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  1. Past hour
  2. 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 gets lit bump on top of the lightmap, but only near a dynamic light. Adding renderbmlmtype 0 makes it diffuse only; otherwise it also adds a specular highlight. One catch worth mentioning: in the unmodified game, the lit-bump paths 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 the patch to test bump on heads quite yet. After investigating this I found it currently skips lit bump on skinned meshes that use bumpmaptexture without bumpyshinytexture, and I’m fixing that. Lightmapped lit bump also isn’t implemented in the patch yet; 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.
  3. Today
  4. 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.
  5. Thank you! And yea it was from ChatGPT lol 😅
  6. https://github.com/CrispyW0nton/Ghost-Studio For anyone following this topic, I completed this tool a while back and it is a very powerful tool for modding both kotor games. Feel free to try it out. I have combined all my original tools into one modding suite
  7. View File High poly PFHC03 The mod replaces the PFHC03 model and textures. To Install 1. Download: PFHC03 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 09/30/2026 Category Mods K1R Compatible Yes  
    Excellent addition! Everything worked great, and I love the different logs and the story they tell!
  8. Sorry about the error with the installer! I forgot to add FileExists=1 to te changes.ini .... So weird that exists. Updating the mod again right now to fix some bugs with scripted interactions. I tested all of the scripted appearances of the Terentatek and it works well now
  9. Why are you referring to yourself in the third person? Why even speak like this if you're reporting a bug? Did you copy & paste this from an LLM? But jokes aside, I have fixed your reported issues in version 1.2.2. If the problem persists, or if there are new problems, feel free to report those too and I shall fix them as soon as I can.
  10. Yesterday
  11. Thanks Shay! I'm working on a better armors mod that will add AAA quality outfits to the game to replace all the current armors in the game, and I'm working with @SAO on a Dathomir expansion mod coming soon!
  12. Version 1.0.0

    15 downloads

    The mod replaces the PFHC03 model and textures. To Install 1. Download: PFHC03 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  13. I keep getting errors when trying to install the item restorations mod from the k2CR+1.2.1. Specifically, these files below could not be modded properly: The first error, 'ModelVariation' is the real problem. HoloPatcher hits it while patching a_robe_11.uti, which is the Jal Shey Advisor Armor restoration. The mod’s current Item Restorations component specifically modifies that armor, and K2RC+ 1.2.1 also added the Prototype Mining Laser restoration. Deadly Stream The other thing I don’t love is this warning: Orphaned ini sections found in changes ini: baseitems_row_pro_mining_laser_0 baseitems.2da That strongly suggests parts of the Prototype Mining Laser’s installer configuration aren’t actually being referenced properly. Combined with your previous 1.4.3 run giving an error on prominlaser.uti, this is looking much more like a problem in K2RC+ 1.2.1’s Item Restorations installer/config, rather than something wrong with your PC.
  14. Yes, for short hairstyles the best option is to start from 1. I looked at how different hairstyles are weighted in the vanilla models and noticed that on long tails and other long dangling parts the weight is 0 at the attachment point. I’m not exactly sure what causes this - maybe the length of the danglymesh, or the distance from the attachment point? Or the fact that it’s attached only in a small area rather than across the whole surface of the head? So for now I’ve set roughly the same weights that are in the original model, because I’m afraid of accidentally triggering an unexpected bug somewhere. 😆 Although I myself haven’t noticed any particular difference between weight 0 and weight 1 either.
  15. Hi. I noticed something about these weights: the 1 and 0 regions are completely locked. The 0.5 area is where the deformation is strongest and most unnatural. I try to avoid those weights (the blue and green ones) and start from 1 instead of 0 (like in the original). The animation turns out smooth and natural. Привет. Я такую штуку заметила в весах: 1 и 0 области полностью зафиксированные. 0.5 это область с самой сильной и неестественной диформаций. Я стараюсь избегать этих весов (синие и зеленые). И начинаю не от 0 (как в оригинале), а от 1. Анимация получается плавная и естественная.
  16. Holly! That's a great mod to add to my collection. Definetly looking forward for new ones.
  17. It is strange! They could very well reference things that aren't in the vanilla game, but I don't wanna waste time looking through all that (my files are kind of a big mess right now 😅) Anyway, I have decided that I'll just try work around the issue instead of stress over the issue, and hope all goes well!
  18. Last week
  19. Updated Model Viewer
  20. A pity. When I did the simplest porting of the K2 Player heads into K1, I noticed the "slacked-jaw" issue that was mentioned by others. I am hoping that someone could do the proper porting of all the PC heads one day. Cheers!
  21. Another work of mine that’s currently in progress is the Juhani head model. It’s high-poly and has a 2K texture. The work is actually already finished, but I’ve realised I can’t release it like this - now I need to either rework the texture or even the body model, because the difference is too noticeable at the moment. During this process I learned a lot in Blender, but there’s no point writing about that here. The only thing really worth noting is how the game renders danglymesh with different weights. With weights greater than 0 up to roughly 0.6–0.7 the vertices get a kind of “semi-freedom”: the engine shifts them, but not as predictably as at 0 (fixed, locked to the head position) or near 1 (completely detached from the head and dangling with the set amplitude, stiffness and period). So when weight-painting the tail I used 0 near the attachment point and then jumped straight to 0.7 without a smooth transition. Toward the tips I softened it to 0.6–0.5 - the tips can dangle freely, they’re allowed to! I don’t know, maybe it can be done better, but at my current level of understanding the process I think this is the maximum. Yes, the lips also had to be re-weighted - I spent two days painting them this way and that, checking every frame, but in the end I got a result without any pinching or artifacts.
  22. Not sure, I don't test them as talking NPCs.
  23. Any chance of KOTOR 1 version?
  24. Guess i should have explained I assisted this to as way to view HD textures without having to go in game.
  25. Interesting, I've never seen or heard of this, do you know who published it? Can't find any author info.
  26. I don't know much about the execution of the KMRP mod. There's details on it's github page. Scaled Kotor was developed with a few goals in mind: 1) Scaling to any resolution while maintaining the menus aspect ratio and not stretching any UI assets. 2) compatibility with Kotor Patch Manger and it's rapidly growing patch ecosystem 3) HD UI assets that preserve the original aesthetic. This includes the expanded menu borders, icons, backgrounds, and hud. This a large project(much larger than I expected) that I am still updating. The current focus is new icons.
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