Jump to content
  1. Kotor Modding

    1. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

      11k
      posts
    2. General Kotor/TSL Modding

      Here you can discuss modding of Kotor & TSL.

      24.8k
      posts
    3. Modding Tools

      Develop new tools, research file formats and make amazing new discoveries!

      785
      posts
    4. Work In Progress

      Here you can list any projects that you are working on.

      Don't forget, if you're creating a large project you can apply for Modders Account.

      12k
      posts
    5. Tutorials

      Submit any tutorials here.

      155
      posts
    6. Game Saves

      Announce your game saves here.

      Saves submitted to our Downloads Section will automatically have a thread created here.

      88
      posts
  2. Mod Projects

    1. TSLRCM

      Discussions about TSLRCM.

      13.8k
      posts
    2. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

      2.3k
      posts
    3. KotOR1 Restoration (K1R)

      Discussions for ZM90 & Mandalore's KotOR1 Restoration (K1R) Project.

      1.9k
      posts
    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

      914
      posts
    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

      23
      posts
  3. Jedi Knight Series

    1. General Discussion

      A place to discuss the Jedi Knight series.

      190
      posts
    2. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

      68
      posts
  4. Other Games

    1. Other Games

      Discussion of Games both Star Wars and non-Star Wars

      517
      posts
    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

      33
      posts
  5. General

    1. 428
      posts
    2. Knights of the Old Republic General

      For discussion about KOTOR and KOTOR2 that isn't mod related.

      5.9k
      posts
    3. Star Wars

      General Star Wars discussions.

      3k
      posts
    4. 1.2k
      posts
    5. Site Feedback

      Got a suggestion for the forums? Let us know here.

      877
      posts
    6. General Discussion

      Place to discuss everything else.

      2.9k
      posts
  • Recent Status Updates

    • 90SK

      Friends of KotOR and TSL modding: I have extended my renovation of Edge Of Darkness mod into next year, and I have set the exact date of an alternate new release. The date is February 1st. What to expect: AI voiceovers. An after ending chapter of the game. A surprise ending that is variable on a player choice. And if I can, I'll spread LS and DS points across all party members. There is an intro sequence for each planet explaining the mission that will be redeveloped. At least one landing zone NPC for every planet. A main quest in addition to planet quests. And a set of side quest, ideally one per planet.
       
      For now and for the entirety, EOD is a secret project. I cheated for a few years with the open source demo. My hat is off to all of you, Wizard, Thor, N-DReW, and Sith Holocron specifically have been incredibly helpful to reach this present state of affairs. 
       
      See you all in 2027
      · 0 replies
    • vault13deathclaw

      Fairly significant update coming to Echoes of the Republic in the nebulous near future. Almost done implementing a new short questline, then I still need to run through the whole game again to test it.
      · 2 replies
    • Lane

      New KPM release, we're at 0.7.0 now!
      https://github.com/LaneDibello/Kotor-Patch-Manager/releases/tag/0.7.0
      Highlights:
      - A ton of behind the scenes changes to help support future patch developments
      - Vastly improved support for MacOS (Special thanks to FTD and Synchro for pushing on this front). Including a native mac app, and a few mac compatible patches
      - Various Bug Fixes
      - Some script extender updates and fixes
      - Early MVP of the Mod Options patch included.
      - Better support for unknown EXEs (such as those that have already been patched via a different process)
       
      More coming soon, including a UI rework, a proper release of the mod options patch, more Mac OS support, and streamlining of more of the core functionality!
      · 2 replies
    • N-DReW25

      The mod "HD Grenn" has been updated into a mod pack for HD K2 NPC textures. The current update adds Luxa and the Zhug Brothers in addition to previous HD Grenn.
       
       
      · 0 replies
    • Leilukin

      PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.
      · 0 replies
    • 90SK

      I am sharing my TSL ReShade efforts. These are screenshots from the result of this 90SK XXX reshade preset.
      90SK's TSL ReShade.zip



      · 1 reply
    • 90SK

      I am recruiting minds for the Edge Of Darkness mod project. We are exploring different ideas and directions for the mod. Here is a link to the EOD Discord. I'd love to see people come in and share their experiences of the game, and help shape its future. 
      https://discord.gg/vhywa9CxX

      · 0 replies
  • Posts

    • This was a weird WIP thread. Not a lot of description of what the mod is and not a lot of pictures either. 
    • Hi @Narve, great write-up! I’m the author of the modern driver compatibility patch @Vriff mentioned, and I dug into the engine side of what you ran into. It’s the renderer’s design, not due to an authoring or tooling issue as far as I can tell. There are two different kinds of “bump” in K1, and the .txi chooses between them: bumpyshinytexture + bumpmaptexture is environment-mapped bump. The bump map only distorts the cube map reflection; it never affects lighting. The reflection is weighted by your diffuse alpha: dark alpha shows it, white alpha hides it. That’s why you found alpha controls shine and bump together. In this mode they’re the same effect.   bumpmaptexture alone is real lit bump, but only from a dynamic light. The engine picks the single strongest light that isn’t ambient-only and has a dynamic type, and bump-lights against that. Without that kind of light nearby, you see no bump at all. The wet highlight is masked by dark alpha, and without an env map, dark alpha also reads as transparency, which is probably the issue you hit.   For the Ebon Hawk: with bumpyshinytexture in its .txi and a mostly white alpha, the bump has nothing to show through, so its content can’t matter. Without that line, a lightmapped mesh with tangent space is meant to get lit bump on top of the lightmap near a dynamic light (renderbmlmtype 0 picks a diffuse-only version, otherwise it adds a specular highlight). But that path looks unfinished in the PC release. It loads its vertex program in NVIDIA’s older format through an interface that expects the newer one, and most drivers reject that. So near a dynamic light the hull may not draw at all, and away from one it falls back to the plain lightmap. I haven’t confirmed this in game yet. One catch worth mentioning: in the unmodified game, lit bump on creatures and other non-lightmapped meshes only ever ran on NVIDIA cards. Are you on NVIDIA? If so, you’re seeing what the game was built to show. PS: I wouldn’t use it to test bump on heads quite yet. Reading the code for this, I found it skips lit bump on skinned meshes that use bumpmaptexture without bumpyshinytexture, and I’m fixing that. The lightmapped bump path needs more than shading, because the game’s own vertex program for it doesn’t load. It’s next on my list. The game has two shading backends, one for NVIDIA and one for ATI. The patch is built on the ATI one so it runs on every card, and the ATI backend never had these modes. The NVIDIA one did, so I’m porting them from it.The ATI path handled most of these rendering modes differently, and the patch was built off of them instead of replicating the NV_register_combiners implementation. If you’d like to experiment with the shading itself, every shader the patch generates can be overridden by dropping an ARB fragment program into override/shaders The lightmapped bump modes will become overridable the same way once they exist.
    • Not sure what the typical rules are for this, so I thought I'd give an update. I have completed and uploaded the mod for review. I hope its approved soon so you all can try it and give me any feedback you have.
    • Thank you! And yea it was from ChatGPT lol 😅
  • Recent Community Blogs

  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.