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metamorphosis

How to convert almost all Kotor2 textures to DDS (and why)

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Overview

DDS is a file format which contains a texture already in a format that a graphics card can accept (typically compressed and containing prerendered mipmaps). Many but not all games use these files as they effectively reduce both loading (as the files are smaller) and processing (as the files are already in a format acceptable to the graphics card) times. KOTOR2 is one of these games. Unfortunately it's dds support is non-standard, and not complete. Non-pot (power-of-two) texture dimensions are not possible like they are for modern dds files, and the format which obsidian uses for it's dds files is non-standard. Therefore you may only use the bioware dds convertor and not more modern, better alternatives, and also NO dds file viewer will be able to view the files generated by this convertor.

With that out of the way... why bother?



Motivation

I did the Quake Epsilon Build many moons ago, and knew from that that converting textures to dds sped up loading times by 400%. While I enjoyed the newer, better texture packs the community had brought to KOTOR2, I got fed up with the loading times and set about finding out which textures could be converted and which couldn't - starting with all of them, and whittling the number down from there. The resultant conversion made the game loading times acceptable. I've now played through the whole game and corrected all DDS files which would not work as DDS and had to be TGA.



What texture packs did I test/convert?

To save time I haven't put the full names of each of these packages, but anyone familiar with them will know what they are:

 

 

 

[TSL]_Thigh-High_Boots_For_Twilek_Body_MODDERS_RESOURCE.7z
3e15c472ba7241be78633e643c0bdc2d-boma-beast-teeth-fix.zip
5bf7b645027a9bf2c4d9564b1685f0be-rv_thegrid_harbinger.rar
06f5b38ce8be16ff1a7d9d1c26ad64c9-revansflowingrobefixtsl.zip
063746f3b90e1f326fc6e5ccd17afb85-canonical_jedi_exile_12.rar
Animated_and_Skybox.exe
animated_galaxy_map_version_2.rar
AtrisHolocron.rar
ba29eaa51ee94c618207a62e7bb592cc-texture_for_atris_holocrons.rar  (the static version of this can be converted to DDS, the animated can't)
DAN2013 - only for additional textures.exe
dantooine_retexture_angelus6_pack_4.rar
Darth sapiens Nihilus.rar
Darth sapiens presents HD 2K Visas Marr.rar (this one is already DDS, except for the one TGA file - which must stay as TGA)
DI_HRBM_2.7z
dm_cyber_swords.rar
dm_qrts.rar
dm_tfu_sion.rar
Dxn2012 - only for additional textures.exe
Dxun High Resolution-955-1-0.rar
EbonHawkHDTP_Latest.zip
EHTE 1.0.zip
f528b3385eecd8f71be383e613c7d556-telos_backdrop.zip
FireandIceHDWhee.zip
FS_Fit_Handmaiden.7z
HBGR-OTE.exe
HD Cockpit Skyboxes - High.zip
hd rusty HK47.zip
HK-50 and HK-51 Reskin.rar
HQRavagerBackdrop.zip
KOR2013.exe
MAL2013.exe
malachor-v-lightning.rar
Mandalorian Worn-Out Armour Reskin.rar
Marauder Fix Pack.zip
More Vibrant Skies.rar
NAR2013.exe
Onderon High Resolution-956-1-0 - only for additional textures.rar
Onderon-OTE.exe
Peragus Large Monitor Adjustment.rar
Peragus_II_by_Trench.rar
pikesabers.rar
PRGS-OTE.exe
RAV2013.exe
scruffyatton.zip
SH_CzerkaSignAndDesk.7z
TSL High Quality Blasters.zip
TSL Remastered a1-1 - only for additional textures.zip
Telos Overhaul Project
TSL_Darth_Malaks_Armour_PMBM05_Reskin-9-1-0.7z
TSL_Head_Model_Fixes_by_RedRob41.zip
TSL_HQStarsAndNebulas_1_3.zip
TSLGalaxyMapFixPack.zip
TSLRCM_185.exe
UI Redesign.7z
Zeison_Sha_Jal_shey_reskin.zip

 


 

As a general rule, what kinds of textures will convert?

