TSL Backdrop Improvements 1.4

   (20 reviews)

31 Screenshots

About This File

This mod aims to improve the space scenes in Knights of the Old Republic II: The Sith Lords. This is done both to improve the visual quality as well as the continuity between cutscenes and playable areas.
The changes made to achieve this are thus also twofold: First there are new high resolution textures provided for almost all space backdrops and then there are model changes to create more extensive edits. For a full list of what has been changed, see below (contains spoilers).
Additionally there is an optional part of the mod that brings the galaxy map appearance of some planets in line with the new backdrops. See below for installation instructions.

 

There are some mods by other authors that already do an amazing job at improving certain backdrops, so I did not see the need to imitate their work. Instead, I highly recommend you install those mods as well. I will list them below.

 

COMPABILITY

 

This mod is not compatible with other mods that edit the same textures or models.
Notable exceptions are TSLRCM and M4-78 EP:
- This mod overrides 222TEL15.mdl and 222TEL15.mdx provided by TSLRCM. This will replace some VISUAL ONLY! changes by TSLRCM with my version. Check the screenshots to see which one you prefer.
- Also, this mod will override 003EBOq.mdl and 003EBOq.mdx from M4-78EP. In this case my mod includes the changes done by M4-78 EP, so you can safely override those files (make a backup though).

 

INSTALLATION

 

If you have TSLRCM and/or M4-78 EP installed, go to your Override folder and make backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx just in case.
Then copy all files from the "To Override" folder into your Override folder.

 

If you want to install the galaxy map changes as well, also copy the files from the "Optional Galaxy Map Changes" folder to your Override folder.

 

And finally I highly recommend you install the other backdrop improvement mods listed below.

 

UNINSTALLATION

 

Delete this mod's files from your Override folder and restore the backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx (if you have TSLRCM and/or M4-78 EP installed).

 

RECOMMENDED MODS

 

- Improved Peragus Asteroid Fields by Vasilii Zaytsev
- Replacement Peragus II Artwork by Trench
- Telos Citadel Station Skybox by Quanon
- Alternatively you can use the TEL_Bdrp.tga and TEL_Bdrp.txi from TSL Remastered by sELFiNDUCEDcOMA

 

KNOWN BUGS

 

- The asteroids during the Peragus escape sequence appear out of nowhere. This is either due to my limited knowledge or due to limitations in our tools but I haven't been able to fix it yet. Should that bother you, remove 003EBOs.mdl and 003EBOs.mdx from your Override folder. Note however that you will also loose the Dxun backdrop for the Arrival at Dxun scene.

 

LIST OF CHANGES (SPOILERS!!!)

 

 

 


General:
- High resolution textures for all star backgrounds

 

Prologue:
- High resolution texture for Peragus nebula

 

Peragus:
- Added moving asteroids visible from Administration Level
- Peragus nebula is now visible from Administration Level and Exterior
- Added additional asteroids to Exterior
- Added second nebula to Exterior

 

Harbinger:
- Added Peragus with Nebula, moving asteroids and second nebula visible from Command Deck

 

Ebon Hawk:
- Added moving asteroids for Peragus escape sequence
- Improved and animated hyperspace tunnel
- Dxun and part of the blockade is visible during the first arrival at Dxun

 

Nar Shaddaa Goto's Yacht:
- High resolution texture for Nar Shaddaa backdrop
- Yacht exterior is now visible from the inside

 

Dxun:
- High resolution texture for Dxun and Onderon's second moon during the space battle
- High resolution ship backdrops for space battle
- High resolution Dxun and Onderon backdrop for Tobin scene

 

Telos Citadel Station:
- High resolution planet surface
- High resolution Ravager and Sith Fighters for final battle
- High resolution and properly placed Telos for Carth's arrival cutscene
- Full Sith fleet and part of the Republic fleet visible in Carth's arrival scene

 

Ravager:
- High resolution and properly placed Telos
- Both Sith and Republic fleet are now visible from the Ravager
- Removed nebula
- Sith fighters flying around Telos are no longer rectangles but actual Sith fighters
- Added additional lasers
- Ravager exterior is visible from the bridge
- Removed distance fog (although this is only due to limitations of my knowledge and will hopefully be reverted at some point)

 

 

CREDITS

 

