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chetnix

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dodgeme

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89 comments

  1. statesidebeast
    statesidebeast
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    • 2 kudos
    What about KCD2? Same or different? If so, can you please explain and link how?
  2. lucas182
    lucas182
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    The "pale face" bug is truly annoying. It doesn't happen exclusively with skin, as I believe my herb textures suffered from the same issue. The herb texture is a giant 4096x4096 texture with every herb in the game, plus a lot of grass textures. I changed only a couple of flowers, didn't touch the grass at all. Yet, grass looked a LOT brighter in game. Different save settings did not solve this. Replacing the original files instead of using zzz.pak didn't solve this. Deleting the numbered dds files didn't solve this. Nothing I could think of solved this. Reloading the default textures with no changes as a mod showed the same bug. I had to lower the brightness in photoshop to mitigate the issue. And I mean LOWER... by -200. This caused colorful plants to lose color, so I also increased saturation the max I could until I got saturation artifacts. It's a dirty fix, but it looks decent in the game. I'm going to keep messing with the mod though and hope we find a fix for this brightness crap soon.

    So, for the brightness/pale face bug, I suggest drastically lowering texture brightness, isolating the colorful parts so you can save those from losing too much definition, saving the file, then loading the game to see how it looks. Adjust brightness until you get something decent in-game.
    1. OddZealot
      OddZealot
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      • 21 kudos
      The bug occurs for equipment like shields too. Is it possible that basically everything that is rendered in the game world suffers from this?
    2. SweeJ24
      SweeJ24
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      • 171 kudos
      This is not a bug, you have to convert the png to linear color space instead of RGB, before converting to .dds
  3. arkanglesk
    arkanglesk
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    For those of use who don't like jumping hoops:

    BC1 (Linear, DXT1)
    Medium Compression
    Error Metric - Uniform
    Generate Mip Maps - Super Sampling
    1. seyl0n
      seyl0n
      • member
      • 1 kudos
      Tyvm, managed to customize a HUD mod to my liking with this :)
      Worked perfectly with gimp and 7zip!
  4. Zen9339
    Zen9339
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    • 0 kudos
    it doesnt work fot hd texture pack =(
  5. Iedermand
    Iedermand
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    • 0 kudos
    I need some help, I made a texture on photoshop using NVIDIA's converter, I save the file as .dds and add it to the game's files, however when I boot up the game, the texture is 100% white. I have no idea how to make it show properly
    1. Iedermand
      Iedermand
      • member
      • 0 kudos
      Ok so I was able to figure out what was causing it to happen, but not a solution. Replacing the texture file directly seems to work but trying to make a .pak file like any other mod doesn't work and I have no f*#@ing clue why
    2. Iedermand
      Iedermand
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      • 0 kudos
      I figured out, turns out the zzz.pak type of mod is outdated and won't work anymore. You need to put it in KingdomComeDeliverance/Mods/[modname]/Data/[.pak file without the ZZZ and no underscore]
  6. FNVPlayer85
    FNVPlayer85
    • member
    • 4 kudos
    I found 10 different characters with the same faces and I am only at the beginning of the game..
    I just tought about faces overhaul mod, which will make some npc unique, but i dont know how to start.
    Can anyone make a tutorial of face modification?
    1. xyloritus
      xyloritus
      • supporter
      • 122 kudos
      https://www.nexusmods.com/kingdomcomedeliverance/mods/295
  7. Jelinobas
    Jelinobas
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    • 6 kudos
    Hat sich erledigt...
  8. willg3dg
    willg3dg
    • member
    • 0 kudos
    Any advice on getting transparency to work in game? I've saved the long waffenrock file and can see in game, however the edges of texture are showing white.

    I tried many methods (in dds save options, photoshop) for converting to dds with transparency, but none of them appear to be working. I even saved as .tiff first with transparency, which works, but doesn't work in game. Is there a specific dds format save configuration that allows for transparency? My only other option is to try each and every .dds file configuration and hope one of them works.