Almost anything, except for:
* Textures which are used as animations
* Some textures which contain transparency (some work, some don't)
* Some textures which are texture atlases, like the ebon hawk texture atlases (some others, like the swoop bikes, are converted fine)
* Some textures which are stretched in-game (some grass/rock textures) don't work properly when converted

All character models can be DDS. Overall it's hit-and-miss. I had to go by trial-and-error to find out which worked and which didn't, and the above rules don't always work. One mandalorian blaster texture wouldn't work, for no apparent reason, when all others did! And while I've taken my time, I haven't stopped to inspect every single blaster in the inventory, so there is a small possibility I may've missed one or two.



What is needed to convert textures?

Firstly all textures must have width and height which are powers-of-two eg 512, 1024 etc. I don't think anything in-game should be 4096, that's killing it, asides from some skyboxes, but up to 2048 is fine. Mostly I rounded up to the nearest power of two when the texture wasn't a power of two, resized then used photoshop's 'sharpen edges' filter to remove the resultant edge-blur. This worked very well. Total image sharpening is not recommended. However if you have a resizer that does Lanczos filter resizing, any additional sharpening should not be necessary. Only for images where the original size was very much closer to a lower power of two (eg. 560, would resize down to 512), did I resize down - and then, no sharpening is needed.

Then simply convert the files using Bioware's dds convertor.

Finally, move the specific TGA files out of your override folder, and put the replacement DDS files in there, instead.



How would I know if a given file doesn't work as DDS?

Either it will be invisible, look like rainbow-coloured static, or be completely white or completely black, in-game. I had to play through the entire game to correct all of these - as some dantoine textures, for example, are used in telos's citadel, and will work as dds on dantoine, but not in the way they're used on the citadel!!!



Okay, so which files can be converted?

The following textures (in tga format) can be converted to dds without issue - for some you may have to resize them to power-of-two dimensions:

 

 


