA_leaf02.tga
  5. View File [KotOR] Pazaak Fixes&Tweaks In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. The basic idea is to allow players that dislike profoundly to reload upon losing Pazaak matches to have a better chance at winning. In KotOR, the player is unfairly forced to start each round of Pazaak, favoring considerably the AI. While I could not remedy this injustice, I could work around it by redesigning the three Pazaak decks that the AI uses against the player to counterbalance the odds. Winning is still hard and mostly a luck-based matter. It is made actually more difficult because most opponents now do require the player to win more than they have (as opposed to the original fixed amount of times) in order to unlock special events or dialogue lines about running out of funds. And when they do wage their cards but end up winning, they would play for credits again. Thus the need of nerfing considerably the value of the AI's cards. In the process, a number of bugs have been corrected and improvements to the dialogues have been made. More can be read in the included Read Me file. Enjoy! Submitter Salk Submitted 07/13/2018 Category Mods K1R Compatible No
  6. View File [KotOR] Dialogue Fixes In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy! Submitter Salk Submitted 07/13/2018 Category Mods K1R Compatible Yes  
  7. Hello! I have just tested the encounter using the optional Vanilla Inventory and Difficulty. I am satisfied with the difficulty and amazed by the quality of your visual overhaul but I noticed you can still take her special weapons from the remains which I was hoping not to. Could you please take the extra step and not make her drop her customized blaster and sword in your next update? It's just a suggestion, of course. I have myself changed the .utc file already so that she won't drop her weapons.
  8. Congratulations on the new version! Cheers!
  9. After fiddling a little with Soft Lights I managed to find a better color tone for the leaves and now I'd like to call it done unless there is something more that I should be considering. I know the texture lacks proper shadowing but I am unsure about how to proceed with that because the game shows the texture from different angles and the shadowing would be inconsistent if applied by the texture itself. Doesn't the engine compute the light?
  10. Thank you, ebmar. I appreciate your words. Unfortunately this is the first thing I have ever done when it comes to texturing and I am sure it is a quite poor job. I would love to make the leafs have a better shade and tone but I fear I don't know how to do that. The original leafs were quite detailed but then I had to scale their size to just a few pixels and they have lost a lot. Again, I am sure any competent texture artist could have done a much better job. Even like this it is still an overall improvement though (granted that the shading is better in the original, low resolution texture). I have added a few more brown leaves so that it does look even slightly better now.
  11. Hello ebmar and congratulations for the release of your modification. I was wondering if you may consider in the future an option to allow the user to enjoy the great visual overhaul without making changes to the NPC's stats and keep the challenge at a level that is similar to the original game? I am not sure whether Selven would drop her powerful weapons she uses in the fight but I, as player, would rather that she doesn't (for balance reason). Thanks for your hard work on this and for sharing it with the community.
  12. Thank you, DarthParametric. Your support and contributions are invaluable, as usual. I did check the Boab and I must say it does look much like the trees in Dantooine. I could have probably found a better texture for the wood if I had known that sooner but overall I am moderately satisfied this time. I'll also make sure to use GLIntercept for future screenshots. Thanks again.
  13. Okay, since I was not satisfied with the previous attempt I have redone this from scratch and the result is way better. Since it is the first time I dabble with GIMP and retexturing, I welcome feedback and suggestions for further improvements. If none is given, I was considering uploading this as graphics enhancement for KOTOR. I think the tree looks finally decent (and I also tried to remain quite true to the original texture) and the new texture is only 430 470Kbs in size.
  14. Have you tried ImageCFG to force the usage of a single core?
  15. Fascinating. I didn't remember noticing any noticeable lag when I played DS a couple of years ago. Using a much less powerful GPU than you have, DarthParametric.
  16. Thanks, Ebmar. I will soon give it a try (not at home now). I am quite happy with the improvement although I fear that there'd be need of work to be done on the models to make it a little more seamless and it is not something I am capable to do.
  17. I tried this version too but the problem hasn't gone away. Thank you very much for your help though. I guess the imperfections are quite minor and if nothing can be done about it, I will keep it the way it is. It does bother me though. But since it's my wife that works with the texture on GIMP, I will have to wait for her return to see if something can be done with the Alpha Mask. I am completely ignorant about graphics.
  18. Unfortunately it still has the same issue.
  19. Of course! Here it is. LDA_leaf02.tga
  20. Hello again! Using blending punchthrough did improve things dramatically but there are still imperfections. I am attaching a new screenshot.
  21. Hello! I am replaying KotOR and I am currently in Dantooine. I could not help noticing how awful the original 128x128 LDA_leaf02.tga texture is so I've tried to use GIMP in order to work on a replacement. While not being the improvement I was hoping for, it is better than the original but I have a problem with the texture showing a white line around the border at times and from certain angles... I have attached two screens with the original texture and my replacement. Any help with diagnosing the issue would be much appreciated since the current state is simply unacceptable. Also, I'd be grateful for advice, suggestions or general feedback. Thanks!
  22. Version 5.2

    60,827 downloads

    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  23. Version 1.2

    484 downloads

    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. The basic idea is to allow players that dislike profoundly to reload upon losing Pazaak matches to have a better chance at winning. In KotOR, the player is unfairly forced to start each round of Pazaak, favoring considerably the AI. While I could not remedy this injustice, I could work around it by redesigning the three Pazaak decks that the AI uses against the player to counterbalance the odds. Winning is still hard and mostly a luck-based matter. It is made actually more difficult because most opponents now do require the player to win more than they have (as opposed to the original fixed amount of times) in order to unlock the dialogue about running out of funds. And when they do wage their cards but end up winning, they would play for credits again. Thus the need of nerfing considerably the value of the AI's cards. In the process, a number of bugs have been corrected and improvements to the dialogues have been made. More can be read in the included Read Me file. Enjoy!
  24. I am completely ignorant about reskinning and retexturing so please correct me if I am wrong but I seemed to notice that in many cases lots of details are gone, often due to the colors being much more washed out and returning an image that looks way more "flat" than the original, low res one. This is what made me stick to original textures in many cases, especially when I was involved in selecting which should be included in my now defunct project.
  25. No, those are body textures. SpaceAlex did some work in his K1 Enhancement mod and provided a couple higher resolution replacements.