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Showing content with the highest reputation on 01/16/2022 in all areas
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1 point
Version 1.1
47,147 downloads
This mod will replace and update Bastila Shans textures. Mainly her armor, underwear and head skin. Eyes borrowed from Circa: http://deadlystream.com/forum/files/file/826-higher-quality-bastila/ The head has not been published. It contains materials from another author. I can send it in a personal message. -
1 pointI haven't been paying attention for the past few weeks, but I've seen this issue periodically and it's annoying. Worse are the people who help despite the poster ignoring the instructions. This only encourages bad behavior.
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1 pointWish I could test the content but I don't really have the time for that, but I'm interested in checking the [patcher] setup [for you] if you don't mind -- particularly before someone do the play-test. P.S. also having issue with letterbox-scaling on my end as running the game at 1366x768 so, that's another reason I can't do the test as well.
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1 point
3,489 downloads
This is a fairly simple reskin of Bastila, to make her textures look a bit better quality. There are lots of great people that make amazing HD reskins of KOTOR models, but Bastila hasn't been done yet, so I figured I'd make a temporary skin for people to use until someone makes a better one. This isn't really "HD" in my opinion. It's not perfect, at all. Maybe I'll work on it more in the future. Credits: Bioware, Fred, etc etc etc. Installation: Put in the Override folder of your KOTOR install folder -
1 point
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1 pointOverview DDS is a file format which contains a texture already in a format that a graphics card can accept (typically compressed and containing prerendered mipmaps). Many but not all games use these files as they effectively reduce both loading (as the files are smaller) and processing (as the files are already in a format acceptable to the graphics card) times. KOTOR2 is one of these games. Unfortunately it's dds support is non-standard, and not complete. Non-pot (power-of-two) texture dimensions are not possible like they are for modern dds files, and the format which obsidian uses for it's dds files is non-standard. Therefore you may only use the bioware dds convertor and not more modern, better alternatives, and also NO dds file viewer will be able to view the files generated by this convertor. With that out of the way... why bother? Motivation I did the Quake Epsilon Build many moons ago, and knew from that that converting textures to dds sped up loading times by 400%. While I enjoyed the newer, better texture packs the community had brought to KOTOR2, I got fed up with the loading times and set about finding out which textures could be converted and which couldn't - starting with all of them, and whittling the number down from there. The resultant conversion made the game loading times acceptable. I've now played through the whole game and corrected all DDS files which would not work as DDS and had to be TGA. What texture packs did I test/convert? To save time I haven't put the full names of each of these packages, but anyone familiar with them will know what they are: As a general rule, what kinds of textures will convert? Almost anything, except for: * Textures which are used as animations * Some textures which contain transparency (some work, some don't) * Some textures which are texture atlases, like the ebon hawk texture atlases (some others, like the swoop bikes, are converted fine) * Some textures which are stretched in-game (some grass/rock textures) don't work properly when converted All character models can be DDS. Overall it's hit-and-miss. I had to go by trial-and-error to find out which worked and which didn't, and the above rules don't always work. One mandalorian blaster texture wouldn't work, for no apparent reason, when all others did! And while I've taken my time, I haven't stopped to inspect every single blaster in the inventory, so there is a small possibility I may've missed one or two. What is needed to convert textures? Firstly all textures must have width and height which are powers-of-two eg 512, 1024 etc. I don't think anything in-game should be 4096, that's killing it, asides from some skyboxes, but up to 2048 is fine. Mostly I rounded up to the nearest power of two when the texture wasn't a power of two, resized then used photoshop's 'sharpen edges' filter to remove the resultant edge-blur. This worked very well. Total image sharpening is not recommended. However if you have a resizer that does Lanczos filter resizing, any additional sharpening should not be necessary. Only for images where the original size was very much closer to a lower power of two (eg. 560, would resize down to 512), did I resize down - and then, no sharpening is needed. Then simply convert the files using Bioware's dds convertor. Finally, move the specific TGA files out of your override folder, and put the replacement