002_EBO_Inside1
002_EBO_Inside3
235tela_lm0
C_Boma_d
C_Boma_V_d
C_HK50
C_HK51
C_Laigrek_D
CM_Chrome
d2xfnt_d16x16b
d2xfont16x16b
d2xfont16x16b_ps
d3xfnt_d16x16b
d3xfont16x16b
d3xfont16x16b_ps
DAN_Birds
DAN_BkC1
DAN_BkC2
DAN_Fl04
DAN_Flag2
DAN_flr01N
DAN_flr02
DAN_Flr3
DAN_Flr5
DAN_flr06
DAN_flr09
DAN_flr10
DAN_flr11
DAN_flr12
dan_grate01
dan_grate02
DAN_HCl1
DAN_HLt1
DAN_HLt2
dan_light03
DAN_lit01
DAN_lite01
DAN_MTm1
DAN_MTm2
DAN_MWl7
DAN_MWl8
DAN_MWl10
DAN_MWl11
DAN_NEF1
DAN_NEF2
DAN_NEF4
DAN_NEF5
DAN_NEF7
DAN_rock04
DAN_sk1
DAN_sk2
DAN_sky0001
DAN_sky1
DAN_sky0002
DAN_sky2
DAN_sky0003
DAN_sky3
DAN_sky0004
DAN_sky4
DAN_sky0005
DAN_sky5
DAN_sky6
DAN_trim01
dan_trim02
dan_trim03
DAN_trim04
DAN_trim05
DAN_unwal02
DAN_unwal05
DAN_unwal07
DAN_unwal08
DAN_wall01
DAN_wall02
dan_wall06
DAN_wall07
DAN_wall08
DAN_wall10
DAN_window01
diafnt16x16b_ps
dialogfont16x16b
dm_cyberninja1
dm_cyberninja2
dm_cyberninja3
dm_elec01
dm_electrostaf1
dm_guidbeac_l1
dm_pikesaber1
dm_qrtstaff_001
dm_qrtstaff_002
DM_Sion_F
DM_Sion_LP
duro_mask
DXN_bark
DXN_BCe1
DXN_BCm1
DXN_BDr
DXN_BFr1
DXN_BGr1
DXN_BGr2
DXN_BGr3
DXN_BGr4
DXN_BGr5
DXN_blast03
DXN_BRa1
DXN_branch_01
DXN_brnch1
DXN_brnchS
DXN_BTk1
DXN_BTr1
DXN_BWa1
DXN_BWa2
DXN_BWa3
DXN_BWa4
DXN_BWa5
DXN_BWa6
DXN_BWa7
DXN_BWa8
DXN_Cl01
DXN_Cl02
DXN_clif2
DXN_clif3
DXN_clif4
DXN_clif5
DXn_cliff_01
DXN_Crt
DXN_dirt1
DXN_dirt2
DXN_Dmg
DXN_Dmgx
DXN_DnglVine1
DXN_DnglVine2
DXN_Dor
DXN_DPch
DXN_Dr02
DXN_Dr03
DXN_Drt1
DXN_Drt2
DXN_Drt3
DXN_Dtl
DXN_Fl01
DXN_Fl02
DXN_FrkLift
DXN_gras2
DXN_grass
DXn_grassfx
DXN_Grs3
DXN_grs4
DXN_grs5
DXN_grs6
DXN_grs6x
DXN_grs6xx
DXN_Grt2
DXN_ivy01
DXN_Jnktga
DXN_Jnsky1
DXN_Jnsky2
DXn_leaves
DXN_Lit2
DXN_lite03
DXN_Lt03
DXN_Lt04
DXN_Lv01
DXN_LvFall
DXN_metal01
DXN_metal11
DXN_Mt01
DXN_Mt02
DXN_Mt03
DXN_Mt04
DXN_Mt05
DXN_MWal
DXN_MWl2
DXN_Rbbl
DXN_Rbblx
DXN_Rdr
DXN_sb01
DXN_sb02
DXN_sb03
DXN_sb04
DXN_sb05
dxn_SFl01
dxn_Shrub
dxn_SPn01
dxn_STr02
dxn_STr03
dxn_Stx01
DXN_tek1
DXN_Tek3
DXN_TekA2
DXN_TekB2
DXN_Tmp1
DXN_Tmp2
DXN_Tmp3
DXN_Tnt1
DXN_Tnt2
DXN_Tnt3
DXN_Tnt4
DXN_tr01
DXN_Tr02
DXN_treeline
DXN_treeline2
DXN_trim02
DXN_Trm1
DXN_trm03
DXN_TTps
DXN_TTrm
DXN_Vine1
DXN_Vine02
DXN_Vines
DXN_Wal1
DXN_Wal2
DXN_Wal2_64
DXN_Wal3
DXN_Wal4
DXN_Wal5
DXN_Wal6
DXN_Wal7
DXN_Wal8
