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



Two questions:

 

1) What is the name of the orange nebula texture you use? I like everything in the mod package except that one - as I like the subtlety of the original.

 

2) You use Trench's Peragus texture. If I also wish to use that, in what order should I both mods?

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Two questions:

 

1) What is the name of the orange nebula texture you use? I like everything in the mod package except that one - as I like the subtlety of the original.

 

2) You use Trench's Peragus texture. If I also wish to use that, in what order should I both mods?

 

1) EBO_neb.tga

 

2) Doesn't matter since my mod does not replace the Peragus backdrop texture. So you can install them in any order you want.

 

Is the canonical planet placement included in the optional section?

 

No, that's bead-v's TSL Galaxy Map Fix (I was too lazy to remove it for the screenshots^^)

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So, how were you able to get the Admiralty Mod working with TSLRCM? I ran into a bug, and I didn't know how to fix it. In fact, maybe TSLRCM should just incorporate the Admiralty mod altogether so we don't need to download it separately. I mean, which Admiral wears red Echani armor? Carth Onasi?

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This mod really shows how horrid the vanilla textures are! Comparing your backgrounds to the characters and environments really show a sharp contrast between quality! Nice work! I just hope someday the rest of the game can look as good!

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The textures look beautiful! Very high quality, as usual! I think I speak for the whole community when I say; thank you, Kexikus, for another awesome mod! 

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dude, Kexikus i meant .... lol     what did u do within the 003atton dlg??

 

cos i already have that dlg in my Override. And how about 222TEL15 models mdl/mdx?? i also have a 222TEL15 mdx but a 758 kb one in comparison to your 148 kb model.

 

cheers. Just checked the files and i "know" this is gonna be an awesome improvement to my install  ;)

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dude, Kexikus i meant .... lol     what did u do within the 003atton dlg??

 

cos i already have that dlg in my Override. And how about 222TEL15 models mdl/mdx?? i also have a 222TEL15 mdx but a 758 kb one in comparison to your 148 kb model.

 

cheers. Just checked the files and i "know" this is gonna be an awesome improvement to my install   ;)

 

For 003atton.dlg: I had to add a script there to activate the animation of the asteroids flying by the ship during the escape from Peragus. If you want to make whatever mod installed 003atton.dlg and mine, just open yours from the Override, find the dialog branch for the escape from Peragus and add "bd_spawn_per" as the script fired on the first dialog node and "bd_reset" as the script fired on the last dialog node.

 

For 222TEL15: As stated in the description, this file is from TSLRCM. The reason why mine is smaller is due to the fact that I did not add 3d Sith starships but 2d backdrops since they are way too small for the 3d model to have any benefit.

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For 003atton.dlg: I had to add a script there to activate the animation of the asteroids flying by the ship during the escape from Peragus. If you want to make whatever mod installed 003atton.dlg and mine, just open yours from the Override, find the dialog branch for the escape from Peragus and add "bd_spawn_per" as the script fired on the first dialog node and "bd_reset" as the script fired on the last dialog node.

 

For 222TEL15: As stated in the description, this file is from TSLRCM. The reason why mine is smaller is due to the fact that I did not add 3d Sith starships but 2d backdrops since they are way too small for the 3d model to have any benefit.

 

perfect! thanks alot. All i needed to know, for compatibility ...   ;)

 

just saw something on old saves like the Telos retexture seen from the Ravager bridge, im-pre-ssive indeed my my goodness     lol

 

keep up the impressive work  ;)

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Guest Ezyrlybe

Posted

You turned that Ravager bridge into a real duel of the fates. Awesome job.

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good to hear that !! (black square fix)

 

however, filenames to be replaced to fix the black square around Peragus bug ??   keep it up

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good to hear that !! (black square fix)

 

however, filenames to be replaced to fix the black square around Peragus bug ??   keep it up

 

151HARs.mdl and 151HARs.mdx. Also keep in mind that if you updated from 1.0 to any other version at some point, you'll want to delete 851nih.are und 852nih.are as those are no longer in the mod.

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151HARs.mdl and 151HARs.mdx. Also keep in mind that if you updated from 1.0 to any other version at some point, you'll want to delete 851nih.are und 852nih.are as those are no longer in the mod.

