Jorak Uln

Kotor 2 Movie Style Overhaul

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5 hours ago, Jorak Uln said:

@BekHavent revealed the Hawk yet. And what do you think about Manaan, Dantooine?

They both look great! I've been following this thread for a very long time. I'm very excited for the release of this mod, if you decide to release it.

My favorite thing about this mod is it makes the environments look distinctly different. I wish you the best of luck with this mod, and I hope your creativity remains high. I'll continue to follow your mod with great interest.

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3 hours ago, Bek said:

They both look great! I've been following this thread for a very long time. I'm very excited for the release of this mod, if you decide to release it.

My favorite thing about this mod is it makes the environments look distinctly different. I wish you the best of luck with this mod, and I hope your creativity remains high. I'll continue to follow your mod with great interest.

Thank you, thats nice to hear!

Quantity-wise, the planets are all textured now, so you dont have to worry about the mod release.

However, there is still quite a lot of work regarding model editing, QC on the textures & performance Optimization to do - for example i'll hex different instances of textures to use the same name to increase fps..

Also, many textures still  need special attention to details like small lights etc. to radiate that Star Wars flair at every corner of the game.

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Looking very good. I think what @Bek  meant was that you can see part of the Ebon Hawk on one of  the Manaan pics.

3 hours ago, Jorak Uln said:

for example i'll hex different instances of textures to use the same name to increase fps..

I am unclear what you mean by this. Can you give me any examples?

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1 hour ago, Hunters Run said:

I am unclear what you mean by this. Can you give me any examples?

quite simple - for example for  Telos you have  TEL_HW1, TEL_HW8, TEL_HW10 that use the same texture :

Instead of having the same texture loaded 3 times into Kotor, i hex edit the area model to have only one instance, lets say TEL_HW1.  That way visual quality is the same but it uses much less system ressources. Of course that goes for any modded texture as well. 

About the Hawk, its still needs a lot of polish, im thinking about giving it a matte metallic shell, but lets see how it turns out.  

 

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5 hours ago, Jorak Uln said:

quite simple - for example for  Telos you have  TEL_HW1, TEL_HW8, TEL_HW10 that use the same texture :

Instead of having the same texture loaded 3 times into Kotor, i hex edit the area model to have only one instance, lets say TEL_HW1.  That way visual quality is the same but it uses much less system ressources. Of course that goes for any modded texture as well. 

About the Hawk, its still needs a lot of polish, im thinking about giving it a matte metallic shell, but lets see how it turns out.  

 

Ah, I see. In that case why don't you just convert to ascii and use notepad++ to find and replace?

 

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13 hours ago, Hunters Run said:

Ah, I see. In that case why don't you just convert to ascii and use notepad++ to find and replace?

 

How do you mean exactly?

When i tried out custom cubemaps, in MdlEdit 1.0.104B there was an option to rename texture instances; however, the texture rename didnt work after saving the file.

It only worked when i hex edited the mdl manually.

As it seems, you have another solution for this?

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What  I mean is that you save the model as ascii  in mdledit (cntrl-s for windows).

It should save to a chosen location with an .ascii extension. Go to where you saved the model and open it with notepad++. 

To use the example you gave me find and replace TEL_HW10 with TEL_HW1. 

Save your ascii and close it. 

Open your ascii in mdledit. You can check the textures if you want, but they should be changed. 

Save as a  binary (cntrl-b for windows).

Choose your location to save. 

Note: the binary will have an .ascii extension.  You can delete the  .ascii extension when you save the binary.

All in all, it should take an average of five minutes per model, although YMMV.

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On 7/30/2020 at 7:38 PM, Hunters Run said:

What  I mean is that you save the model as ascii  in mdledit (cntrl-s for windows).

It should save to a chosen location with an .ascii extension. Go to where you saved the model and open it with notepad++. 

To use the example you gave me find and replace TEL_HW10 with TEL_HW1. 

Save your ascii and close it. 

Open your ascii in mdledit. You can check the textures if you want, but they should be changed. 

Save as a  binary (cntrl-b for windows).

Choose your location to save. 

Note: the binary will have an .ascii extension.  You can delete the  .ascii extension when you save the binary.

All in all, it should take an average of five minutes per model, although YMMV.

Thank you. I'll see if it can speed up my editing with this. 

---

 

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