Lewok2007 71 Posted Tuesday at 11:27 PM 12 hours ago, vurt said: last minute fixes was Juhani (more of a tiger look / pattern now than a house cat) and locker fix. Juhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type. 1 Quote Share this post Link to post Share on other sites
vurt 100 Posted yesterday at 01:54 AM that part is fixed. hair is a bit darker too and the ends looks different. 1 Quote Share this post Link to post Share on other sites
Salk 429 Posted yesterday at 04:18 AM I think you've done an excellent work with Juhani. Just a few tweaks could make it perfect also for "compatibility" with human romance. Just removing the whiskers may be good enough, actually. I'd love to test that version. Thanks for all the hard work and support, vurt. PS By the way, could you use Juhani's head model pony tail to fix the braid of your nice Weequay head? Just an idea... PPS I looked at the LTS_screen01 HD texture and I noticed how the AI model interpreted oddly the actually simple yellow/orange lights on the panel. They should be no different in concept than the round, green ones. Instead LTS_tech01 reintroduces a recurring problem with the model converting something into letters. LYV_scren01 is instead good except for two random arrows that the AI model generated for some reason where there should be none. I attach an image about this last case to show. 1 Quote Share this post Link to post Share on other sites
Aragon 0 Posted yesterday at 07:49 AM When will the final version be released? Quote Share this post Link to post Share on other sites
vurt 100 Posted yesterday at 12:00 PM 5 hours ago, Aragon said: When will the final version be released? I have no idea, but i think i will reach 1.0 in weeks rather than months. These mods usually takes me around 3 months of daily work (Gothic 2, Morrowind, Jedi Knight 2), but i don't think this will take that long, i've gotten faster at it + rather easy game to retexture, the square format of every texture makes it far easier than dealing with tons of various resolutions and image ratios (which is the usual norm for game textures). My Thief 2 retexture went pretty quick, i think this will be similar to that, so not 3 months Unrelated (post merge) Spent way too many hours on this one, but whatever, it turned out great. Added gloss map (might need to turn it down a bit for the lips). 1 Quote Share this post Link to post Share on other sites
vurt 100 Posted yesterday at 02:11 PM Juhani retexture with gloss map - YouTube Quote Share this post Link to post Share on other sites
Salk 429 Posted 21 hours ago Great job on Juhani. A question though: the tiger-like skin could perhaps use some darkening of the paler parts, in particular the cheeks? Or conversely making everything else slightly paler? To my eyes there's perhaps a little too much contrast and that makes it lose some uniformity. But it's just an opinion. The result is already excellent. Thanks! Quote Share this post Link to post Share on other sites
vurt 100 Posted 21 hours ago On 10/6/2025 at 11:20 AM, DarthParametric said: 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. can you give an example of how this looks? I am trying to give the Duros just an envmap, all i get is a slightly transparent head. my .txi for the duros: envmaptexture CM_SpecMap then i have an alpha for the duros texture, with black and white parts. tga2tpc is then used with the .txi in the folder. doesn't work. Thanks! 24 minutes ago, Salk said: Great job on Juhani. A question though: the tiger-like skin could perhaps use some darkening of the paler parts, in particular the cheeks? Or conversely making everything else slightly paler? To my eyes there's perhaps a little too much contrast and that makes it lose some uniformity. But it's just an opinion. The result is already excellent. Thanks! i think i like the contrast because i think its still pretty subtle, i think it might look like skin too otherwise with some black lines painted on. This looks like proper fur with color variations and stripes etc. 1 Quote Share this post Link to post Share on other sites
Dark Hope 1,674 Posted 20 hours ago 56 minutes ago, vurt said: can you give an example of how this looks? I am trying to give the Duros just an envmap, all i get is a slightly transparent head. my .txi for the duros: envmaptexture CM_SpecMap then i have an alpha for the duros texture, with black and white parts. Затем используется tga2tpc с файлом .txi в папке. doesn't work. Thanks! i think i like the contrast because i think its still pretty subtle, i think it might look like skin too otherwise with some black lines painted on. This looks like proper fur with color variations and stripes etc. Does the environment map work in .tga format? Quote Share this post Link to post Share on other sites