 

thank u. i was wrong actually ready to replace textures instead ....

i have the 1.3 or 1.2 version i believe. Loved the Telos and Goto's View needless to say !!!

very impressive and "realistic" work. thanks again.

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Little Question:

Are the Ships in the Cutscene, where Carth Onasi is seen on the Sojourn Bridge Pictures or actual Models?

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Little Question:

Are the Ships in the Cutscene, where Carth Onasi is seen on the Sojourn Bridge Pictures or actual Models?

 

The Republic ships are actual models, the Sith ships are textures as they're so far away that it makes no difference.

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:clap::clap::unworthy:

The aspect in hyperspace needs some adjustment. It shows a like-blue-cloud effect inside the cockpit.

Anyway is one of the bests MODs I've seen in its category.

BRAVO!!

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On 7/26/2017 at 5:11 AM, Kexikus said:

151HARs.mdl and 151HARs.mdx. Also keep in mind that if you updated from 1.0 to any other version at some point, you'll want to delete 851nih.are und 852nih.are as those are no longer in the mod.

I'm trying my hardest to get the black square to go away but I can't figure out how. /: Love the mod tho. Any help is appreciated! Do 851nih and 852nih effect the black square around peragus? Idk why it's there because I have the most recent version of the mod. I also have KOTOR 2 UNLIMITED WORLD TEXTURE MOD so maybe that's where 851nih and 852nih come in?

 

I do have trenchs mod & all the mods you recommend in the description installed btw. Idk what the problem is. I've looked through the forums and see that version 1.4 fixed this problem and I have had a previous version of the game where it worked (no black box) but I've been trying to fix this for a couple hours now with no luck.

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2 hours ago, Cytaris said:

I'm trying my hardest to get the black square to go away but I can't figure out how. /: Love the mod tho. Any help is appreciated! Do 851nih and 852nih effect the black square around peragus? Idk why it's there because I have the most recent version of the mod. I also have KOTOR 2 UNLIMITED WORLD TEXTURE MOD so maybe that's where 851nih and 852nih come in?

 

I do have trenchs mod & all the mods you recommend in the description installed btw. Idk what the problem is. I've looked through the forums and see that version 1.4 fixed this problem and I have had a previous version of the game where it worked (no black box) but I've been trying to fix this for a couple hours now with no luck.

851nih and 852nih are not related to that, no.

Try redownloading the mod and reinstalling it and make sure that you replace all files when asked to do so. I sadly can't remember what caused the black square but it really should go away if the latest version is properly installed. If that doesn't work you can always delete all files starting with 151har from your Override. That will revert all changes I made to the harbinger level but that might be preferrable to the black square.

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53 minutes ago, Kexikus said:

851nih and 852nih are not related to that, no.

Try redownloading the mod and reinstalling it and make sure that you replace all files when asked to do so. I sadly can't remember what caused the black square but it really should go away if the latest version is properly installed. If that doesn't work you can always delete all files starting with 151har from your Override. That will revert all changes I made to the harbinger level but that might be preferrable to the black square.

Thank you for the info I will try both!

Tried both, didn't work, but I should clarify my problem is on the tutorial not the harbinger so I suppose I need to know what files edit that backdrop when you get a chance.

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There's a lot of good work done here, these look awesome overall!

But I'm sorry to say that from looking at the screenshots... the Telos backdrop where the Ravager is seen from a distance while you're on Citadel Station has problems. :( The Ravager isn't as damaged as it's supposed to be, and the damage it has doesn't match up to its appearance in the pre-rendered cutscenes (for example, where there should be a huge gash on the port side just aft of midship with exposed frame ribs visible... the Ravager in the new backdrop just has some comparatively minor chunks out of the outer hull). That seems an odd oversight given the goal of improving continuity.

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2 hours ago, ZeldaTheSwordsman said:

There's a lot of good work done here, these look awesome overall!

But I'm sorry to say that from looking at the screenshots... the Telos backdrop where the Ravager is seen from a distance while you're on Citadel Station has problems. :( The Ravager isn't as damaged as it's supposed to be, and the damage it has doesn't match up to its appearance in the pre-rendered cutscenes (for example, where there should be a huge gash on the port side just aft of midship with exposed frame ribs visible... the Ravager in the new backdrop just has some comparatively minor chunks out of the outer hull). That seems an odd oversight given the goal of improving continuity.

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. 

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