vurt 86 Posted September 25 Great, that one should absolutely be fixed. Keep em coming Thanks again! Quote Share this post Link to post Share on other sites
Dark Hope 1,670 Posted September 25 Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Quote Share this post Link to post Share on other sites
vurt 86 Posted September 25 pfhb05 etc, the texture names seem wrong? i do not get any hits apart from faces for that sort of naming. Edit. probably windows search acting up again. Quote Share this post Link to post Share on other sites
Dark Hope 1,670 Posted September 25 Spoiler PFBH05.tga Quote Share this post Link to post Share on other sites
vurt 86 Posted September 25 yeah, a few of these maybe. In-game these absolutely look like metal because of the shader added to them that make them appear shiny. You might think that the stitching would make it look like cloth but heh, good look seeing it in-game. Quote Share this post Link to post Share on other sites
Dark Hope 1,670 Posted September 25 Spoiler Spoiler Quote Share this post Link to post Share on other sites
vurt 86 Posted September 25 that is an example of something that would not look like cloth in-game. Likely has a metal sheen from the shader. it really hides a lot of details when its active over a mesh, you just see a reflective surface in a certain color, mostly. you can forget to see it has tiny stitching. In-game screens are overall way more helpful here. Something like PFBH04.tga also, this has a metal sheen all over its surface, it will not look even remotely like cloth in the game because cloth does not look reflective. If we had an opposite issue, cloth looks like metal, that would look awful, because the cloth parts in the game does not use a shader over it so we would see it in its full detail. Quote Share this post Link to post Share on other sites
Dark Hope 1,670 Posted September 25 25 minutes ago, vurt said: that is an example of something that would not look like cloth in-game. Likely has a metal sheen from the shader. it really hides a lot of details when its active over a mesh, you just see a reflective surface in a certain color, mostly. you can forget to see it has tiny stitching. In-game screens are overall way more helpful here. Something like PFBH04.tga also, this has a metal sheen all over its surface, it will not look even remotely like cloth in the game because cloth does not look reflective. If we had an opposite issue, cloth looks like metal, that would look awful, because the cloth parts in the game does not use a shader over it so we would see it in its full detail. My goal was to highlight this. I reworked most of these textures by hand. And I know that a model can convey a lot of detail in a texture. And using a 2048 resolution is justified. That's my perfectionist side talking. Spoiler The seams don't bother me as much as the texture of leather on metal. Leather creates unnecessary noise. AI can make the texture cleaner and smoother. Quote Share this post Link to post Share on other sites
vurt 86 Posted September 25 Cool. But i do not think it comes off as normal cloth for the most part really. But for such a big surface it is worth fixing, absolutely. I will take a look at all of these. 1 Quote Share this post Link to post Share on other sites
vurt 86 Posted Sunday at 10:43 AM Recreated around 60 armors (left out the cloth armor since its decent i think). Anything with metal should now have metal parts instead of more cloth-looking. They are also 2048 instead of 1024. The mod is now TPC so size is down a lot. increased the quality of a few textures, doors,walls, grass and some other stuff which didn't look great. Crappy gif quality but gives an idea vs default textures: Edit: Uploaded to Nexus Mods. Once it reaches 1.0 i will upload here. I really hope the TPC textures works because size is down more than half. I have loaded around 30 saves from various places and progress in the game, and have not seen an issue yet. Please report any oddities. 2 Quote Share this post Link to post Share on other sites
vurt 86 Posted Monday at 01:30 AM The file PLC_FrcDist01 (tga or tpc) must be removed from your folder, it will crash the game at the sith base. I tried changing it to 256x256, tried recompressing with its .txi in the folder, but its a no-go, the game won't allow you to retexture this file for whatever reason. No idea what the texture even is, it looks like smoke. I will upload a version without this texture. Quote Share this post Link to post Share on other sites
DarthParametric 3,887 Posted Monday at 03:49 AM 2 hours ago, vurt said: No idea what the texture even is, it looks like smoke. As the name implies, it's a distortion VFX for the force cage placeable. 1 Quote Share this post Link to post Share on other sites
J 55 Posted Monday at 03:51 AM Try to remove or comment out the "procedure type water" line from the TXI 2 hours ago, vurt said: The file PLC_FrcDist01 (tga or tpc) must be removed from your folder, it will crash the game at the sith base. I tried changing it to 256x256, tried recompressing with its .txi in the folder, but its a no-go, the game won't allow you to retexture this file for whatever reason. No idea what the texture even is, it looks like smoke. I will upload a version without this texture. 1 Quote Share this post Link to post Share on other sites
