Lewok2007 70 Posted Saturday at 04:55 PM On 10/3/2025 at 11:27 AM, vurt said: Juhani , a much needed rework, don't like the original at all. most of all the texture is way too bright so it loses all details. Juhani has a hairline now 🥀 I think the face looks alright although that hairline is very off putting. Probably because of how the AI would reinterpret the parts in the UV which led to that. I think you'd need to manually edit the texture and have part of the texture that is for the top of her head blend more with the fur of her face. There is also something a bit uncanny about her now. Like a cat from the cats musical 😭 Quote she also has human hair (or does she color it?) Might be something more like a Horse's mane maybe where the hair's different pigment and length is normal for them. Quote Share this post Link to post Share on other sites
vurt 94 Posted Saturday at 05:26 PM yes i can maybe blend the two, there is a seam in the mesh and bioware are awful at placing these seams, like on the wookies, they placed them on their belly, which is in plain sight. maybe its just where the longer hair starts on her, it's not a huge issue imo, and only visible if you use the Camera and stand as close as you can, like i do here. its too vague to see otherwise. I do think she's less uncanny than in the original model haha, maybe because at least now i can see what its supposed to be while with the original model my first impression (as i remember it) was more like "WTF even IS that?" lol The head texture stops at the forehead and then continues elsewhere. So there will likely always be a seam, unless perhaps you make it super bright or do a UV-remap of the whole face. some of the blur there could be removed though, likely not contributing to anything good Quote Share this post Link to post Share on other sites
Aragon 0 Posted Saturday at 11:45 PM I think this texture mod of your's Vurt causes crashes on Taris. I can't get into the Sith Base unless I warp to the Sith Governor and fight him. Then I warp to Lower City and meet up with Canderous again. But it crashes when it try's to load Davik Kang. Is it my Geforce RTX 2060 graphics card that's the problem? Quote Share this post Link to post Share on other sites
vurt 94 Posted Sunday at 12:21 AM Did you update it recently? I update the mod like every other day, the crash for going into the Sith Base via the elevator was fixed quite a while ago. It is possible its a new crash that i havent found, if so a save just before it crashes would be helpful and i can fix it. Quote Share this post Link to post Share on other sites
vurt 94 Posted Sunday at 04:47 PM everyone should just remove the file called PLC_FrcDist01 this since it is too problematic to work with, it can either crash the game entirely or it makes the texture for the prison forcefield non-transparent. so just remove it. Next update will have some nice upgrades. 50 armors which previously were 1024 are now 2048 and overall just looks much better (better textures overall). a ton of face textures + more.. Here's one of the Gamorreans vs default needs a belt buckle though, but easy to add... The original has a yellow/green color inside the mouth, very odd choice, i made mine have dark red inside the mouth, which looks more like you would expect. 1 Quote Share this post Link to post Share on other sites
vurt 94 Posted Sunday at 08:00 PM not happy with some of the skin, now its better. i also made him show his sexy belly. 1 1 Quote Share this post Link to post Share on other sites
Aragon 0 Posted Sunday at 10:28 PM Can you use tga skins with this tpc texture mod? Quote Share this post Link to post Share on other sites
vurt 94 Posted Sunday at 10:46 PM 10 hours ago, Aragon said: Can you use tga skins with this tpc texture mod? yes. Edit: though if you are using a mod which has the same files as mine but .tga then im pretty sure TPC has priority and it must be removed. Making a script for that isnt hard though, just ask chat gpt for a script that removes .tpc files if a tga exists and it will make one, either a .bat or a .py if you use python. Quote Share this post Link to post Share on other sites
vurt 94 Posted yesterday at 09:06 AM Mission with Gloss. Some characters has a working alpha from the start, no need to edit the mesh, this one works without any editing. Lips, eyes and tentacles are made very glossy, other parts of her face are vaguely glossy. I should probably try a glossy Gamorrean since some parts of it could benefit. I've also come to the realization that any armors with alpha and gloss needs a new alpha, they inherit too much of the old original alpha that i use, and it makes any glossy part look low-res or grainy. 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,894 Posted yesterday at 09:20 AM 12 minutes ago, vurt said: no need to edit the mesh You don't need anything special for envmaps. Only normal maps require a mesh flag to be set. "Gloss" is just a cubemap being blended with the diffuse according to the alpha mask. 1 Quote Share this post Link to post Share on other sites
vurt 94 Posted yesterday at 09:23 AM ah, that's good to know! Edit @DarthParametric : I checked Xor. the original .txi is bumpyshinytexture CM_SpecMap bumpmaptexture Twilek_M01b the bummaptexture here is wasted, isn't it? glossy and bumpmap / normal map together doesnt work afaik. Quote Share this post Link to post Share on other sites
DarthParametric 3,894 Posted yesterday at 12:39 PM 3 hours ago, vurt said: glossy and bumpmap / normal map together doesnt work afaik That's what the bumpyshinytexture semantic is for, it enables both simultaneously. But it comes with the downside that both share the same alpha mask, so you can't have one type showing in one section and the other type showing in a different section. You get both or neither. Although for the normal map you can at least make it flat in sections where you don't need any detail. Quote Share this post Link to post Share on other sites