DXN_Wal9
DXN_Wal10
DXN_Wal11
dxn_waterfall
dxn_watrfal2
DXN_Wire
DXN_Wtr1
EBO_Door1
EBO_Per
EBO_Sky01
EBO_Sky02
EBO_Sky801DRO
HAR_Bed
HAR_blst03
HAR_Cr01
HAR_Dr01
HAR_Dr02
HAR_Dr03
HAR_Ds01
HAR_Ds02
HAR_Fl01
HAR_Fl02
HAR_Gr01
HAR_Lt01
HAR_Lt02
HAR_Lt03
HAR_Pn01
HAR_Pn02
HAR_Pn03
HAR_Pp01
HAR_Rd01
HAR_Rd01-dirty
HAR_Rd02 - dirty
HAR_Rd02
HAR_Tc01
HAR_Tr01
HAR_Tr02
HAR_Tr03
HAR_Tr04
HAR_Tr05
HAR_Tr06
HAR_Tr07
HAR_Tr08
HAR_trim02
HAR_trim04
HAR_wall02
HAR_wall07
HAR_Wl01
HAR_Wl02
HAR_Wl04
HAR_Wl05
HAR_Wl06
HAR_Wl07
HAR_Wl08
HAR_Wl09
HAR_Wn01
HAR_Z01
ia_ClassZS_001
ia_ClassZS_002
ia_ClassZS_003
ia_ClassZS_006
if_finesse01
if_finesse02
iw_dblsbr_010
iw_dblsbr_040
iw_dblsbr_041
iw_dblsbr_042
iw_dblsbr_043
iw_lghtsbr_011
iw_qtrstaff_001
iw_qtrstaff_002
iw_qtrstaff_003
iw_qtrstaff_009
iw_qtrstaff_010
iw_shortsbr_010
iw_vbroswrd_001
iw_vbroswrd_002
iw_vbroswrd_003
iw_vbroswrd_004
iw_vbroswrd_005
iw_vbroswrd_006
JTL_fl07
JTL_fl7a
JTL_HCl3
JTL_Mon1
JTL_Mon3
JTL_tr02
KOR_dmg2
KOR_dmg3
KOR_dmg7
KOR_flr01
KOR_flr05
KOR_rock5
KOR_rocks
KOR_sky01
KOR_sky02
KOR_sky03
KOR_sky04
KOR_sky05
KOR_wal08
KOR_wal09
kotor2logo
lbl_map298tel
lbl_map301nar
lbl_map905mal
lbl_map906mal
lbl_mibox00
lbl_micombat_p
lbl_miscroll_f
lbl_miscroll_h
lbl_miscroll_hi
LDA_dor03
LEH_blwall03
LEH_blwall04
LEH_blwall05
LEH_brwall03
LEH_floor05
LEH_glass01
LEH_grwall01
LEH_light01
LEH_light04
LEH_light05
LEH_scre01
LEH_scre02
LEH_scre03
LEH_wall01
LEH_wall02
load_007ebo
load_012ebo
load_020EBO
load_101PER
load_151HAR
load_152HAR
load_153HAR
load_225tel
load_307nar
load_350nar
load_853nih
load_856NIH
load_907mal
load_908mal
load_909mal
LRK_dor01
LRK_dor04
LRK_flr03
lta_dor03
LTS_door02
M36_floor2wall
M36_flr01
M36_rockwall2
MAL_dor03
MAL_floor1
MAL_floor2
MAL_floor4
MAL_trim1
MAL_wa02
MAL_wa03
MAL_wa04
MAL_wall4
MAL_wall5
mal_wn01
map_border
N_darthniha
N_darthnihh
n_duros06
N_Mandalorian01
N_Mandalorian02
N_Mandalorian03
N_SionA
N_SionH
N_TwiAssA01
N_TwiAssB01
N_TwilekFB01
N_TwilekFC01
NAR_Bar3
NAR_Cel
NAR_cl01
NAR_Cmp
NAR_D_flr01
NAR_D_flr02
NAR_D_flr03
NAR_D_WL01
NAR_D_WL02
NAR_D_WL03
NAR_fl01
NAR_fl02
NAR_fl03
NAR_fl04
NAR_fl05
NAR_fl06
NAR_fl07
NAR_fl08
NAR_fl10
NAR_flwl
NAR_FSym
NAR_grnd
NAR_HCl3
NAR_JTrm
NAR_JTrm3
NAR_JTrm4
NAR_JTrm5
NAR_JTrm6