DDS files in there, instead. How would I know if a given file doesn't work as DDS? Either it will be invisible, look like rainbow-coloured static, or be completely white or completely black, in-game. I had to play through the entire game to correct all of these - as some dantoine textures, for example, are used in telos's citadel, and will work as dds on dantoine, but not in the way they're used on the citadel!!! Okay, so which files can be converted? The following textures (in tga format) can be converted to dds without issue - for some you may have to resize them to power-of-two dimensions: Please note, load_101PER (from Peragus Large Monitor Adjustment) must be resized down to 1024x1024 (like the other loading screens) in order to work as a dds file in-game. And which files cannot be converted to DDS (must stay as TGA)? Can I make DDS packs of the above textures and supply them, save you some time? No, that'd be up to the authors. If they give their permission, I can, otherwise, I can't really. I'd actually quite like to compile an all-in-one KOTOR2 HD texture pack, for beginners, but I doubt so many authors would give their permission. Anything else you should know? KOTOR2 will read files in both override and any of override's subfolders - so you can create a subfolder called DDS with all your .dds files if you like. Just don't include both TGA and .dds version of the same file - KOTOR2 will load them both (and your loading times will stink). Otherwise this should at least halve your loading times. Also, although the telos signs in the overhaul pack cannot be converted (since they're animations) I found that resizing some of them to lower powers-of-two resulted in them a. loading faster, b. playing faster/more fluidly as well as c. being displayed in a slightly jumpy way, like signs that are slightly crappy/glitchy - it looks better - try it. Of course, you can also alter the speed of animation in the .lxi file - but this is more fun! Closing arguments It was the first time I'd played through with the TSLCRM, and I'm glad I did - the game felt way more complete than it did the first time, ten years ago- but the ending still sucks. Oh well. Thanks to the whole community for coming up with all the great mods, textures and the sound packs. Great, well-rounded game. Now.
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1 pointThis is what horror sounds like - and what that horror sounds like accompanied by a video that's way too good for that vocal rendering. Video by ndix UR, and it's complete with Kaah cameo! You seriously might want the sound off after the intro. LOL
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1 pointHello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III
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1 pointHello, fellow modders! I've started this thread to release my new tutorials. The main focus will be on creating new models for both Kotor games. Doing my best to create instructive videos, to show what is what, where to click and so on. Each time I'll create a few videos parts and also a written version. As sometimes it's easier to have text and pictures to guide you, while at other times a video might work better. I'm open to feedback to improve my tutorials, as I don't plan things out to much up front. You'll notice I start mumbling a bit as I think and figure things out on the spot. And, yeah, english isn't my main language, so there's an accent, pronunciation butchering... Grammar Nazis be prepared! ;-) I don't have any pro-skills or software for editing my recordings, so it's all very basic. Though I hope with doing more of these to at least get better results. So on wards to my first tutorial for this thread. Creating a sword model: Part I Part II Part III Next release.
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1 pointThis is in reference to the forum topic discussed HERE. This tutorial is to show step-by-step instructions in how to manually change appearance.2da to resolve the transparent character issues that some have reported with certain textures. * Models used are from the Battle Hardened Mandalorians mod by Canderis - only using this as example as I experienced this issue with this mod, and it's a really cool re-texture... Some textures containing alpha channels show up as transparent in-game: This is how you fix it. It is highly recommended you backup you appearance.2da file before proceeding. Extract appearance.2da using KOTOR tool. - you can open it by double-clicking on the appearance.2da file in your Override folder Find the model you are trying to fix. In this case, I'm looking for Alien_Mandalorian. Highlight the row(s) and scroll to the right until you see the envmap tab. Most of the entries in the field should read DEFAULT. Change DEFAULT to read CM_Baremetal in all of the models that you have transparent textures for. Go to File->Save as appearance.2da.b.... into another folder. Copy to the override folder, overwriting any files with the same name. When you launch you game, the characters should now show all texture maps as they were meant to be: And that's it
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