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About This File

 

This mod changes the hologram-overlay texture used by TSL [mostly] for the holo-logs. It is mainly inspired by combination of movie-style and SWTOR's.

 

Preview

Blue - Movie-style [STATIC]

Spoiler
  • Description
    • This version uses a static-texture sized at x512.
    • It has an alpha-channel used for scanline effects, which diffuse used mainly for diffuse-color.

Blue - Movie-style [ANIMATED]

Spoiler
  • Description
    • This version uses an animated-texture sized at x256/frame
    • It consisted of 25 frames to a 5x5 layout sized at x1280
    • It is set to cycle procedurally in-game at 12.5 FPS
    • It has an alpha-channel used for animated-scanline effects, which diffuse used mainly for diffuse-color.
  • Disclaimer

 

Requirement

 

Compatibility

Compatible with any mods and builds -- long as not affecting `holotex`. It is advised for user to remove any instance of TGA, DDS, or TXI format of the said file in their `override` folder before install.

 

Installation

Install `holotex.TPC` to the `override` folder. Overwrite when prompted.

 

Uninstallation

Remove `holotex.TPC` from the `override` folder.

 

Known Issues
N/A

 

Final Remarks
There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do!

 

Redistribution
Do not redistribute this mod or re-release it on any websites. I'd love providing direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use the assets to a project you will be releasing, please be kindly to ask for permission first -- that way I know what's up.

 

Credits

  • The Almighty Force.
  • BioWare, Obsidian Entertainment, and LucasArts for "The Old Republic" video-game franchise.
  • DarthParametric for past-present knowledge, and all his creation that I learn from.
  • JCarter426 and Inyri Forge for all their work that I look up to. I learned a lot from their mods and been approaching a lot using their method.
  • Fred Tetra for KotOR Tool.
  • ndix UR for tga2tpc and tpcview.
  • Cortisol for Holocron Toolset.
  • All the Tool Makers wasn't mentioned -- can't make it without y'all! :respect:
  • All streamers of DeadlyStream.
  • All modders either active or inactive.
  • DeadlyStream for being a home -- a place to hang-out, to discuss and hosting my work, and all their staffs for tirelessly improving-maintaining the site.
  • DeadlyStream's #modding [Discord's] channel.

-eb


What's New in Version 1.0.1

Released

  • Includes the animated version:
    • Each frame sized at x256
    • Consisted of 25 frames to a 5x5 layout sized at x1280
    • Set to cycle procedurally in-game at 12.5 FPS
    • Has an alpha-channel that used for animated-scanline effects, which diffuse used mainly for diffuse-color
  • Like 4



User Feedback

Recommended Comments

I'm so glad we never have to see those horrifying x-ray faces and visible eyeballs ever again! 

This implementation is so well designed that it looks like it could have shipped with the game and the additional scanlines were a nice touch to make it stand out more.

 

Out of morbid curiosity though, is there any way to add color to the holograms in a similar visual style to Kotor 1?

I'm a huge fan of the Prequel era holos, but the way Bioware decided to do something different made the game feel more like it took place at a much earlier time and helped the game feel more unique at least in my opinion. If it's outside of your interests or scope, I can understand, but I figured I'd ask.

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33 minutes ago, Malkior said:

I'm so glad we never have to see those horrifying x-ray faces and visible eyeballs ever again

Yeah, and--as you may well aware of too--in that case it should be directed to @DarthParametric especially for his `Fixed Hologram Models and Admiralty Redux for TSLRCM` mod. It fixes that part of the game, and without it most likely all attempt trying to retexture the [holo] overlays will end up unpleasantly.

To be fair I played TSL only recently enough so I wasn't aboard the "x-ray faces and visible-eyeballs issues"-ship like it was couple years ago. But yeah, looking from playthrough footage on the net it looks pretty horrible.

45 minutes ago, Malkior said:

This implementation is so well designed that it looks like it could have shipped with the game and the additional scanlines were a nice touch to make it stand out more.

Thanks, glad that you see it that way. Actually the scanlines were also there in the vanilla, it's just they're different in several ways.

59 minutes ago, Malkior said:

...is there any way to add color to the holograms in a similar visual style to Kotor 1?

Oh, you mean the greenish-K1-style like this?

-- if yes then I actually planned to include it with the initial release, but hold-up until I find it necessary. Think I'll ship it with the next-update, since I currently working on the animated-version of the overlays as well, which pretty much goes like this:

 

1 hour ago, Malkior said:

...the way Bioware decided to do something different made the game feel more like it took place at a much earlier time and helped the game feel more unique at least in my opinion. If it's outside of your interests or scope...

Yeah, I agree with you on that, and actually is in my interests regarding their version also.

  • Like 1

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On 3/5/2023 at 2:54 AM, ebmar said:

Yeah, and--as you may well aware of too--in that case it should be directed to @DarthParametric especially for his `Fixed Hologram Models and Admiralty Redux for TSLRCM` mod. It fixes that part of the game, and without it most likely all attempt trying to retexture the [holo] overlays will end up unpleasantly.

To be fair I played TSL only recently enough so I wasn't aboard the "x-ray faces and visible-eyeballs issues"-ship like it was couple years ago. But yeah, looking from playthrough footage on the net it looks pretty horrible.

 

That's actually a very good point. Darth Parametric definitely has been instrumental in many other modding endeavors as well. It's amazing how much we've been able to accomplish thanks to his work and knowledge of the game's inner workings.

 

The visible eyeball issue has been present in the game since it launched, and until the Fixed Holograms mod, it was just something I'd gotten used to as part of The Sith Lords gameplay. Those were dark times..

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