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CapitaineSpoque

MOD:[K1] Swoop platform model repairs

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[K1] Swoop platform model repairs


Swoop platform models repairs

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By ZobiZob

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Description

There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it.

As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module.

Fixed music changes from 1.5 with version 1.6.

Installation

3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors.

1) Use the holopatcher.exe included and you're ready to go.

If you're not satisfied with an option or the other, you can always come back and reinstall the desired option.

Known Bugs and Incompatibilities

Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear.

The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures.

Permissions

You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes).

Acknowledgements

All materials and copyrights belong to LucasArts, and Bioware.

Upscaled textures from ShiningRedHD.

I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.


 

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Hello, @CapitaineSpoque!

I have a couple of questions about some changes made by this modification to the .git area file and one about some included upscaled textures. 

1) What's the point of the 3 additional doors?

2) I noticed that there is also a change in the MusicNight field from the original 30 to 10. Is it because the MusicDay field originally is 10 too?

3) lts_swpg.tga is a texture that should be used on RedRos just like lts_swpg1.tga should be used for the other Nikto guarding Bastila? I'm asking because from what little I understand, it would seem that those NPCs use appearance 45 and 262 respectively. When I check this in the appearance.2da file it seems the texture used is N_Swoopgang01 and N_Swoopgang02? If I'm not wrong (and I could very well be), doesn't this mean that the upscaled textures are unused in the game?

Thanks!

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Hello there Salk!

1) So the 2 doors on each opposite side hide the blackness or some akward background from the level. I felt it was more natural like this. The middle door is not that necessary, but once again i felt it was more natural and it also hides a bit of the akward geometry. Maybe the doors should be optional.

2) Nice catch about the MusicNight row. I am working on a module that use the swoop platform geometry, so I surely edited this without noticing! I am going to upload a file with the fixed music, because it absolutely changes the mood for this part of the game. Ty for bringing attention to this.

3) Indeed. For swoop bikers, i noticed they use the same uv/low texture from the Niktos in game, i simply used upscaled textures for Niktos as a replacement. Their model is still very low poly, but there are some welcome extra details from the textures (especially the faces). The upscaled textures are exclusive to the nikto bikers and won't affect the other Nikto creatures.

Nice feedback here, so i'm fixing the music and providing an optional patch for the doors!

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Thank you very much for your answers.

Just to confirm l understood correctly, are you telling me that the upscaled Niktos textures you included get correctly applied? I'm confused as to how this two particular Niktos in that module can use different textures if they use the same appearance row as the other Vulkar Niktos. I'm not very familiar with all this so I welcome any chance to learn.

Thanks for sharing your creations (tomorrow I'm going to install two more mods of yours so I might need to bother you again here or on some other support thread).

Cheers!

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So the bikers are not creatures, but models within the level geometry. They do not use at all a row in appearance.2da. That's why they use a different model from niktos and different texture names ;) I edited this using Blender.

No problem! It's a part of the huge Kotor Expansion Pack i'm working on right now, i'm trying to release some of this stuff as standalone.

Ty for your feedback aswell, especially regarding the music!

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Hello again!

I wonder if I might have been unclear with my last question about the upscaled textures. In your modification there are upscaled textures for the swoop bikes (the vehicles to ride on - lts_swoop.tga and lts_swoop1.tga) and for Nikto NPCs (lts_swpg.tga and lts_swpg1.tga). When you say that the "bikers are not creatures", do you mean the NPCs or the actual bikes they ride on? Because the NPCs are indeed creatures, aren't they?  My question was about the lts_swpg.tga and lts_swpg1.tga. In short: are Redros and the other Nikto guard using those textures? I opened the level inside Kotor Toolset (a wonderful tool created some years ago by FairStride) and marked the two creatures. From my understanding, they are spawned by the GIT file and are not models within the level geometry and as such they do use a row in the appearance.2da file.

About the doors instead, I tried to look at the geometry from inside the game and I must say it looks weird without the doors but also with the doors. In the end, I did remove them because having them didn't seem like an improvement to me.

Everything else looks good! :cheers:

PS - I decided to have my swoop in the module, but I also want to use your K2 to K1 swoop modification. To have compatibility between the two, shouldn't we have an option to show the correct swoop in the module? If I use the K2 swoop (personally I will be using the K2 skin 1), then the swoop appearing in the module will not be the right model. 🙂

Level.jpg

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The Nikto creatures do not use the textures from the swoop riders, they are separate ;) Same for the swoop bike textures, they are separate from the ones from the placeables. "LTS" tag refers to Taris textures, which are part of the model geometry. The riders are from the level geometry and have nothing to do with creatures or appearance.2da. Same for the bikes, they have nothing to do with placeable.2da.

It'd be great to have the K2 swoop displayed, but i don't know how to create lightmaps for models that do not have them by default. That's why I used the swoop bike from the Ebon Hawk there. I didnt play K2 so much, if you happend to know if there is a place in TSL where the swoop bike is displayed, i can reuse the model and the lightmap. Otherwise, I can't introduce it atm, my skills are still kinda limited ^^

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Oh thanks for the clarification. So the huge upscaled texture is used for the very small swoop bikes looping by, then? I didn't think such a huge texture would be necessary for something so small in the background.

The K1 swoop parked in the area is quite similar to the K2 Skin 1 so I don't think it's such a big deal having the wrong model there. Unfortunately, like you, I'm not very familiar with K2, which I played only once a long time ago.

I take this opportunity to mention a small typo in the dialogue file. "Appartments" should be "Apartments"

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