Jump to content


Member Since 28 Dec 2017
Offline Last Active Today, 01:19 PM

Topics I've Started

[K1] Looking for Assistance in Creating a New UV Map for a Placeable

16 May 2018 - 01:02 PM

I'm looking for assistance in creating a new UV Map for a project I'm working on. I've got all the tools needed, ( KotorTools, mdlops, Blender, and kotorblender) but I can't seem to get it working as intended. I think maybe I'm just not understanding the concepts behind creating new seams and cuts on the model.



What I'd essentially like to do is take a placeable in-game, strip it of it's current UV Map and associated .tga, and then create a whole new mapped out wrap and .tga. If you'd be willing to help out with this, by all means let me know. In the meantime I'll keep playing around in Blender.


Thanks for your time. -CO

How Can I Take A Model and Its Actions and Place It Anywhere?

03 May 2018 - 12:25 AM

This is in regards to Biths in Taris cantina. Yah know, these dudes:5d5xaFr.jpg


Say I wanted this same model, playing music just like he is, but located on like the Star Forge or something.


So far I've located the texture, mdl, and utc, but I'm not even sure where to go from there honestly. Any advice you could throw my way would be very appreciated!

Known Location of Pazaak Numbers, i.e. positioning in K1

27 April 2018 - 01:53 AM

Here's an image for reference:



Does anyone have an idea where the x/y information is located for the numbers? i.e. Can the position on the card change?


And then are the numbers themselves able to change color?


On a side note, I imagine to just change the font on these would be to change the font globally, but if not, that'd be cool too.

Download:Star Map Revamp

25 April 2018 - 11:08 PM

Posted Image


File Name: Star Map Revamp

File Submitter: CarthOnasty

File Submitted: 25 Apr 2018

File Category: Skins

K1R Compatible: Yes


///// 01. Background /////


Being such a main part of the K1 story, I was surprised to see these had yet to be revamped. I was looking to get into modding/reskinning, so I thought this would be a great project.


///// 02. Enhancements /////

  • First steps were to update the overall model. I wanted some visual upgrades while still maintaining a very-aged and neglected structure. I love the runes scattered throughout the game and I really wanted to incorporate those as well. It seemed fitting to light them. (And you're going to them all over the place.)
  • Next section was so focus on the HUD (for lack of a better term). It was very pixelated and really needed a crisp, new look. I tried to simplify it a bit and ended up removing a couple of parts as well. The biggest change I made was creating a new piece for the planet locators. I simply didn't like the originals and wanted to make the location an actual planet.
  • This was a really fun part--recreating the central galaxy this all revolved around. I used some shots of actual galaxies, nebulas, and starfields. It's hard to beat the real thing. I adjusted the colors slightly for better clarity as well.
  • The mother of a bastard that caused me the most grief, was the dodecahedron in the center of the star map. The texture had such a bizarre repeat pattern and never really wrapped that well. I'm happy to the point I got it to, but would like to make that an actual sphere in v2.


///// 03. Future Plans /////

  • In thinking about a version 2, I'd like to actually edit the model files. I think some edges could be softened, but mostly I'd like to adjust the mapping to avoid so many repeated areas of the texture.
  • The final opening of the star map, where the PC finds out the location of the forge could use some work. Most (if not all) is model work and I wasn't ready for that.
  • I'd also like to adjust the lighting in a couple of places. Would I go as far as to customize it for every zone you find a map? I dunno, that's a big endeavor and there are a limited number of placeables.


///// 04. Moving Forward /////


This has been a fun project for sure, and I'm happy to see it come to fruition. Please download and let me know your thoughts. I open to constructive criticism and whatever I can do to the better the project, I'm happy to do so.


///// 05. Install /////


Drag 'em to your override folder. These shouldn't conflict with anything.


///// 06. Uninstall /////


Remove the files.


///// 07. Disclaimer /////


Distribute, have fun, edit, whatever. I only ask that you don't claim this as your own.


///// 08. Thanks /////


So many! Shout outs for tutorials, advice, suggestions, testing, encouragement, and more. A Future Pilot, Darth_Sapiens, DarthParametric, DarthVarkor, djh269, InSidious, JCarter426, Kexikus, ndix UR, Rece, Sith Holocron, Sithspecter, Sniggles, tjsase, VarsityPuppet, Zhaboka


Click here to download this file

.txi Parameters and What They Do

23 April 2018 - 06:32 PM

I was looking for a centralized list of all of the parameters for .txis and what they did, but I wasn't able to locate anything. Here's what I've discovered so far, looking through various KOTOR files. By all means let me know if anything is inaccurate or if you can provide any more information. Thanks!


  • Various blending options using the alpha channels of the .tga. (Think Photoshop blending options.)
  • blending additive
    • Used for translucency.
    • Equivalent to Add or Linear Dodge, the color is added to whatever is underneath.
  • blending punchthrough
    • Used for transparency.
    • e.g. grass, hair, etc.



  • Increases the intensity of the bump map, i.e. increases the height of the bump map.
  • bumpmapscaling 1



  • Defines the bump map for the texture.
  • bumpmaptexture C_Hutt01b



  • Used with a bump map on a texture that uses an environment map.
  • e.g. If you're using cm_baremetal on a metal texture, you'll want to use bumpshinytexture instead of envmap.
  • bumpyshinytexture C_Hutt01b



  • Defines that the associated texture is a cubemap.
  • cube 1



  • Renders the texture on top of anything it's flush with. Black areas of texture will be translucent.
  • decal 1



  • The height of 1 frame for an animation.
  • defaultheight 128



  • The width of 1 frame for an animation.
  • defaultwidth 128



  • Defines the environment map for the texture.
  • envmaptexture CM_Bright



  • The speed at which frames will cycle when animated.
  • fps 24



  • Defines the texture is a bump map.
  • isbumpmap 1



  • ???
  • isdiffusebumpmap 1



  • ???
  • isspecularbumpmap 1



  • Multiple copies of the same texture in different sizes to be rendered based on distance from PC. With this command, you can force the game to always show the highest mip.
  • mipmap 1



  • The number of horizontal frames for an animation.
  • numx 4



  • The number of vertical frames for an animation.
  • numy 4



  • Followed by cycle, initiates the cycling of frames for animations.
  • proceduretype cycle


Here's a more specific example for how an animation would work:

  • proceduretype cycle
  • defaultwidth 256
  • defaultheight 256
  • numx 3
  • numy 2
  • fps 12


Shout out to Kexikus, JCarter426, and DarthParametric for all the additional info.