This mod was created by Kexikus.
With contributions by:
- Jeroenimo (http://www.moddb.com/members/jeroenimo😞 Several ship models used for backdrop textures
- Kreia: Interdictor class (Leviathan) ship models
- Malkior: Additional damage detail on Ravager backdrop
The starfields were created using spacescape.
The nebula photos are taken from NASA and hubblesite.org
The planet backdrops were created with the help of the following tutorials:
- http://the-prototype92.deviantart.com/art/Realistic-Earthly-Planet-Texture-Tutorial-V3-414190291?q=gallery%3Aphotoshop-tutorials%2F3518842&qo=3
- http://rodrigogua.deviantart.com/art/City-Lights-Tutorial-9161677
- Make a Planet by Greg Martin (link no longer available)
Using cloudmaps from: http://www.shadedrelief.com/natural3/pages/clouds.html
A big thank you to Sithspecter, Quanon and Fair Strides who helped me to get into world of 3d modelling for KotOR and also thank you everyone who answered my never ending questions^^

 

THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.


What's New in Version 1.4   See changelog

Released

  • 1.0 Initial Release
  • 1.1 Reenabled fog on the Ravager
  • 1.2 Fixed missing fire on Ravager (thanks to bead-v and DarthParametric)
  • 1.3 Fixed some more Ravager bugs (thanks to bead-v and DarthParametric)
  • 1.4 Fixed black square around Peragus seen from the Harbinger (thanks to bead-v and DarthParametric)
  • Like 2
  • Thanks 2
  • Light Side Points 2



User Feedback

Recommended Comments



1 hour ago, Malkior said:

It does have exposed ribs, I just tried to keep it consistent with the original color scheme of the game so as to not stray too far from the Vanilla look. I didn't use the pre-rendered video where the Republic attacks the Ravager (Which in hindsight would probably have been a better choice), but there is a lot of detail that I painstakingly added including ribs, bits of framework torn apart from previous battles, and plenty of deep gashes with carbon scoring. 

b218ace9b6ab811677ef14a45c4bb311-compari

You certainly have added a lot of detail and no mistake, and it's very well-made. But it unfortunately has continuity issues compared to the pre-rendered footage of the Ravager seen when Darth Nihilus is introduced and when it attacks Telos. The most notable is that it doesn't seem to have the REEEALLY huge gash just aft midships with completely exposed rib members, which can be plainly seen on both the vanilla backdrop and the cutscene model:

latest?cb=20070410023604&format=original

 

 

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21 minutes ago, ZeldaTheSwordsman said:

b218ace9b6ab811677ef14a45c4bb311-compari

You certainly have added a lot of detail and no mistake, and it's very well-made. But it unfortunately has continuity issues compared to the pre-rendered footage of the Ravager seen when Darth Nihilus is introduced and when it attacks Telos. The most notable is that it doesn't seem to have the REEEALLY huge gash just aft midships with completely exposed rib members, which can be plainly seen on both the vanilla backdrop and the cutscene model:

latest?cb=20070410023604&format=original

 

 

I'll talk to Kex about it, but you do realize this mod was uploaded five years ago, right?

Best case scenario, I can find my old texture file and Kexikus is cool with adding a small "update" with a new texture where I strictly adhere it to the video. Alternatively, I take the lower Res texture from the download and manually change it.

Option A will take some time due to the fact that I have since changed computers and it's probably buried in my old Hard Drive.

Option B might be lower overall quality, but it will at least be consistent. Asking Kex to change it might take some time anyway though.

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49 minutes ago, Malkior said:

I'll talk to Kex about it, but you do realize this mod was uploaded five years ago, right?

Best case scenario, I can find my old texture file and Kexikus is cool with adding a small "update" with a new texture where I strictly adhere it to the video. Alternatively, I take the lower Res texture from the download and manually change it.

Option A will take some time due to the fact that I have since changed computers and it's probably buried in my old Hard Drive.

Option B might be lower overall quality, but it will at least be consistent. Asking Kex to change it might take some time anyway though.

Fair enough.

I just felt it was a jarring enough discontinuity to be worth pointing out. I still downloaded the pack since the others are lovely and the pack isn't all-or-nothing

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2 hours ago, ZeldaTheSwordsman said:

Fair enough.

