vurt 90 Posted September 18 Did anyone figure out how to do use new bump maps for the game? Not even using the original (converted to TGA) bump maps will work if you put them in /override, it will just throw you a "invalid bump map" before the save game is finished loading. Its kind of a shame to have to use the original ones for the new textures since they wont match, though the normal maps doesn't really seem to do much imo. maybe they need that text file, (TXI or whatever theyre called) in /override as well? Quote Share this post Link to post Share on other sites
DarthParametric 3,892 Posted September 18 Normal maps must be TPC. They don't work as TGAs. How to create the TPC with correct TXI data is covered in this post. Handedness/direction of the map is covered in this post. And yes, there's generally minimal gain to be had from using them since Odyssey's implementation is so piss-poor. Quote Share this post Link to post Share on other sites
vurt 90 Posted September 18 I got them to work. i saved as 16bit compressed TGA, any other format wouldnt work for me, and yes it had to have the .txi in /override. I'll experiment a little to see if its even worth including them. its not like the game ever looks like its using normal maps. Thanks! Edit i now also tried with saving as .tpc, this was an absolute fail, doesn't work no matter which settings i used in TGAtoTPC, i'll just get an invalid bump map. TGA, 16bit, compressed "works", but the texture will become very dark, even if you are using openGL normal map settings. It's useless, doesnt seem possible to make your own normal maps for the game, the original always looked miles better because of the darkening of the entire texture with custom ones. Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted September 18 9 hours ago, vurt said: I got them to work. i saved as 16bit compressed TGA, any other format wouldnt work for me, and yes it had to have the .txi in /override. I'll experiment a little to see if its even worth including them. its not like the game ever looks like its using normal maps. Thanks! Edit i now also tried with saving as .tpc, this was an absolute fail, doesn't work no matter which settings i used in TGAtoTPC, i'll just get an invalid bump map. TGA, 16bit, compressed "works", but the texture will become very dark, even if you are using openGL normal map settings. It's useless, doesnt seem possible to make your own normal maps for the game, the original always looked miles better because of the darkening of the entire texture with custom ones. I raised this issue once, and I was happy with the outcome. Spoiler 1 Quote Share this post Link to post Share on other sites
vurt 90 Posted September 19 I think the issue with my TPC was that it didn't combine the TXI. If i can fix that it will likely work, going to test again. 1 Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted September 19 5 hours ago, vurt said: I think the issue with my TPC was that it didn't combine the TXI. If i can fix that it will likely work, going to test again. I tried testing the normal map on one of your textures: Spoiler Spoiler Spoiler Spoiler 1 Quote Share this post Link to post Share on other sites
vurt 90 Posted September 19 Great! I'll test it later. Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted September 19 19 minutes ago, vurt said: Отлично! Я проверю это позже. For example: LTS_floor.rar 1 Quote Share this post Link to post Share on other sites
vurt 90 Posted Tuesday at 04:30 PM I really have no idea how to create normals for this game. I am using tga2tpc. these are all original files, the original txi files and the original normal map and diffuse, converted to tga. This is what i get if i generate this default Hutt again: how can you remove the transparency? I tried an almost pure white in the alpha, it will still be very slightly transparent and the light will show through a little. The original, not processed, as we all know, does not have this issue at all, no transparency. so the issue is not with any texture or .txi but with tga2tpc. @Dark Hope how do you generate your normal maps? the exact settings? I've been at it the whole day, can't solve it. in case anyone want to give my 4K Hutt a try, comes with the 2 txi files and normal map C_Hutt01b.7z I am almost certain this is a bug with TGA2TPC for this particular mesh because i have tried everything. Setting alpha blend to 0 + leaving it alone. Saved as Uncompressed + all other variants. Many various settings the 2 txi files apart from using the default settings. Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted Wednesday at 12:55 AM 8 hours ago, vurt said: Я правда не представляю, как создавать нормали для этой игры. Я использую tga2tpc. Это все исходные файлы: исходные файлы txi, а также исходные карты нормалей и диффузии, преобразованные в tga. Вот что я получаю, когда снова создаю этот Hutt по умолчанию: как убрать прозрачность? Я попробовал почти чистый белый цвет в альфа-версии, он всё равно будет немного прозрачным, и свет будет слегка просвечивать. В оригинале, без обработки, как мы все знаем, этой проблемы нет, прозрачность отсутствует. Так что проблема не в текстуре или .txi, а в tga2tpc. @Dark Hope как вы создаёте карты нормалей? какие именно настройки используете? Я бился над этим целый день, но так и не смог решить. на случай, если кто-то захочет опробовать мой 4K Hutt. В комплекте 2 файла txi и карта нормалей C_Hutt01b.7z 70,38 МБ · 0 загрузок Я почти уверен, что это ошибка в TGA2TPC для этой конкретной сетки, потому что я перепробовал всё. Устанавливаем альфа-смешение на 0 и оставляем как есть. Сохранено в формате без сжатия + все остальные варианты. Помимо использования настроек по умолчанию, можно настроить множество различных параметров в двух файлах txi. I checked. I'm using the current version: https://deadlystream.com/files/file/1152-tga2tpc/ I'll see what I can do. I checked. I had no problems. I took your map. I reduced it to 2048 (I think this is enough for the effect and performance) and applied the following settings. The effect is obvious and I'm happy with it. Spoiler Spoiler Spoiler You can check it for yourself. C_Hutt01b.tpc One more thing. There's only one normal map, but there are several hutts. It will fit perfectly on one hutt. If you know what I mean. Here's what I mean: Spoiler Spoiler It's not a bad thing if it fits well. It's just something to keep in mind. Quote Share this post Link to post Share on other sites
vurt 90 Posted Wednesday at 05:42 AM 5 hours ago, Dark Hope said: I checked. I'm using the current version: https://deadlystream.com/files/file/1152-tga2tpc/ I'll see what I can do. I checked. I had no problems. I took your map. I reduced it to 2048 (I think this is enough for the effect and performance) and applied the following settings. The effect is obvious and I'm happy with it. Hide contents Hide contents Reveal hidden contents You can check it for yourself. C_Hutt01b.tpc 5.33 MB · 0 downloads One more thing. There's only one normal map, but there are several hutts. It will fit perfectly on one hutt. If you know what I mean. Here's what I mean: Reveal hidden contents Reveal hidden contents It's not a bad thing if it fits well. It's just something to keep in mind. That is SO strange. I have the same version. For me it doesn't work at all, i use those exact settings. It's also like it worked for a while and now i get this effect where it just goes transparent every time i use it. You didn't do anything to the .txi files? I'll try reinstalling it. Are you on Windows 11? 5 hours ago, Dark Hope said: I checked. I'm using the current version: https://deadlystream.com/files/file/1152-tga2tpc/ I'll see what I can do. I checked. I had no problems. I took your map. I reduced it to 2048 (I think this is enough for the effect and performance) and applied the following settings. The effect is obvious and I'm happy with it. Hide contents Hide contents Reveal hidden contents You can check it for yourself. C_Hutt01b.tpc 5.33 MB · 0 downloads One more thing. There's only one normal map, but there are several hutts. It will fit perfectly on one hutt. If you know what I mean. Here's what I mean: Reveal hidden contents Reveal hidden contents It's not a bad thing if it fits well. It's just something to keep in mind. That is SO strange. I have the same version. For me it doesn't work at all, i use those exact settings. It's also like it worked for a while and now i get this effect where it just goes transparent every time i use it. You didn't do anything to the .txi files? I'll try reinstalling it. Are you on Windows 11? Edit: i installed tga2tpc-4.0.0-win32-ia32 and it now works again. lol... before i had x64 version since i am on x64 Windows. very strange!! But yeah, i can now finally start experimenting with normal maps. I know we should able to make them more pronounced in the .txi files with the scaling option. I can try them on things that doesn't have them per default and add more normals to the game, if i can get a good effect from it. 1 Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted Wednesday at 07:15 AM Cool. I saw this thread. I've been wanting to apply a normal map to the female Twi'leks' heads for a while. Another note: The map must be square in resolution. 1 Quote Share this post Link to post Share on other sites