NAR_JTrm7
NAR_JTrm8
NAR_lt02
NAR_Met1
NAR_Met2
NAR_Met3
NAR_Met4
NAR_Pipe
nar_pnt01
NAR_sky1
NAR_skyB
NAR_tr01
NAR_tr02
NAR_tr03
NAR_tr04
NAR_tr05
NAR_tr06
NAR_tri1
NAR_tri2
NAR_twr1
NAR_twr2
NAR_vent
NAR_Vnt1
NAR_wl01
NAR_wl02
NAR_wl03
NAR_wl04
NAR_wl05
NAR_wl06
NAR_wl07
NAR_wl08
NAR_wl09
NAR_wl10
NAR_wl11
NAR_wl12
NAR_wl13
NAR_wl14
NAR_wl16
NAR_wl17
NAR_wl18
NAR_wl19
NAR_wl20
NAR_wl21
NAR_wl22
NAR_wl23
NAR_Wll1
NAR_Wll2
NAR_Wll3
NAR_wnd2
NAR_wndo
NIH_fl
NIH_fl02
NIH_fl03
NIH_fl04
NIH_lt01
NIH_lt02
NIH_tr02
NIH_tr04
NIH_tr05
NIH_wl07
NIH_wl08
NIH_wl09
NIH_wl10b
OND_bd01
OND_bed1
OND_bkg1
OND_bu
OND_can_sign
OND_dor1
OND_dor2
OND_dor3
OND_dor4a
OND_dor4b
OND_dor4temp
OND_dor5
OND_eng1
OND_fl01
OND_fl02
OND_fl03
OND_fl04
OND_fl05
OND_fl06
OND_fl07
OND_fl08
OND_fl09
OND_fl10
OND_fr01
OND_gr01
OND_gs01
OND_gs02
OND_gt01
OND_guns
OND_lt01
OND_lt02
OND_lt03
OND_orn
OND_Pwall03
OND_rk01
OND_rk02
OND_sk1
OND_sk2
OND_sky1
OND_sky2
OND_sky3
OND_sky4
OND_sky5
OND_skyline01
OND_sun
OND_sw01
OND_sw02
OND_sw03
OND_sw04
OND_t01a
OND_tk01
OND_tr01
OND_tr02
OND_tr03
OND_tr04
OND_tr05
OND_tr06
OND_tr07
OND_wl01
OND_wl02
OND_wl04
OND_wl05
OND_wl06
OND_wl07
OND_wl08
OND_wl09
OND_wl10
OND_wl11
OND_wl12
OND_wl13
OND_wl14
OND_wl15
OND_wn01
OND_wn02
OND_wn03
P_AttnH1
P_AttnH1D1
P_AttnH1D2
p_bao_dura
p_bao_durad01
P_hk47_01
P_Visasbb
P_VisasH01
P_VisasHd01
P_VisasHd02
P_watersuit03
PER_As01
PER_Cl01
PER_Cl02
PER_Cpan
PER_door02
PER_DR01
PER_DR01a
PER_Dr02
PER_Dr03
PER_Dr04
PER_DR05
PER_DR05a
PER_FL02
PER_Fl03
PER_Fl05
PER_Fl06
PER_Gr02
PER_Gr03
PER_gun01
PER_gun02
PER_gun03
PER_Hose
PER_Kolto
PER_locrat03
PER_lotrim04
PER_Lt01
PER_Lt02
PER_Lt03
PER_Lt04
PER_Lt05
PER_medmon_off
PER_Pipe
PER_Plnt01
PER_Pp01
PER_Pw01
PER_Text
PER_Tk01
PER_Tk02
PER_Tr01
PER_Tr02
PER_Tr03
PER_Tr04
PER_trim01
PER_tube
PER_vent
PER_window01
PER_Wl01
PER_Wl02
PER_Wl03
PER_Wl04
PER_Wl06
PER_Wl07
PFBM01
PFBM02
PFBM03
pfbm05
PFBM06
pfhc05
PFHC05d1
PLC_Bones
PLC_RepTab1_1
PLC_RepTab1_2
PLC_RepTab1_3
PLC_RepTab1_4
PLC_RepTab2_1
PLC_RepTab2_2
PLC_RepTab2_3
PLC_Skelhead
PLC_Skeltor
PLC_swoop
PLC_SwpBike2
PLC_SwpMon01
PLC_SwScreen
PMBM01
PMBM02
PMBM03
pmbm05
PMBM06
PMHC04A
PMHC04AD1
PMHC04AD2
po_pfhc05
po_PFHC05d1
po_PMHC04
po_PMHC04d1
po_PMHC04d2
TEL_BDrp
TEL_BScn