vurt 94 Posted yesterday at 12:44 PM 5 minutes ago, DarthParametric said: That's what the bumpyshinytexture semantic is for, it enables both simultaneously. But it comes with the downside that both share the same alpha mask, so you can't have one type showing in one section and the other type showing in a different section. You get both or neither. Although for the normal map you can at least make it flat in sections where you don't need any detail. ok. i tried without bumpmaptexture and i really could not tell a difference at all. I made Mission exactly like for Xor... it looked like there was just gloss and a smooth texture without normal mapping. Quote Share this post Link to post Share on other sites
DarthParametric 3,894 Posted yesterday at 12:48 PM And did you enable the bumpmapable flag on her meshes? 1 Quote Share this post Link to post Share on other sites
vurt 94 Posted yesterday at 12:52 PM 3 minutes ago, DarthParametric said: And did you enable the bumpmapable flag on her meshes? Ahhhh right! i didn't. I thought it was basically just an enable alpha function and i saw that it already reacted to alpha so i was thinking it was active. Then i get it, thanks! Glad to have an experienced modder here! Quote Share this post Link to post Share on other sites
vurt 94 Posted 22 hours ago Compressing the files to TPC for the new update, should be done in a few hours, maybe tomorrow. Here's the changelog: * 479 TPCs with remade alphas + new normals (this will improve walls, floors, armors + some other things quite a lot, i previously cheated and used the old textures normals and alphas) * 50 vastly improved armors / robes, 2K instead of 1K * vastly improved Gamorreans 2-4K resolution. * New faces: Mission,Dorak,Canderous,Xor * 20 commoners remade or new * 4K grass and bark for Dantooine Then i will work on adding more normals / gloss to more aliens. Gamorreans etc. I especially like how it makes the eyes look. The Duros and Rodians will look nice with glossy eyes. Quote Share this post Link to post Share on other sites
Dark Hope 1,673 Posted 18 hours ago 16 hours ago, vurt said: Mission with Gloss. Some characters has a working alpha from the start, no need to edit the mesh, this one works without any editing. Lips, eyes and tentacles are made very glossy, other parts of her face are vaguely glossy. I should probably try a glossy Gamorrean since some parts of it could benefit. I've also come to the realization that any armors with alpha and gloss needs a new alpha, they inherit too much of the old original alpha that i use, and it makes any glossy part look low-res or grainy. This looks very respectable. The difference between the versions is colossal. You've done a tremendous amount of work. All the heads are worthy of 1024. And all the clothes, animals, and aliens deserve at least 2048 resolution. The AI is doing a great job of this. It's visually noticeable. 1 Quote Share this post Link to post Share on other sites
Salk 425 Posted 13 hours ago vurt, if I may suggest a small variation to the very good plc_locker HD texture, I'd tone down the amount of "rust". The original presents signs of wear/rust, but in a much smaller grade. I tested it in-game and it does make quite a difference. Additionally, the original presents (on top left) four metal airducts (for lack of a better word) and a series of metal plugs in column on the right side that did not translate into the redone AI texture. Otherwise, I think it's excellent. I attach the original texture. Quote Share this post Link to post Share on other sites
vurt 94 Posted 11 hours ago yeah i can remake that one. it needs more denoising because the model will translate all the noise to rust and wear. edit: i'll include this one in the next update, its a bit better at least. the ventilation now more looks like a handle for carrying it, which makes more sense for a crate. Quote Share this post Link to post Share on other sites
Sith Holocron 2,596 Posted 9 hours ago It isn't a crate, though. It's a full sized stationary non-mobile locker. Quote Share this post Link to post Share on other sites
vurt 94 Posted 9 hours ago Eh, might be? Don't see how it really changes anything though EDIT: sometimes i wish the forum wouldnt merge new posts.. it gets strange when a post doesnt have anything to do with the former post you did. Version 0.97 is released, see above for change log. over 1GB of changes are added to the mod. last minute fixes was Juhani (more of a tiger look / pattern now than a house cat) and locker fix. old image i realized now, it has fixes since this image, but it gives an idea. Also a reminder to remove: PLC_FrcDist01 (removed from the current archive, but will still be in your mod folder if you installed the mod earlier) Quote Share this post Link to post Share on other sites
Dark Hope 1,673 Posted 7 hours ago 4 hours ago, vurt said: yeah i can remake that one. it needs more denoising because the model will translate all the noise to rust and wear. edit: i'll include this one in the next update, its a bit better at least. the ventilation now more looks like a handle for carrying it, which makes more sense for a crate. The numbers should be removed. It might look something like this: Spoiler Spoiler PLC_locker.tga Quote Share this post Link to post Share on other sites
vurt 94 Posted 6 hours ago ah right, its the tall lockers... the square format of the texture is deceiving. but i think i prefer some worn-out looking numbers or garbled numbers, its likely too tiny too be noticeable what it is exactly. Since its a bigger surface than i imagined i can take a look at it again though, i just need to find one in-game first. Quote Share this post Link to post Share on other sites
Dark Hope 1,673 Posted 5 hours ago 1 hour ago, vurt said: ah right, its the tall lockers... the square format of the texture is deceiving. but i think i prefer some worn-out looking numbers or garbled numbers, its likely too tiny too be noticeable what it is exactly. Since its a bigger surface than i imagined i can take a look at it again though, i just need to find one in-game first. Kebla Yurt store. 1 Quote Share this post Link to post Share on other sites
vurt 94 Posted 3 hours ago PLC_FrcDist02.tpc should also be removed from the current version of the mod. I will fix it for the next patch. For some reason this one doesnt become tranparent like it should when converting to TPC. But i was able to fix it by just adding transparency. Quote Share this post Link to post Share on other sites