vurt 90 Posted Thursday at 11:48 AM On 10/1/2025 at 9:15 AM, Dark Hope said: Cool. I saw this thread. I've been wanting to apply a normal map to the female Twi'leks' heads for a while. Another note: The map must be square in resolution. can you give this a shot, if you have the time? TOOL:tga2tpc - Mod Releases - Deadly Stream I made a post there about it since it applies to TGA2TPC directly. Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted Thursday at 09:20 PM 9 hours ago, vurt said: can you give this a shot, if you have the time? TOOL:tga2tpc - Mod Releases - Deadly Stream I made a post there about it since it applies to TGA2TPC directly. I looked. It doesn't work properly. I noticed the effect isn't there on the new Hutt textures. Spoiler It may be there, but it is not visually noticeable. Quote Share this post Link to post Share on other sites
vurt 90 Posted Thursday at 09:40 PM aha, so it broke again somehow... damn. I think i give up completely on normals for now, i've spent like 2 days on it and mostly for nothing. Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted Thursday at 09:41 PM I created a new map. It might come in handy. Spoiler C_Hutt01b.tga C_Hutt01b.tpc Quote Share this post Link to post Share on other sites
vurt 90 Posted Thursday at 09:43 PM Many Thanks! At least we will have them for the hutts wish i could get TGA2TPC to work on my computer for this I think my normals for the hutt might have been too blurry maybe. i read should do them like that to not get noise / flickering. But idk. Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted Thursday at 09:45 PM The detail of the map itself is important. Quote Share this post Link to post Share on other sites
vurt 90 Posted Thursday at 09:47 PM yeah i just edited my message lol. i heard you should make them blurry to not get noise and shimmering effect on the model... but i will take a look and see. Thanks! Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted Thursday at 09:53 PM With the Hutts, this is justified. 24 minutes ago, vurt said: yeah i just edited my message lol. i heard you should make them blurry to not get noise and shimmering effect on the model... but i will take a look and see. Thanks! I haven't personally tested the N_oldCMH01 model. But from what I understand, it should have a corresponding change. Maybe that's what it all boils down to. Quote Share this post Link to post Share on other sites
vurt 90 Posted Thursday at 10:39 PM that's how my .txi files are made, same way as for Hutts. I am almost certain it has to do with the mesh itself, since the original doesnt use normal maps, there was no need for Bioware to turn on alpha for the texture on the mesh itself. So for doing normals on heads i bet you must edit the models. I might give it a try on my Weequay. Quote Share this post Link to post Share on other sites
Dark Hope 1,672 Posted Thursday at 11:48 PM 1 hour ago, vurt said: that's how my .txi files are made, same way as for Hutts. I am almost certain it has to do with the mesh itself, since the original doesnt use normal maps, there was no need for Bioware to turn on alpha for the texture on the mesh itself. So for doing normals on heads i bet you must edit the models. I might give it a try on my Weequay. It would be great if you could do this. I haven't figured out the interface for this process yet. But I pulled out the old_w_m model. old_w_m.rar Quote Share this post Link to post Share on other sites
vurt 90 Posted Friday at 12:09 AM Many thanks, i will try it later! Quote Share this post Link to post Share on other sites
DarthParametric 3,892 Posted Friday at 01:23 AM 2 hours ago, vurt said: So for doing normals on heads i bet you must edit the models Yes. For normal maps to work, each mesh that the normal map is applied to must have the bumpmappable flag enabled. You can do this relatively simply by loading the model into KBlender, selecting any appropriate meshes, and enabling the flag in the KOTOR properties section before re-exporting. 1 1 Quote Share this post Link to post Share on other sites
vurt 90 Posted Friday at 06:00 AM 4 hours ago, DarthParametric said: Yes. For normal maps to work, each mesh that the normal map is applied to must have the bumpmappable flag enabled. You can do this relatively simply by loading the model into KBlender, selecting any appropriate meshes, and enabling the flag in the KOTOR properties section before re-exporting. Thanks, very good to have it confirmed! Quote Share this post Link to post Share on other sites