TEL_CBx
TEL_Drd
TEL_Drd2
TEL_fl01
TEL_fl02
TEL_fl03
TEL_fl04
TEL_fl05
TEL_fl06
TEL_fl07
TEL_fl08
TEL_fl09
TEL_FLft
TEL_Fr8tr
TEL_Frtr
TEL_HBms
TEL_HBms2
TEL_HBms3
TEL_HBmsNA
TEL_HCl1 Copy
TEL_HCl1
TEL_HCl1NA Copy
TEL_HCl1NA
TEL_HCl2
TEL_HCl3
TEL_HDF
TEL_HDr
TEL_HF1
TEL_HF2
TEL_HF3
TEL_HF4
TEL_HF5
TEL_HF5ALT
TEL_HF6
TEL_HJk
TEL_HJk2
TEL_HJk3
TEL_HL1
TEL_HL2
TEL_HL4
TEL_HL5
TEL_HS
TEL_HScf
TEL_HT1
TEL_HW1
TEL_HW1_NA
TEL_HW2
TEL_HW3
TEL_HW3_NA
TEL_HW4
TEL_HW5
TEL_HW6
TEL_HW7 Copy
TEL_HW7
TEL_HW8
TEL_HW8_NA
TEL_HW9
TEL_HW10
TEL_HW44
TEL_HWn
TEL_ja01
TEL_ja01_1
TEL_ja02
TEL_ja03
TEL_ja04
TEL_ja05
TEL_ja06
TEL_ja07
TEL_ja08
TEL_ja11
TEL_ja11a
TEL_ja12
TEL_ja13
TEL_ja14
TEL_ja15
TEL_ja16
TEL_ja17
TEL_ja18
TEL_ja19
TEL_ja20
TEL_ja22
TEL_lt02
TEL_lt03
TEL_NWn
TEL_NWn2
TEL_pip
TEL_Rav
TEL_RFtr
TEL_SFtr
TEL_shp1
TEL_shp3
TEL_shp4
TEL_SStn
TEL_SStn2
TEL_SStn3
TEL_SStn4
TEL_SStn5
TEL_SStn6
TEL_SStn7
TEL_Stl2
TEL_Stl4
TEL_Stl5
TEL_Stl6
TEL_Stl7
TEL_streak
tel_StSf
TEL_tr01
TEL_tr02
TEL_tr03
TEL_tr04
TEL_tr05
TEL_tr06
TEL_tr07
TEL_tr08
TEL_wl01
TEL_wl02
TEL_wl03
TEL_wl04
TEL_wl05
TEL_wl05_SSBump
TEL_wl06
TEL_wl07
TEL_wl08
TEL_wl09
TEL_wl10
TEL_wl10_1
TEL_wl11
TEL_wl12
TEL_wl13
TEL_wl14
TEL_Wn01
TEL_Wn02
TEL_Wn03
TMP_Wall_01
V_EHawk01
V_ehawk02
w_blstrcrbn_001
w_blstrcrbn_003
w_blstrcrbn_005
w_blstrpstl_001
w_blstrpstl_002
w_blstrpstl_003
w_blstrpstl_004
w_blstrpstl_005
w_blstrpstl_011
w_blstrpstl_012
w_blstrpstl_015
w_blstrrfl_001
w_blstrrfl_002
w_blstrrfl_003
w_blstrrfl_004
w_blstrrfl_005
w_bowcstr_001
w_bowcstr_002
w_bowcstr_003
w_dsrptpstl_001
w_dsrptpstl_002
w_dsrptpstl_004
w_dsrptrfl_001
w_dsrptrfl_002
w_dsrptrfl_003
w_hldoblst_001
w_hldoblst_002
w_hldoblst_003
w_hldoblst_004
w_hvrptbltr_001
w_hvrptbltr_002
w_hvrptbltr_003
w_hvyblstr_001
w_hvyblstr_002
w_hvyblstr_003
w_hvyblstr_004
w_hvyblstr_005
w_ionblstr_001
w_ionblstr_002
w_ionblstr_003
w_ionrfl_001
w_ionrfl_002
w_ionrfl_003
w_ionrfl_005
w_lsabrebrnz01
w_rptnblstr_001
w_rptnblstr_002
w_rptnblstr_003
w_rptnblstr_005
w_sonicpstl_001
w_sonicpstl_002
w_sonicpstl_003
w_sonicpstl_004
w_sonicpstl_005
w_sonicpstl_006
w_sonicrfl_001
w_sonicrfl_002
w_sonicrfl_003
w_sonicrfl_004
w_staff01
x_blstrrfl_002
x_bowcstr_001
x_dblswrd_001
x_hvyblstr_001
x_stunbaton_001
x_vbrdblswd_001