Salk 423 Posted Monday at 07:02 AM vurt, looking at the LKO_sky01SM.tga retexture included in your package, I noticed that the AI must have interpreted a narrow cloud in the original as star light of some sort. I have attached a picture to demonstrate. 1 Quote Share this post Link to post Share on other sites
vurt 86 Posted Monday at 07:17 AM Yes that looks a bit off, i can fix that. thanks! Updating the kashyyyk walls since they look pretty bad even after my retexture.. Trying to make sense out of the wookie wood wall building technique is a mind bender Not sure my attempts will be 100% true to the original but not sure they need to be either. looks nicer but like the original it doesnt make a lot of sense. i think its the layering that is just off overall from the start. 2 Quote Share this post Link to post Share on other sites
vurt 86 Posted Monday at 04:43 PM 12 hours ago, J said: Try to remove or comment out the "procedure type water" line from the TXI This fixed it, thanks!! v0.91: * PLC_FrcDist01 is back (fixed TXI error) - shouldn't crash the game now * Decals under water should now look correct * Many changes to Kashyyyk (most walls, all nets, all grass) * + more Quote Share this post Link to post Share on other sites
vurt 86 Posted Monday at 11:22 PM Normal maps will be in the next version. Maybe not all, but ebon hawk, hutts and around 60 others. Quote Share this post Link to post Share on other sites
Sith Holocron 2,595 Posted Monday at 11:38 PM 15 minutes ago, vurt said: Normal maps will be in the next version. Maybe not all, but ebon hawk, hutts and around 60 others. What's with the Hutt eyes? This is a Hutt's eye. Quote Share this post Link to post Share on other sites
vurt 86 Posted Tuesday at 12:15 AM one of them has slightly more rounded pupil, the other 2 has more reptilian looking. eyes aren't always consistent in SW, like for weequays, they can have human eyes, or black alien looking eyes. so not sure i care, its good to have some variety because theyre otherwise very similar. Edit: i made it slightly more oval. I aim to please This is another variant: Anyone any good at figuring out which texture is outside the window... seems to be another alpha blend issue EDIT: found it. wrote a script to find grey images with alpha Quote Share this post Link to post Share on other sites
Salk 423 Posted Tuesday at 05:33 AM vurt, I understand that TPC files take much less space. But I was wondering if you could provide a .TGA version of your modification, as well? It makes looking through the images to do comparisons and/or find issues a much faster job. Perhaps when you release version 1.0? Thanks! Quote Share this post Link to post Share on other sites
vurt 86 Posted Tuesday at 08:16 AM Probably not because normal maps doesnt work with .tga, at least i could never get that to work. if someone wants to convert to tga to check the images out they can use the tools that we already have for this. Quote Share this post Link to post Share on other sites
vurt 86 Posted Tuesday at 11:35 AM TSL also has at least one hutt, right? Might be worth doing them in 4K i am thinking. A fun texture to do actually. I like the quality improvement with the normal maps too. Quote Share this post Link to post Share on other sites
N-DReW25 1,514 Posted Tuesday at 11:59 AM 19 minutes ago, vurt said: TSL also has at least one hutt, right? Might be worth doing them in 4K i am thinking. A fun texture to do actually. I like the quality improvement with the normal maps too. Kotor I has four Hutt skins though one is unused. There was a Hutt named "Shuma" which used Ajuur's Hutt texture in a pre-release screenshot leading me to believe the unused texture was actually Ajuur's texture but Ajuur ended up being assigned Shuma's texture. This unused Kotor I texture is used by Vogga the Hutt in Kotor II, however, Obsidian had actually reduced the texture quality of many of the original Kotor I textures from 512x512 down to 256x256. It's really weird because many textures from Kotor I had a texture downgrade as I just mentioned, other textures had their shaders removed (like the Mandalorians), and yet some of the new textures introduced by Obsidian like the Gran and the Mining Droids have 1K resolution textures on PC. If you plan on making a Kotor II version of your Kotor Visual Resurgence mod, I would recommend you look at the NPC textures to make sure there isn't a higher quality version in Kotor I. If there is a higher quality version in Kotor I, I'd just find a way to port the one you made for Kotor I into Kotor II (There's a 99% chance you've already done Vogga's texture for your mod). Quote Share this post Link to post Share on other sites
vurt 86 Posted Tuesday at 12:13 PM I see, good to know! Yes i think there were over 900 textures from my mod that can be used with TSL. i made a script that checked all files which had the exact same name. Quote Share this post Link to post Share on other sites
Salk 423 Posted Tuesday at 02:19 PM 6 hours ago, vurt said: Probably not because normal maps doesnt work with .tga, at least i could never get that to work. if someone wants to convert to tga to check the images out they can use the tools that we already have for this. From what I understand reading Darth Parametric's comments in this topic, it seems that normal maps are not something you want to introduce in the Odissey engine. Quote Share this post Link to post Share on other sites