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Everything posted by Malkior
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Weird question, but what is the syntax Kotor 1 uses for its clothing meshes? I've scoured Kotortool up and down, yet I can't seem to find them.
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Turns out I didn't realize there are other BIF file folders with their own models in Kotortool. For some reason I assumed "Models.bif" was the only one containing MDL files..
(For anyone following, the folder I was looking for was "Player.bif")
Additionally, there are other filetypes than just MDL files such as scripts and GUI in the other BIFs, so I believe they are actually just a generic storage format that I just happened to know contain the models. There's probably a tutorial somewhere that I missed which explains BIF file format in detail, but I guess I missed it..
Thanks for the tip! I appreciate the info and I will continue to post as I learn new things to hopefully demystify these files for laymen such as myself.
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Yeah, I've only ever used Kotortool to extract textures and in rare occasions, generic models like vehicles for example, so I only know very specific places to find the assets. It's funny that just focusing on one specific thing every time creates these misconceptions such as mine where there was only one place to find a filetype.
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Just put the final touches on a big update for one of my mods. Massive thanks to everyone including ConansHair for the help in continuing to improve the level of quality and Dark Hope for the window textures.
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Out of curiosity, is there texture generating program (Preferably free) that you guys swear by?
I've been doing this thing manually forever and I'd like to find some tools to speed it up a bit.
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What you're working on dictates what you need to a large degree. Stuff like sabers that make heavy use of envmaps don't really need anything fancy because the texture is going to be mostly drowned out by the envmap anyway.
Here's an example of one of my sabers using procedural materials. Mostly just simple metal materials with a bit of edge wear and dirt. Here is the source, rendered in PBR:
And then here's that same model and texture set in Odyssey:
One of the primary things you'll want is a good ambient occlusion (AO) bake. PBR textures don't have any lighting baked in, since they rely on the engine to provide correct lighting. So the albedo you'll get will be completely flat:
That's where the AO comes in:
You take the AO and overlay it as a multiply layer, giving you a resultant diffuse with a bit more depth:
The lack of a spec map is where Odyssey really falls down here, since envmaps are a poor substitute.
Some programs may also have the provision to create baked lighting for Blinn-Phong textures. Substance Painter can do this, for example.
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There's nothing so strangely ironic about having to download your own mods after having lost the originals over time and computer changes..
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Feels strange, especially if you had notes for improvements, other ideas, or version update and those were not (for good reason) uploaded. On the other hand, it is a reminder of just how neat of a site deadlystream is to remember all our mods we've made throughout the years. Cheers to the Staff and Tyvokka for keeping us alive!