ebmar 893 Posted November 23, 2018 Greetings, fellow Jedi! Hope y'all doing fine. I have noticed a disturbance in the Force with the Ivy meshes; particularly inside m13aa_01a model [Dantooine's docking area]. Spoiler My query/request are: [Query] Is that intended? Because I have roamed around the Enclave and every Ivy that are attached; they align perfectly and the only instance of disturbance is on that one. [Request] If it is not; I am hoping for a fix to the mesh/model because as we can see it shown on an important cutscene as seen in the screenshot above. So, I believe a fix would be necessary. Many thanks for considering this! Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted November 23, 2018 No, it's not intended. Just one of the many minor issues that escaped the notice of QA (or exceeded the post-release patching budget). Fun fact: all the ivy in the landing bay is one single mesh. I did a quick test and everything seems ok. https://www.darthparametric.com/files/kotor/k1/[K1]_Dantooine_Enclave_Landing_Pad_Ivy_Fix.7z 1 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted November 23, 2018 (edited) 43 minutes ago, DarthParametric said: Spoiler I did a quick test and everything seems ok. https://www.darthparametric.com/files/kotor/k1/[K1]_Dantooine_Enclave_Landing_Pad_Ivy_Fix.7z Awesome! Thanks for the quick fix, DP! and it works flawlessly on my end; despite the fact that a result of implementing cubemaps to the wall [lda_unwal07] seems to be responsible from producing a bright-ish appearances in between the gaps of those panels [as it looks on your end there are none of them]: Spoiler Nevertheless, many thanks for the fix- the result is significant! Quote All the ivy in the landing bay is one single mesh. Ah, it works like a necklace then? 🤔 Edited November 23, 2018 by ebmar Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted November 23, 2018 Cube maps are very hit or miss. Their effect seem to be tied to the mesh in some fashion beyond what you'd typically expect. I would think the normals, but possibly the UV orientation as well. I could not get a nice result on the Upper City cantina arena glass for example. The reflections always came out mangled, unlike with vanilla models. Further information/explanation would be required from the @bead-v / @ndix UR brains trust. Quote Share this post Link to post Share on other sites
ebmar 893 Posted November 23, 2018 10 hours ago, DarthParametric said: I would think the normals.... If by what you meaning the normals is activating the tangentspace; I'm not using it to those walls- they are mycube by any chance looking like normals, perhaps? 🤔 Quote ....but possibly the UV orientation as well. I'm more thinking of this one- definitely! 😁 Quote I could not get a nice result on the Upper City cantina arena glass for example. The reflections always came out mangled, unlike with vanilla models. Did you by any chance have seen this video? I have no idea how that reflection in the glass-like part can be pulled off. Simply amazing. That didn't looked like CM_SpecMap wasn't it? 🤔 Quote Share this post Link to post Share on other sites
Sith Holocron 2,479 Posted November 23, 2018 (edited) I thought @JCarter426fixed the ivy in his pack? Update: That was a separate TXI issue. And it was for TSL! Never mind. Carry on. Edited November 23, 2018 by Sith Holocron Quote Share this post Link to post Share on other sites
DarthParametric 3,790 Posted November 23, 2018 8 minutes ago, ebmar said: If by what you meaning the normals is activating the tangentspace No. All polygons have a normal. It's a fundamental part of 3D graphics. https://en.wikipedia.org/wiki/Normal_(geometry) 1 Quote Share this post Link to post Share on other sites
JCarter426 1,216 Posted November 23, 2018 1 hour ago, ebmar said: I have no idea how that reflection in the glass-like part can be pulled off. Simply amazing. That didn't looked like CM_SpecMap isn't it? Probably a custom environment map for Korriban. Most outdoor modules have them. Quote Share this post Link to post Share on other sites
ebmar 893 Posted November 24, 2018 (edited) 14 hours ago, Sith Holocron said: I thought JCarter426 fixed the ivy in his pack? Update: That was a separate TXI issue. And it was for TSL! Never mind. Carry on. Hahah- Yeah, my thought was directed to the said fix too- afterall, as far as I can tell JC haven't release any m13aa_01a related mods/fixes; particularly for K1. 14 hours ago, DarthParametric said: No. All polygons have a normal. It's a fundamental part of 3D graphics. https://en.wikipedia.org/wiki/Normal_(geometry) Ah so I know now hahah- thank you for the information! 13 hours ago, JCarter426 said: Probably a custom environment map for Korriban. Most outdoor modules have them. More likely. Although it reflection looks neutral for a module's cubemap; as usually they include the particular area details with the CM's texture. 🤔 Edited November 24, 2018 by ebmar Quote Share this post Link to post Share on other sites