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Hirmanator

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Posts posted by Hirmanator

  1. Ok I clammed them all in a zip. Here is the readme for reference to  what I used. I will upload soon. 

    Jk2 Enhanced Texture Pack

    VERSION: 1.0 BETA (1/31/2023)

    Textures: Hirmanator

    Contact @ jkhub.org


    Installation:

    Place the pk3 file in your "game data/base" folder. Make sure these files are alphabetically lower than the base assets already in there.

    Uninstallation:

    Remove files from /base folder.


    Description:

    A high-resolution upscale + variety of overlays and passes has lead to the results in these files. I have checked and corrected as many texture errors as I can find. Consider this a beta and if you notice an error message me and I will correct the issue (hopefully). I would say I looked less at the textures in the multiplayer maps so make sure you check single and multiplayer maps. 


    Information:

    This project was done using a variety of overlaying textures, brushing, using a variety of royalty free commons textures from the listed locations below. Outside of that I used a variety of batched action processed to upscale, correct, and overlay for the textures in this pack to do multiple textures at once. File is larger due to upscaling the textures. 

    There are currently no stat or fx changes. There are no texture replacements for unnecessary textures (no glows or textures for shaders) to keep the bloat down as you will not notice a difference. Hope you enjoy this simple modification.

    Legal Stuff:

    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. 

    Source texture links for CC licensing

    https://www.myfreetextures.com/six-free-road-texture-images-for-bitumen-or-asphalt-background/
    https://www.deviantart.com/fantasystock/art/Algae-Swamp-Water-Textures-4-86441180
    https://www.deviantart.com/enchantedgal-stock/art/Marble-Stone-Texture-Stock-52654528
    https://seamless-pixels.blogspot.com/2012/09/free-seamless-ground-textures.html
    https://www.deviantart.com/borysses/art/Corroded-metal-95607774
    https://www.deviantart.com/texturesart/art/Seamless-Rock-Texture-713855873
    http://devenjames.com/downloads/free-seamless-rope-texture.html
    https://opengameart.org/content/avoid-the-germs-hunt-the-gems-1-doors-texture-sources
    https://www.deviantart.com/markpiet/art/FREE-TEXTURE-METAL-1010-203041970
    https://www.deviantart.com/marlborolt/art/Oil-Slick-seamless-439352147
    https://www.deviantart.com/pixelstains/art/3-Photoshop-Brushes-for-Painting-Ground-Texture-523323114

    DarthValeria and Smoo like this
  2. So, Its been almost 2 years and to skip the backstory I left off with Yavin. I am staring down the last 30 or so textures of the temple to do something with. I was going to change up the look, but might just keep the style as it is. then I got sucked into irl stuff, then played other games for awhile. Then realizing how close I was to the end of it.  I will send a few updates on when its all ready. Should I just release it in parts or whole file it? It will be a big file but never really know whats worse. Multple files with less chance of corruption or 1  big file with greater chance of corruption. 

    Circa likes this
  3. I get that idea as well ashura. The color change was also from the upscale as I ran a color correction with it. I also tried going subtle at first, but I wanted something more noticeable. A scratch or dent here and there does not strike the eye as much. I could scale back the dirt in another batch. add different example later today. The only maps left are yavin and kejim.

  4. 2 hours ago, Circa said:

    Very nice. I had started a project to use an AI upscaler to do this, but looks like you’re much farther along and probably have much better results than I would. Can’t wait to see it released!

    I tried that initially but decided there wasn't much difference than using the photoshop 2.0 upscale. given they are painted textures and not a photo. The overlays do more for the look than the upscale. its just for when they are up close they don't get real blurry.

    Circa likes this
  5. As the title suggests I have been slowly during these times upscaling and overlaying map textures for Base textures in Outcast. Most are done and some completely replaced. I am about 80% of the way. Basic upscale technique with color adjustment and then using some overlays on metal and concrete textures in the game. A few were too ugly and I just flat out changed them entirely. I also will be changing map objects, but want to get other sets of eyes on what I have up to this point. These texture files are not 4k and can't imagine a need for 4k in this old game, but 2k  max when upscale or 4x original. Things that are not included are character, weapons, shader or glow textures. Will post more screenies soon.

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    Jolly, OCD2, MagSul and 4 others like this
  6. So I don't request much because I prefer to make stuff on my own.

    But we have never ever actually seen a good Cad Bane playermodel. The best one we have is hirman's. While no offense is intended.. I'm sure we can do better.

     

    Not offended. I could have done better, but I am lazy. I ain't getting paid for doing any of it.

    Smoo, Noodle and JAWSFreelao like this
  7. Thanks.

    Feel free to move the post to the appropriate place is it is more suited, My bad for posting here, sorry.

     

    But i digress ..

     

    So ive made 2 button slots , 1 for getting down and 1 for getting up ( cant think of a simpler way ...yet) i just want to get the animations working in game for now.

    for standing up i basically reversed the animations 

     

    http://www.youtube.com/watch?v=JwnIKbYnLOs&feature=youtu.be

     

    so i need to do a firing position next 

     

    my first attempt for the idle and firing went wrong (see bad coding example)

     

    http://imageshack.us/photo/my-images/708/qejd.jpg/

     

    but im getting there now 

     

    http://imageshack.us/photo/my-images/28/e0ht.jpg/

     

    now its time to get my head into some code. DOH

     

     

     

    Here is the results so far

     

     http://www.youtube.com/watch?v=8_nf-_2V1FE&feature=youtu.be

     

    ok, now i know those are the animations I made for JKG. just saying....

    Circa likes this
  8. I think this is the longest discussion I have started. ever. ;)

     

    I think I am still working on Jedibetrayal but college and work are taking priority like always and sitting down to weight models at least for me is like staring at paint dry. I have a side project with AOD members, I have CW7 which I have to update with new anims from MB2 in it for compatibility. I am still working on that mace windu that I have to weight and possibly remodel again because some dingus did it wrong (looks at self). Ya, there is stuff here that doesn't get done.

    Circa likes this
  9. DF and MOTS were pretty successful story wise. MP was still in its infancy for this series. but like any sequel the stories told in the beginning is what drew me to JKO and JKA. Without DF and MOTS. I wouldn't be here...

  10. There is no real limit, I always just aim as low as possible while still having detail where it counts, I tend to go a little higher than base models but not by a whole lot, I also make LOD's which helps with performance A LOT.

     

    LODs do help. I think if you were to keep it like the game. a 4000-5000 count. for more detail 6000 and LODs. Look up the how-to's in the tut section if ya don't know. :P

    http://psyko3d.50webs.com/tutorials/lods.htm

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