/* [K1] Creatures and Armors TXIs [Modder's Resource]
"TXI files, or TeXture Information files, are text files that control and
add special effects, shaders, animations, blending etc. for an associated
texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA."
- Czerka Corp. R&D Wiki
This is the compilation of TXI/text format that the game uses to store
*creatures and armors* texture information - such as shaders and animations
that control how they're rendered in-game. This resource main purpose is to
act as supplementary to modders' modified TGA files and/or alternatively
a fix to transparency problems that often occurs.
This only covers *creatures and armors* and not area textures. Some could
be missing from the pack though I'm sure they're pretty much everything
that is necessary. Drop comments or report to the mod's support page for
this pack to be updated or troubleshooting matters.
Installation: as a mod; all files have to be dropped to the Override
folder, and if necessary should be installed first before all the others.
//:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt
//:: dumps script - DarthParametric
//:: Compiled By: ebmar
//:: Hosted By: DeadlyStream
//:: Report & Feedbacks: Snigaroo/Sniggles
//:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty
By JCarter426This is a combined mod resource of my Cloaked Jedi Robes and the Supermodel Port which is required to use that.
Cloaked Jedi Robes
This is a mod resource of my Cloaked Jedi Robe port. These models are based on the PFBIM and PMBIM models from K2. I've made some texture map and skin weight fixes and rendered new textures to match the new mapping. I also upscaled the textures and added some cloth overlays.
I've included all the textures I made for the mod release as well as the Photoshop Document (PSD) I used to make them. The PSD has different layers for the overlays, masks, and each robe variant. Basic recreations of all the K2 textures for the new mapping are included, though I didn't fine-tune them as I did with my K1 textures.
With my model, the only difference between the male and female textures is in the hands. There are different male and female hand layers and they can be done as gloves or hands with the three player skin tones. Do note, however, that the actual texture mapping on the models is flipped, with the female robe a mirror of the male one. The original game models were set up that way, and I left it that way.
Anyone who wants to make new textures for this model or do anything else with it may do so and is strongly encouraged to.
You'll need to use the Supermodel Port (included alongside this) for the robes to animate properly in K1.
This is a mod resource of the supermodel port used in my Slave Bastila and Cloaked Jedi Robe mods. I've ported bones from the K2 supermodels and merged them with the K1 rig so models that rely on the extra bones from K2 will animate properly in K1.
You can include these supermodels in your mod if you have a model with a cape or skirt or some other part that needs the extra bones to not be a motionless mess.
By SnigarooThis file is a hex-editable KOTOR executable for use in widescreen patching. The file was originally produced by FairLight, and therefore DeadlyStream offers no technical support for the file or its use.
By JasonRyderSpaceAlex's Unfinished K1 Enhancement Pack
Modder's Resource for: KoTOR.
I DID NOT CREATE THIS. SpaceAlex did. It was intended to be both a cosmetic NPC upgrade, a loot upgrade that added new items for Knights of the Old Republic, and more. Sadly, it was never finished, but plenty of work was completed by the time the project was cancelled as these screenshots display. Since SpaceAlex's K1 Enhancement Pack was not hosted on the website, I decided to host it myself and provide an easy link to all the assets so someone can either finish it or use bits and pieces of it in their own mods. Personally, I would like the entire mod to be finished as SpaceAlex intended with the NPC Modification Pack Bonus Content, Party Member Reskins, Player Character Clothing and Head Reskins, and Miscellaneous items implemented as optional add-ons.
Also, there is a fix for invisible heads for some reason, here: https://deadlystream.com/files/file/417-spacealexs-k1ep-invisible-head-fix/ . Please download this too if you're using it as a mod or just using it for editing.
Lastly, do not use this with K1 Restoration because it will cause cosmetic glitches such as Outcast Children looking like Mandalorians.
NOTE: I just realized that I took out a few pieces of the file so it would work. I took out anything related to Darth Bandon and Calo Nord, as these additions cause game-breaking bugs.
-The Deadlystream Website Team for creating this website.
-SpaceAlex for creating all these assets
-All the great modders and users in this community
-Fred Tetra for his KOTOR Tool which makes this possible
-The original creator of TSL Patcher, which makes mod installation so much easier
-BioWare for creating the Odyssey Engine and this awesome game.
-milestails and Fallen Guardian for providing the files themselves: https://onedrive.live.com/?id=AF290B5E544EBB56!121&cid=AF290B5E544EBB56
By Dark_AnsemKOTOR *sbat files (battle finales) taken off XBOX version game due to original ones being in unreadable format. Thought they could be of use.
By Stoneythese are the mini maps I made fore the lost shadowlands and czerka office on korriban. these are for K1 feel free to use them as you wish.
NOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD!
This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder.
Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities.
The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation.
Here's another bit of scrap from my junk pile that someone may find a use for. A little while back I made some thigh-high boots for Bastila when Quanon was working on her Taris prisoner outfit. He didn't end up using them, so I tossed them into the abyss with my other rejects. The other day I was looking at the female Twi'lek body models for some reason, and I noticed that (the base version at least) has painted on thigh-high boots. On a whim, I imported my boot mesh and noted that, height-wise, they lined up almost perfectly. Even more interestingly, my UVs were very close in layout to the Twi'lek's legs, so much so that is was fairly trivial to rejig them to fit the existing textures. In practice I'm not sure how much purpose this serves, as from a distance it's basically impossible to tell the difference between painted on boots and my physically modelled boots, at least using vanilla textures, but I figured someone might find some use for it.