vurt 100 Posted 19 hours ago 1 hour ago, Dark Hope said: Does the environment map work in .tga format? Edit: I solved it. the .txi must actually be called n_duros01.txi not 02, even though that's what the texture is called, it has to do with what the model itself is calling in-game i guess. it gets confusing lol. Quote Share this post Link to post Share on other sites
DarthParametric 3,894 Posted 16 hours ago The issue is that appearance overrides are bugged and require a txi on the first (01) texture variant. If there isn't one then the engine will ignore TXI data on subsequent variants. 1 Quote Share this post Link to post Share on other sites
vurt 100 Posted 12 hours ago 3 hours ago, DarthParametric said: The issue is that appearance overrides are bugged and require a txi on the first (01) texture variant. If there isn't one then the engine will ignore TXI data on subsequent variants. Very good to know, many thanks! Quote Share this post Link to post Share on other sites
Salk 429 Posted 8 hours ago vurt, I was testing the LTA_wall series of textures in Anchorhead. They generally look very, very good. But I have transparency issues with them which are notable when looking around. I can make a video of this, if you like. But I can confirm that this is not happening with the original textures or even the HD textures I was using before. To reproduce, go around in Anchorhead and look at where windows are. You will notice that often times you can see the blue sky straight through some of them at certain angles. 1 Quote Share this post Link to post Share on other sites
vurt 100 Posted 8 hours ago 7 minutes ago, Salk said: vurt, I was testing the LTA_wall series of textures in Anchorhead. They generally look very, very good. But I have transparency issues with them which are notable when looking around. I can make a video of this, if you like. But I can confirm that this is not happening with the original textures or even the HD textures I was using before. To reproduce, go around in Anchorhead and look at where windows are. You will notice that often times you can see the blue sky straight through some of them at certain angles. I'll take a look, likely alpha was added when there should be none. Thanks! 1 Quote Share this post Link to post Share on other sites
Salk 429 Posted 8 hours ago Just to give a little help, I am showing the result of a single texture LTA_wall02.tpc in the game. Hard to know now how many other textures could be affected, but I know for a fact that there are at least two more in the LTA_wallxx.tpc series of textures. Normal camera: First person view camera: UPDATE: I converted the texture LTA_wall02.tpc into .TGA and checkid it out with GIMP. There is no problem with the Alpha channel. So when I tested it again in TGA format, the issue was gone! This reinforces my dislike for .TPC textures. In the past, I have had bad experiences with them and gave up on the idea of converting the massive amount of HD textures I have in TGA format into TPC just because of that. 1 Quote Share this post Link to post Share on other sites
vurt 100 Posted 5 hours ago Fixed. Yeah i would use TGA but TGA is not a compressed format, the mod would be like 15GB.. not really an issue for me but might be for others. TGA is not perfect either for the game since it is incompatible with working with normal maps for example, so its a no-go. 1 Quote Share this post Link to post Share on other sites
Salk 429 Posted 4 hours ago Oh yes, when it comes to saving space TPC is way better. Incidentally your estimate about size is right. I've mostly TGA textures in my override and I'm exceeding 17 GBs. Out of curiosity, could you tell us what needed fixing? Cheers! Quote Share this post Link to post Share on other sites
vurt 100 Posted 4 hours ago i just saved it without alpha entirely. Uploaded a new patch New Juhani with Gloss map Ithorians, Duros, Female Twi'leks new textures with gloss maps New Taris Skybox Fix for hole in wall texture (Anchorhead) Less shiny default armor Mission and Canderous Previous patch is included 1 Quote Share this post Link to post Share on other sites
JCarter426 1,271 Posted 2 hours ago 13 hours ago, DarthParametric said: The issue is that appearance overrides are bugged and require a txi on the first (01) texture variant. If there isn't one then the engine will ignore TXI data on subsequent variants. It's not the first texture variation; it's the texture that is referenced on the model, if any. This is usually the first texture variation, like for player armors, but this is not always the case. Quote Share this post Link to post Share on other sites
vurt 100 Posted 1 hour ago yes for some models when you load them into blender will not have a texture, even if you have it available for it to load. some models have several face variants so i guess these are called within the engine itself, so it has something to do with that. Quote Share this post Link to post Share on other sites