 


 
Please note, load_101PER (from Peragus Large Monitor Adjustment) must be resized down to 1024x1024 (like the other loading screens) in order to work as a dds file in-game.



And which files cannot be converted to DDS (must stay as TGA)?

 

 

002_EBO_Main1
002_EBO_Main2
002_EBO_Main3
blackdot
CM_Baremetal
CM_Bright
CM_BronzeMetal3
CM_Door
CM_FakeGold3
CM_fl05
CM_Green
CM_LSF
CM_lt03
CM_Manaan
CM_metalDull
CM_metalDullGreen
CM_metalDullOrange
CM_NWn2
CM_panel01
CM_roughDullGreen
CM_roughDullOrange
CM_SpecMap
CM_tr05
CM_wl07
cntrl_ps3_eng
cntrl_ps3_fre
cntrl_ps3_ger
cntrl_ps3_ita
cntrl_ps3_spa
cntrl_xb360_eng
cntrl_xb360_fre
cntrl_xb360_ger
cntrl_xb360_ita
cntrl_xb360_spa
cus_button_a
cus_button_aps
cus_button_b
cus_button_bps
cus_button_x
cus_button_xps
cus_button_y
cus_button_yps
cus_gpad_bg
cus_gpad_fper
cus_gpad_fper2
cus_gpad_gen
cus_gpad_gen2
cus_gpad_hand
cus_gpad_hand2
cus_gpad_help
cus_gpad_help2
cus_gpad_map
cus_gpad_map2
cus_gpad_save
cus_gpad_save2
cus_gpad_solo
cus_gpad_solo2
cus_gpad_solox
cus_gpad_solox2
cus_gpad_ste
cus_gpad_ste2
cus_gpad_ste3
DAN_bark02
DAN_bark04
DAN_Flr2
DAN_grass07
dan_grass07-2
DAN_Grss
DAN_ivy01
DAN_ivy02
DAN_leaf02
DAN_leaf03
DAN_NETr2
DAN_NETr3
DAN_NEW1
DAN_NEW2
DAN_NEW3
DAN_NEW5
DAN_NEW6
DAN_Rbbl
DAN_rock06
DANfx_grass
dm_cyb_glow_b1
dm_cyb_glow_b2
dm_cyb_glow_g1
dm_cyb_glow_g2
dm_cyb_glow_o1
dm_cyb_glow_o2
dm_cyb_glow_p1
dm_cyb_glow_p2
dm_cyb_glow_r1
dm_cyb_glow_r2
dm_cyb_glow_y1
dm_cyb_glow_y2
DRO_Ehok
DXN_BBas
DXN_BShp
DXN_EBOHWK
DXN_EBONHWK
DXN_EH1
dxn_engin01
dxn_engin01b
DXN_flora1
dxn_FreightL02
DXN_Frtr
DXN_jungfx
dxn_Sithlander
DXN_Tmp1b
DXN_Tmp2b
DXN_TTrm2
DXN_Wtr1b
EBO_neb
fx_beam01
fx_beam02
fx_beam03
fx_crystal01
Fx_Drain
fx_fireball
fx_flame
Fx_Lightning
fx_reflectmap
fx_ritual01
GAL_Onderon_2
grass
Gui_ebon_01
HAR_Stars
item_box
item_boxa
iw_blstrcrbn_001
iw_blstrcrbn_003
iw_blstrcrbn_005
iw_blstrpstl_001
iw_blstrpstl_002
iw_blstrpstl_003
iw_blstrpstl_004
iw_blstrpstl_005
iw_blstrpstl_011
iw_blstrpstl_012
iw_blstrpstl_015
iw_blstrrfl_001
iw_blstrrfl_002
iw_blstrrfl_003
iw_blstrrfl_004
iw_blstrrfl_005
iw_bowcstr_001
iw_bowcstr_002
iw_bowcstr_003
iw_dsrptpstl_001
iw_dsrptpstl_002
iw_dsrptpstl_003
iw_dsrptpstl_004
iw_dsrptrfl_001
iw_dsrptrfl_002
iw_dsrptrfl_003
iw_hldoblst_001
iw_hldoblst_002
iw_hldoblst_003
iw_hldoblst_004
iw_hvrptbltr_001
iw_hvrptbltr_002
iw_hvrptbltr_003
iw_hvyblstr_001
iw_hvyblstr_002
iw_hvyblstr_003
iw_hvyblstr_004
iw_hvyblstr_005
iw_IonBlstr_001
iw_IonBlstr_002
iw_IonBlstr_003
iw_ionrfl_001
iw_ionrfl_002
iw_ionrfl_003
iw_ionrfl_005
iw_rptnblstr_001
iw_rptnblstr_002
iw_rptnblstr_003
iw_rptnblstr_005
iw_sonicpstl_001
iw_sonicpstl_002
iw_sonicpstl_003
iw_sonicpstl_004
iw_sonicpstl_005
iw_sonicpstl_006
iw_sonicrfl_001
iw_sonicrfl_002
iw_sonicrfl_003
iw_sonicrfl_004
KOR_cliff01
KOR_Ehok
KOR_wal07
lbl_miscroll_open_f
lbl_miscroll_open_f2
LEH_EHawk01
LEH_ehawk02
LEH_hyper01
LKR_flr03a
M36_rock
MAL_EBO_Main2
MAL_floor3
MAL_Main2
MAL_wa05
MAL_wall2
MGF_hawk01
MGG_ebonhawk01
NAR_D_trim01
nar_ebohwk
NAR_Stars
OND_eng1b
OND_gs02
OND_skyline02
OND_target01
PER_Blp2
PER_CPanel
PER_EH1
PER_nebula01
PER_Rk01
PER_Stars
PER_Stars02
pfbn01
pfbn02
pfbn03
pfbn04
pfbn05
pfbn06
pfbn07
pfbn08
pfbn09
pfbn10
pfbn11
pfbn12
pfbn13
pfbn14
pfbn15
PLC_CzSign
PLC_Desk1
PLC_Desk3
PLC_SwScrn01
target_up
TEL_BBrds
TEL_BBrds2
TEL_BBrds3
TEL_BBrds4
TEL_Bra01
TEL_cp01
TEL_cp02
TEL_dirt
TEL_dor
TEL_dor01
TEL_dor1
TEL_dor2
TEL_dor5
TEL_dor6
TEL_dor07
TEL_dor08
TEL_dor10
TEL_dor11
TEL_dor12
TEL_dor13
TEL_dor14
TEL_dor15
TEL_dor16
TEL_dor17
TEL_dore
TEL_gr01
TEL_gr02
TEL_gr03
TEL_Gr04
TEL_grass
TEL_grassdirt
tel_grassf
tel_grassfx
TEL_grss02
TEL_grss02b
tel_grss3
TEL_hawk
TEL_HCmp
tel_hk50_back
tel_hk50_front
tel_hk50_side
tel_hk51_back
tel_hk51_front
tel_hk51_side
TEL_holo
TEL_HSn1
TEL_HSn2
TEL_HSn3
TEL_HSn4
TEL_HSn5
TEL_HSn6
TEL_HSn7
TEL_HSn8
TEL_hut
TEL_ja23
TEL_Lightning
TEL_Mon1
TEL_Mon2
TEL_MonBrk
TEL_MonBrkv2
TEL_MonDro01
TEL_MonDro02
TEL_mont
TEL_NShtl
Tel_NWn3
TEL_Ram2
TEL_Ramp
TEL_RdLt
TEL_riverbed01
TEL_rock
TEL_rock02
TEL_rock03
TEL_rock04
TEL_rock04b
TEL_rock05
TEL_rock07
TEL_sand01
TEL_sand04
TEL_sand05
TEL_sb01
TEL_sb02
TEL_sb03
TEL_sb04
TEL_sb05
TEL_shp2
TEL_shutcrsh
TEL_shutin
TEL_sky01
TEL_sky02
TEL_sky03
TEL_sky04
TEL_sky05
TEL_snw
TEL_snw2
TEL_snwa
TEL_snwb
TEL_snwc
TEL_snwd
TEL_Stl3
TEL_Strs
TEL_tap
TEL_trunk01
w_dsrptpstl_003