Because the vanilla female Twi'lek model has existing animations (dancing), I have provided a hex edited copy of the original which is now used as the supermodel. That way the booted variant is a simple Override drop-in with no 2DA editing required. I have also provided some additional versions suitable for use as player bodies that use the regular S_Female03 supermodel, as well as being scaled to large, medium, and small.
I've supplied modified versions for those variation textures that don't have boot textures. There is also an optional variant of the base green variation which has black boots instead of red. The intent of course, given how terrible the vanilla textures are, is that someone will release a proper high quality retextured version, but the NPC portion is useable out of the box if people so desire.
This is something I fished out of my junk pile that I thought someone may find a use for. It is Mission's head model that has had the UVs adjusted to fit her face and lekku onto a single texture (because I am lazy, just her face and body texture side-by-side). This allows for DS transitions, which is not possible with the vanilla Mission head because it uses two different textures.
The model is supplied with placeholder textures (colour shifted to test DS transitions), temp portraits, and a full TSLPatcher setup. All it needs is some new textures/portraits and it is ready to go.
The revised version includes an optional head mesh with the lekku UVs scaled to make better use of the available UV space, including revised placeholder texture. UV templates are now included for both versions.
By djh269Jolee's Hut - Modders resource 1.3
Release Date: 23.02.2017
Simply click on the TSLPatcher.exe and click install and sit back and watch the TSLpatcher do its magic
- djnugent requested a Jolee's Hut mod so I made a simple little house that you can enter for our old moody friend.
- I've also added an extra Zoological Compound and a separate mod with extra plants, these can be installed separately.
this mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Shouldn't be incompatible with anything but if there is just PM me on Deadlystream
- As this is a modders resource full usage of this mod is allowed, in fact it's encouraged.
- The only thing you can't use is the info.rtf or the tslpatcher.
djnugent for the request.
Kainzorous Prime for allowing me to use the TSLPatcher frame from his TSL NPC Overhaul mod (Without him this mod wouldn't be possible).
N-DReW25 for his assistance and usage of his info.rtf file.
Fairstrides for his unquestionable patience whilst helping me out in the past.
bead-v for his module editting assistance.
Kexikus for his tslpatcher advice in making my mod more compatible.
Bioware for such an amazing game.
Fred Tetra for Kotor Tool and everyone who downloads the mod.
Holowan labs for the endless pit of information for Kotor modding.
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE
By SithspecterA KNIGHTS OF THE OLD REPUBLIC RESOURCE
High Quality Blasters for Modders
These are all the source files necessary for you to create your own iterations of my High Quality Blasters.
If you wish to create a mod that adds on to my High Quality Blasters mod with a new item utilizing these resources, you are free to do so as long as you provide the appropriate credit AND please message me with a screenshot. You don’t need to wait for me to respond, just drop me a PM so that I’m aware.
DO NOT UPLOAD UN-MODIFIED SOURCE FILES FROM THIS RESOURCE WITHOUT EXPRESS PERMISSION FROM MYSELF. THIS RESOURCE IS INTENDED TO ALLOW MODDERS TO CREATE THEIR OWN RETEXTURES AND REMODELS OF THE WEAPONS.
Included are the original ASCII model files and the PSD source texture files. It should be all you need to create your own retextures/remodels of the blasters in the mod.
To achieve final texture results similar to my mod, complete these steps once you are done with your texture:
1. Merge all the visible layers into one layer.
2. Select all and copy.
3. Paste into the Alpha Channel
4. Invert the image in the Alpha Channel
5. Play with the Brightness/Contrast until you achieve predominantly white, with bits of black where you want the texture to be shiny.
6. Size the image to 512 by 512 for rifles, and 256 by 256 for pistols.
7. Sharpen the image 2-3 times.
8. Sharpen the Alpha Channel 2-3 times.
Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it.
The Assassin Droid and the War Droid carry repeating blasters. I attempted to retrofit the high quality blaster to those models, but was unable to due to tool limitations. The texture is still applied to the old models, albeit incorrectly. It still looks better, though slightly odd. You will have to live with it.
The new textures are also applied incorrectly to the weapons you can see on the tables in Kebla Yurt's store. They might look a bit funky, but you will have to live with it.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
By newbiemodderI give you the Power Droid!! Also commonly referred to has the Gonk/GNK droid. The model itself was part of the damaged Ebon Hawk module at the beginning of KOTOR2:TSL. I ripped the droid model from the room model. I gave him limited animations which I borrowed from the protocol droid model. The power droid can walk and stand/pause/at rest. After all, it is only a power droid. He looks good. An essential NPC for any new area!!!
Open the .zip file and follow the Readme instructions.
File contains the necessary .mdl/.mdx files, .2da entry, .utc file, .dlg and voice files.
I hope you find him useful.