I just felt it was a jarring enough discontinuity to be worth pointing out. I still downloaded the pack since the others are lovely and the pack isn't all-or-nothing

It's understandable as I too have a fair amount of focus on keeping things consistent. Unfortunately, even though I agree with your observations, I can't change things as quickly as I'd like since things I worked on back then are long gone or just in storage somewhere..

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23 hours ago, ZeldaTheSwordsman said:

Fair enough.

I just felt it was a jarring enough discontinuity to be worth pointing out. I still downloaded the pack since the others are lovely and the pack isn't all-or-nothing

Thanks for the feedback. This is actually something that was bothering me even back when I made this mod. IIRC Malkior and I talked about it and the result is the best we or actually Malkior could come up with, which while not fully consistent with the cutscenes still looks very good I have to say!

On 6/28/2021 at 6:55 AM, Malkior said:

I'll talk to Kex about it, but you do realize this mod was uploaded five years ago, right?

Best case scenario, I can find my old texture file and Kexikus is cool with adding a small "update" with a new texture where I strictly adhere it to the video. Alternatively, I take the lower Res texture from the download and manually change it.

Option A will take some time due to the fact that I have since changed computers and it's probably buried in my old Hard Drive.

Option B might be lower overall quality, but it will at least be consistent. Asking Kex to change it might take some time anyway though.

Well, if you end up finding your old files and want to make a new version for option A, just let me know and I'll release a small update. For option B it really depends on the quality that can be achieved, not only resolution wise but also in the perspective. The standard Ravager screenshot that ZeldaTheSwordsman posted has a wrong camera perspective and completely wrong lighting so I don't think that one could be used here. But maybe there are other options.

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22 minutes ago, Kexikus said:

Thanks for the feedback. This is actually something that was bothering me even back when I made this mod. IIRC Malkior and I talked about it and the result is the best we or actually Malkior could come up with, which while not fully consistent with the cutscenes still looks very good I have to say!

You're welcome, and it certainly does look good.

You or someone might want to check the thread for the mod. I, uh, ran into a bit of an issue after installing (everything in the main part but TEL_Rav.tga and HAR_Stars.tga, the latter because it conflicted with Jorak Uln's TSL Origins Harbinger Overhaul). Pics reposted here

ZTS_K2_00038_backdroperror.jpg

ZTS_K2_00039_backdroperror.jpg

ZTS_K2_00040_backdroperror.jpg

ZTS_K2_00041_backdroperror.jpg

ZTS_K2_00043_backdroperror.jpg

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I've noticed there's an issue with "leh_hyper01.txi," it reads 0 bytes in the folder. Is this a bug in the upload? It doesn't create the hyperspace loop in the Ebon Hawk cockpit; it's just static.

EDIT: Nvm, it's just another one of the many bugs in this game.

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i came across a bug? or a texture problem with the hyperspace loop in the ebon hawk

it kind of, for a lack of a better term ig it "pulses" with lines emerging in the center and the surrounding turns black whenever it pulses.

im using tsl mobile if that makes any difference 

GIF-220609_105354.gif

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On 6/9/2022 at 5:44 AM, s123 said:

i came across a bug? or a texture problem with the hyperspace loop in the ebon hawk

it kind of, for a lack of a better term ig it "pulses" with lines emerging in the center and the surrounding turns black whenever it pulses.

im using tsl mobile if that makes any difference

I honestly have no idea what is going on there. I would assume that it is some kind of rendering bug caused either by the mobile port in general or the weaker hardware of a phone compared to a computer. No idea how to fix it though, sorry.

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On 6/12/2022 at 4:49 PM, Kexikus said:

I honestly have no idea what is going on there. I would assume that it is some kind of rendering bug caused either by the mobile port in general or the weaker hardware of a phone compared to a computer. No idea how to fix it though, sorry.

nah its alright, atleast thats the only thing that seems bugged but atleast the backdrops look beautiful 

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25 minutes ago, nonchetos said:

unfortunly the mod is not compatible (or at least fully compatible) with Replacement Peragus II Artwork by Trench here's a screen shot with tsl backdrop + artwork: https://imgur.com/a/zmxZefv and another with only the artwork: https://imgur.com/a/e4OKxNY

What makes you say it isn't compatible? Yes, Peragus is in a different position and has a nebula behind it (as intended) but Trenchs replacement texture still works exactly as intended (and is actually recommended to be used in the mod description).

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