It's a UV problem. If you want to change it you'll have to adjust them so they are properly symmetrical.
As to PFHC04, I was only looking at the teeth meshes earlier, but I see now that the tongue mesh does protrude through the lower teeth mesh. That would need a mesh adjustment to pull it back a bit.
Edit: Here, try these out.
The PFHB03 one is an easy fix. For some reason the head link flag wasn't enabled.
K1_PFHB03_UV_Fix_v1.1.7z
The problems with PFHC04 are shading errors. Since the original vertex normals get destroyed when decompiled into an ASCII, you have to do a lot of screwing around trying to recreate them. Damn your eyes @bead-v. I'll have to play around with that tomorrow when I get a chance.
HD PC Portraits
for Knights of the Old Republic
v1.0 - 20190909 by ndix UR (DeadlyStream user)
This modification adds high resolution (1K) portrait images for player characters (PCs). All 30 male and female vanilla player characters are provided, with all 5 light-dark variants, for a total of 150 new portraits. The 1K portraits have 256x the resolution of the 64x64 originals. The portraits are rendered to match the poses, colors, facial expressions, and lighting of the original images as closely as possible given the following constraints:
Only vanilla textures (and my own additional maps based on same) are used
A couple face textures had the eye in the wrong place and had to be fixed
I reduced the number of background gradients to a set of 4 standards. The originals are all over the place in terms of the gradients and I didn't have time to replicate every one. An effort was made to match each individual set of portraits to its appropriate set of background gradients.
While the textures are mostly crap, most of the work was in material setup using a modern rendering engine, so even the vanilla textures still wind up looking much better than they have any right to. This is because of real lights, shading, and materials, of which the original diffuse textures are only a part. I didn't really redo geometry, beyond appropriate use of subdivision surface modifiers.
See the included images in preview/ for an idea of how the portraits look.
INSTALL / UNINSTALL
To install, copy the files from the package Override/ folder to the Override/ folder for your KOTOR game installation.
To uninstall, remove the TPC files for this package from your KOTOR game Override/ folder.
LEGAL
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
The content of this mod is free for use and reuse, with no implied warranty, you can redistribute it, in original or modified form. If you do, a credit of some kind is nice but not required.
You are a true magician, optometrist and dentist! It seems to me that she herself is pleased with her operated eyes and inserted teeth. It has become much better. Only hair is darker displayed and a piece above the eye. Forgive me my meticulousness.
In the second model, too, everything became much better with the eyes. Well, there’s such a thing ...
I think the most important part of the mod is to fix this right:
So, - at least in my mind- you definitely should go for 3d - on the long run it would be the best choice, since it not only fixes this bug, but makes other things possible like darker (black) cores like in SWTOR etc.
Looking at some of the anims, there is maybe a bit more lip repositioning in the SS/Single Saber animations compared to the 2HS/Two Handed Saber anims. You could delete all the relevant keys on those SS anims, or maybe copy the positions/rotations from the equivalent 2HS anims. That would kind of be a pain to do manually though. Maybe you can hassle @JCarter426 about writing a program to automate it.
Try to set "m_bIsBackgroundGeometry" to 1 in this nodes: trimesh Top, trimesh Side04, trimesh Side02, trimesh Side01, trimesh Side03. And then compile. Should help with visible fire, smoke and npc's in the distance
Yes, you extract an item template and change some values and names so that it will become a new unique item. You won't destroy your game with experimenting with these files. I never tried it but I don't think using a K2 item file (.uti file) for K1 is a good plan, you might get away with it, don't know, it's mostly the 3D models that really need converting/porting.
Just in case, keep the zip file(s) to know which files to remove from your override folder. Looking at file dates also helps to identify groups of files, or that combined with file names. Worst case: remove all the files you recently added and/or modified. If the stuff below is a bit too much then I understand, if not.. here we go:
As said, swapping textures is easiest, but if you really want to add unique items then you start by extracting a robe template as your basis with KotOR Tool.
Kotor I -> BIFs -> templates.bif -> Blueprint, Item ->
g_a_jedirobe0X, g_a_kghtrobe0X, g_a_mstrrobe0X
Avoid using g_a_mstrrobe06 & g_a_mstrrobe07 as your basis, they use another model (Revan Armor/Star Forge Robes).
Extract to your override folder with a different name than the vanilla items, or do and rename after extraction. For example extract g_a_mstrrobe05 to g_a_mstrrobe99.uti. I like to use a more random number than the last vanilla one +1, because it's less likely that another mod uses it (you can also name it thisismyawesomerobe.uti or whatever).
The 3D model for these are all the same and if you've got JC's mod then it will be different than vanilla but still all (apprentice, jedi, knight, master) the same. They do have different stats, but if you make your own new item you can review all that, change stats, the description etc. Some of the stats trickle through from the base item, item properties can add to those.
With KotOR Tool you can tweak the .uti file before extracting or open it, make changes and save.
After opening the uti file I would make the Template ResRef and Tag values (General tab) the same as the file name (minus the .uti extension), this will also be what you use in your giveitem cheat code (again, you can use thisismyawesomerobe, just keep them all the same).
On to more important things, also in the general tab you have Texture variation, this will determine the filename of the texture and also the icon name. The icon name is a combination of the item's Base Item and the Texture variation value. The first part of the texture's filename comes from appearance.2da, but things are getting pretty lengthy already so I'll just tell you, it's PFBI (female) and FMBI (male), now you add the texture variation value in a 2 digit form. If you use texture variation 99 then your texture will have to be PFBI99.tga & PMBI99.tga, if you've used a master robe as a basis then the icon will be ia_mstrRobe_099.tga (3 digits here).