 



Can I make DDS packs of the above textures and supply them, save you some time?

No, that'd be up to the authors. If they give their permission, I can, otherwise, I can't really.
I'd actually quite like to compile an all-in-one KOTOR2 HD texture pack, for beginners, but I doubt so many authors would give their permission.



Anything else you should know?

KOTOR2 will read files in both override and any of override's subfolders - so you can create a subfolder called DDS with all your .dds files if you like. Just don't include both TGA and .dds version of the same file - KOTOR2 will load them both (and your loading times will stink).

Otherwise this should at least halve your loading times. Also, although the telos signs in the overhaul pack cannot be converted (since they're animations) I found that resizing some of them to lower powers-of-two resulted in them a. loading faster, b. playing faster/more fluidly as well as c. being displayed in a slightly jumpy way, like signs that are slightly crappy/glitchy - it looks better - try it. Of course, you can also alter the speed of animation in the .lxi file - but this is more fun!



Closing arguments

It was the first time I'd played through with the TSLCRM, and I'm glad I did - the game felt way more complete than it did the first time, ten years ago- but the ending still sucks. Oh well. Thanks to the whole community for coming up with all the great mods, textures and the sound packs. Great, well-rounded game. Now.
 
post-36537-0-98822800-1512013460_thumb.jpg

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I believe the issue with models not displaying animated textures could be a model issue and not a texture issue as during the conversion of model files for the Expanded Galaxy Project I found out that most of the models I converted no longer display animations.

This means the problem for some of the weapons you mentioned could be due to issues with their respective model files, this could be fixed by converting them in the correct way.

I hope to make more animated textures for the game for the Expanded Galaxy Project, so I will be looking into this and figuring out why some of the map models I converted do not display animations, my thoughts are that their respective surfaces must need a specific setting applied to them in order to display animations.

Hopefully this is of some help, along-side the project I hope to overhaul every texture in the game with a new High-High resolution set of textures including animated textures moving the High texture pack down to the medium and leaving the low resolution textures intact.

This information is very helpful as if converting to .dds will help I may do this for every texture in the game as well as properly converting and fixing all models in the game, which may be a large amount for the override but users could potentially remove the original models.bif and texture pack files as long as all of the new model files are in the override folder.

Thank You for your great resource and information on converting to the .dds filetype as well as your reasoning behind why.

Thor110

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