  9. FantasyWarrior
    FantasyWarrior
    • member
    • 13 kudos
    I work on a hd textures pack for KCD, i've converted all texures from arid_ground_displ_dds.1, arid_ground_displ_dds.2 etc....for exemple.

    And here is the result, what is this technic ??? parrallax map ? displacement map ? specular ?

    arid_ground_displ_dds.1 = http://tw.greywool.com/i/QdEBz.jpg
    arid_ground_displ_dds.2 = http://tw.greywool.com/i/CUsk2.jpg
    etc...

    and arid_ground_displ diffuse (the awful forest ground :-/ )1024 pp ! only http://tw.greywool.com/i/qySEp.jpg
  10. mecanivelle
    mecanivelle
    • member
    • 1 kudos
    The re-compression method is not good

    Data\_fastload\
    (displays the texture already pre charger)
    v
    (search the texture)
    v
    Data\cloth-part0.pak
    (load the image gradually)
    v
    .dds (mother layer)
    .dds.1 (part.1)
    .dds.2 (part.2)
    .dds.3 (part.3)
    .dds.4 (part.4)
    .dds.5 (part.5)
    .dds.6 (part.6)
    .dds.7 (part.7)
    -----------------------------------
    (Main textures)
    diff = Visible surface
    ddna = Relief 3D

    (Lighting Games)
    spec = Metallic brilliance
    mask = Mask the non-metallic parts

    (Damaging surfaces)
    scratches = Visible surface
    scratches_ddna = Relief 3D
    scratches_spec = Shine off

    dsl I'm not very good at English
    I am French.
    1. FantasyWarrior
      FantasyWarrior
      • member
      • 13 kudos
      Hey i'm a french modder too ^^

      wats about the landscape textures ??? grounds, foliages....

      I have the game on gog soon, i can download in 2 days ;-/

      It is possible to replace a ground texture ? or wood, rock, stonewall....

      Load: xxx.diff.dds (mother layer)
      Load: xxx.diff.dds.1 (part.1)
      Load: xxx.diff.dds.2 (part.2)
      Load: xxx.diff.dds.3 (part.3)
      Load: xxx.diff.dds.4 (part.4)
      Load: xxx.diff.dds.5 (part.5)
      Load: xxx.diff.dds.6 (part.6)
      Load: xxx.diff.dds.7 (part.7)

      wtf ?

      xbox "technologie" ? XD on PC.... :-/

      It is a LOD technic or just different parts of the same texture ? oO
    2. mecanivelle
      mecanivelle
      • member
      • 1 kudos
      Salut,
      Oui tu peux modifier toutes les textures (Si tu t'y retrouve)

      J'ai bien l'impression que les textures se charge progressivement via les 7 parties d'archives.
      Et qu'un calque sert d'affichage tampon pour les textures déjà charger.

      Mais je me trompe peut être.
    3. FantasyWarrior
      FantasyWarrior
      • member
      • 13 kudos
      HAHA !

      Enorme ! dans 2 jours le jeu es dispo sur gog, je verrai ca merci !

      J'éspère te retrouver ici a ce moment la.
      Qu'est ce que c'est que ces techniques de merde oO
      Pour la console surement...

      Hate de travailler dessus ! puis après textures sols, plantes....4096.



    4. mecanivelle
      mecanivelle
      • member
      • 1 kudos
      Oui oui je travaille sans relâche à modifier/améliorer des équipements etc.
      Cette technique sert à charger progressivement les textures comme il y a trop de contenue, ils sont obliger sinon ton jeux mouline à l'infini.
      Après il existe peut être d'autre technique, mais bon ils sont choisi celle la peut être pour pas se perdre et l'adapter sur les 3 plateformes (PS4/Xbox/PC).

      Je prépare actuellement un "Textup" de chaque texture à l’unité et classé par catégorie.
      Dans les fichiers du jeux ils sont mélanger sans aucun repère, c'est pas évidant de repérer quel texture correspond à l’équipement.
      De plus j'ai remarquer qu'il y a un code random de couleur pour certaine texture.