JC's Lightsaber Visual Effects for K1 1.2

   (4 reviews)

11 Screenshots

About This File

Summary

This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people.

I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original.

I've also included some alternate texture options:

Brighter Green
The Brighter Green alternate texture is more in line with Luke's lightsaber as it is depicted in Return of the Jedi.

Darker Blue
The Darker Blue alternate texture is more in line with the original game color and blue lightsabers as they are depicted in Revenge of the Sith.

Heart & Mantle
There are two for the Heart of the Guardian and Mantle ofthe Force colors. The default is my approximation of the original game textures, while the alternate option has them changed to look more like standard lightsaber blades since I had to do them anyway for the K2 version. Heart becomes orange and Mantle becomes cyan, if you choose this option.

 

Installation

  1. Extract files from the downloaded archive.
  2. Copy the files from Override to your own Override folder (if you don't have one, make one).
  3. Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files.

 

Uninstallation

  1. Remove the installed files.

 

Compatibility

This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades.

This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods.

 

Credits

KOTOR Tool – Fred Tetra
Saber – Andrew Kramer & VideoCopilot.net
tga2tpc – ndix UR

 

Permissions

I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.

If you would like to include any part of this mod in anything, then please contact me for permission.

 

Disclaimers

IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...

 

Donations

If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

 

 


What's New in Version 1.2   See changelog

Released

  • Added alternate texture options for green and blue.
  • Converted all textures from TGA/TXI to superior TPC format.

 

  • Like 3
  • Thanks 2



User Feedback

Recommended Comments

Difference between this mod and default seems to be small on the screens, but in fact, it looks perfect in game, that's my observation. Thank you for this mod.

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Hey JC, great work on this mod!! When you have time, I was wondering if you could detail just how you replaced the vanilla textures just in case I wanted to make my own. CHeers!!

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1 hour ago, mackmitchell94 said:

Hey JC, great work on this mod!! When you have time, I was wondering if you could detail just how you replaced the vanilla textures just in case I wanted to make my own. CHeers!!

I used a free plug-in for After Effects called Saber. (The plug-in is free; After Effects costs many dollars.) It was made by visual effects artists who worked on the Star Wars films.

Spoiler

w3yBTbH.png

It has a few shape options, like a line for rotoscoping, but it can also be applied to any layer mask. I used that feature to draw over the shape of the original game texture.

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34 minutes ago, JCarter426 said:

I used a free plug-in for After Effects called Saber. (The plug-in is free; After Effects costs many dollars.) It was made by visual effects artists who worked on the Star Wars films.

  Reveal hidden contents

w3yBTbH.png

It has a few shape options, like a line for rotoscoping, but it can also be applied to any layer mask. I used that feature to draw over the shape of the original game texture.

Yes, I've downloaded After effects, and saber. How would you export the textures from After effects into Kotor? Thanks for your help man, I'm quite new to modding.

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The easiest way is Composition --> Save Frame As --> File, and in the Render Queue click Photoshop and change that to Targa Sequence. That should export a TGA file in the correct game format.

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On 1/25/2020 at 4:53 PM, JCarter426 said:

The easiest way is Composition --> Save Frame As --> File, and in the Render Queue click Photoshop and change that to Targa Sequence. That should export a TGA file in the correct game format.

thank you so much man!!

So after I change to a TGA file, do I just export it to the override folder for the game?

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On 1/26/2020 at 6:46 PM, mackmitchell94 said:

So after I change to a TGA file, do I just export it to the override folder for the game?

Basically, yeah. You should also duplicate the TXI data, but you might not have to.

On 1/26/2020 at 6:46 PM, mackmitchell94 said:

So after I change to a TGA file, do I just export it to the override folder for the game?

I was too lazy to take screenshots and then I forgot to do it the next day and that was a week ago.

But yes.

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Have you considered doing compatibility patches for some of the more popular additional saber colors mods? I'm mostly talking about crixler's, but that's more out of a distate for the non-optional flickering blades 

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Animated textures aren't viable because the game has a resolution limit of 4096x4096 and that reduces the potential number of animation frames. Any other solution would require an edit to the model, and may be feasible, but it won't be something I can manage for quite a while due to my lack of modeling skills at present.

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