Darth_Sapiens

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Everything posted by Darth_Sapiens

  1. @liliarch, They did release photoshop cs2 for free, legally a while ago, http://www.digitaltrends.com/computing/how-to-get-photoshop-for-free/ I don't if it'll currently work though
  2. well guys here it is, a custom bump map, guess we were wrong all these years...
  3. @fairstrides, I'm getting somewhere. They don't crash! They do affect the model, but it seems to turn off higher than 256x256 - but they can be animated, which has a slimy effect, but would probably look good on water. As for cubemaps, im making a pack including improved vanilla and some bonus ones.
  4. Just my 2 cents, but i find your textures amazing! honestly, it feels like the kind of stuff I used to do when i had the time, and boy can it take time. Keep it up!
  5. So guys, I'm not sure really how to explain this, so if you ask questions i'll see how to flesh it out more. Basically, here is some reading lol. http://en.wikipedia.org/wiki/Cube_mapping http://www.nvidia.com/object/cube_map_ogl_tutorial.html Pay special attention to this one: http://www.cgtextures.com/content.php?action=tutorial&name=cubemaps So now, how do cube maps work in KotOR? Well, basically when ever an envmap is called I.E. (as found in a txi) envmaptexture CM_baremetal // often used for the metallic reflection effect envmaptexture CM_bright // often used for a blue glow effectIt uses CM_* as a environment map underneath the main textures alpha.Now, creating/editing these textures was often thought to be impossible. Because KotOR tool can't extract them properly and when you use any normal cubemap format, it won't work in game. So after playing around with glintercept (I won't bore you with the details in what is already a somewhat terrible post) I figured out kotor's format and how to convert from horizontal and vertical cross cubemaps to the kotor version. I now present you with the fruits of my labor . . . Check out ref1.rar if you want to compare for yourself on Peragus, also note the tiny vanilla baremetal cubemap. Here are the photoshop actions, tested on Photoshop cc only. (hit download at the top of the page) Again guys, sorry for this terrible post. LOL (It's been a while.)
  6. Bump maps! your next.

    1. Mandalore

      Mandalore

      Sapiens, I haven't seen you around for a while! Welcome back!

  7. a texture to replace reflections/glows (like cm_baremetal or cm_bright) some people around here call them shaders, but that's not entirely a correct way to put it
  8. check out the screen of the week to see the fruits of my research.

  9. check it out guys, there'll be a follow up tutorial and tool set soon
  10. OMG i am on the verge of a modding breakthrough, custom envmaps, (cuubemaps) are possible, even animatable. wow! so excited

    1. Darth_Sapiens

      Darth_Sapiens

      i have them in game, im just figuring out how to explain it, but its working ! :) the effect is amazing, repacing the 64x64 or less cm_baremetal with something high res does wonders.

    2. DeadMan

      DeadMan

      Can't wait to see what you've done to them!

    3. Darth_Sapiens

      Darth_Sapiens

      so i'm just working on some photoshop actions to convert from common cube maps (horizontal and veritical cross cube maps) to kotors, (a modified vertical strip)

    4. Show next comments  15 more
  11. not quite at that point yet, but i'll keep it in mind, it's been a while since i was looking at scripting, are custom 2da's feasible? i was looking at a script stoffe made for chainz2da's mod, for kreia, i thought about using that as a base, but a 2da reference would make it easier to update i think, (my scripting knowledge is very limited though lol) this is still a way off, but maybe a system that works for every character that suffers from this lack of model changing flexibility, (like hanharr, kreia, visas (well, kind of with her i guess), hk-47, t3-m4, g0-t0, and i have thought about mandalore, and if i ever get good enough at 3d, i feel bao dur will be in a similar spot.) that can be easily updated by 2da's?
  12. i didn't touch the sky box, probably was a different mod, the t3 was a wip of mine, but is no longer. thanks for the compliment on the ui, i used czerka cause they are a kotor-era manufacturer, so i figured why not use them, also i lost the files for my previous sion skin when my hdd crashed a while back, but i do want to try it again, (its tough for me though cause i am fairly squeamish lol) i really want to use deadman's sion model and go from there, (also iirc the uvmap for sion is SCREEEEEWed up.) well my t3 skin isnt a wip anymore, because it's 95% done! just little tweaks here and there now.
  13. There never was much communication there, but I am still working on it from time to time.
  14. locked, continue discussion here
  15. i am still hoping to work on this, but this thread's now locked, continue the discussion here
  16. So guys, I can't mod like i used to, due to my schedule. i have a few "stale" WIP threads, They will all be closed but conversation about them can be continued here. However, please do not post questions about release dates and whether or not a particular mod is being worked on, if there hasn't been an update here in more than a month and you haven't heard otherwise, it's "asleep." PM me these kinds of questions to keep the thread clean. Do feel free to post bugs you encounter with my mods, or criticism of my sleeping WIP's. A few active mods i have going at the moment are : A mod to make droid armours and Visas's robes change with equipped items ( like this mod) A high definition skin for T3-M4, and HK My VFX Overhaul, And a few miscellaneous mods. To get this thread spinning, allow me to tantalize you with some screens. (T3 is still very much a WIP, but the GUI one I think is done)
  17. You are certainly welcome to post concepts in your gallery, we always like to see what our members are up to also welcome to deadly stream the home of kotor and tsl. (as far as i'm concerned.) so, if you are a fan, Welcome home! i'm always curious about this ( i'm a bit of a linguistics nerd.) what is your first language?
  18. it's a bit late but thought i'd say hi, and welcome to our community
  19. well, i thought might as well make them huge, (i like to play on 1080p hdtv) if people encounter issues the size can be easily reduced, but increasing the size from a small texture is impossible because of lost detail.