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Showing content with the highest reputation on 01/02/2025 in all areas

  1. 3 points
    Hello KotOR modding community. It has certainly been a long time since I've posted here. While life has been busy and can get in the way of modding, I have been working on a big project in secret. For the past few years I have been chipping away at my own version of an A.I. Upscale 4x mod for most of the default character files in both games. Because it has been slow going, I didn't want to get distracted by constantly responding to "when is it going to be ready?" prompts when I could be spending time on the files. I also didn't want to get anyone's hopes up about it, only to then keep delaying because I'm often too much of a perfectionist. But after so much time has elapsed, I keep thinking that I need to put something out, even if it is incomplete in my books. To give you an idea of how big a project this is, I have completed 329/475 textures that are common to both games, 71/214 textures for K1, and 184/419 textures for TSL. That makes for a grand total of 584/1108 textures or 52.71%. I'm using the textures as the basis for completion, but there are also 459 models for K1 and 648 models for TSL completed so far. I've attached a spreadsheet with a list of all the files involved. The reason why it is so slow going is that this mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. I have also been attempting to fix many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. One problem of upscaling textures that I've found is that the model seams become glaringly obvious at higher resolution, so I've been painstakingly painting those to look seamless. Anyone who is familiar with my previously released mods will know how much I try to fix those pesky model errors. The other thing about A.I. upscaling software, is that I haven't found one that gives perfect results. Instead of relying on one result, I usually run texture files through an A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. Then I combine textures in a multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). Then I manually paint away errors, fix seams, and make additional changes. At any rate, the reason for this WIP post is that I've been out of the loop for so long, that I don't know the best way to package and upload the mod. I usually use 7zip, so that's not the problem. I currently have 378 tga, tpc, & txi files (4.09 GB) that are common to both games; 459 mdl, mdx, tga, tpc, & txi files (1.07 GB) specifically for K1; 648 mdl, mdx, tga, & txi files (2.90 GB) specifically for TSL. I was originally planning on packaging them up all together and letting the user to put them into their respective override folders, making the common files only needing to be downloaded once. The other option is to make two download packages, one for each game, where the common files are included in both packs. This would result in having to download the largest batch of files twice, but it would be easier for installation. To complicate it further, I would also make download packages for a tpc only installation (for smaller file sizes and easier to run in-game). The other questions I have are: which upload method do users prefer: single download for both games (smaller size overall), or two files (one for each game makes installation easier)? how many screenshot images can be uploaded to showcase the contents of the mod? I currently have 197 pngs for a total of 561 MB, and would like to make more. I've attached a few to sample a range of the types of changes the mod tackles. are there any samples for the Read Me file regarding Permissions and Credits? I want to make the tga version into a modder's resource. Where is the best place to put a link to my "Buy me a Coffee" tip jar? I'm hoping to use any funds towards software upgrades for future modding. I don't know if I'll ever actually finish this mod, but I need to share what I've got before the universe jumps in again and makes something impossible for me. Anyway, happy New Year. I hope to continue more of this work in 2025. Screenshot samples: KotOR upscale completed list v0_52.xlsx
  2. 1 point

    Version 1.2.1

    504 downloads

    Description: 2 mods were released a long time ago, doing some part of what this mod does. These 2 mods being Shem's Sith Assassin's with Lightsabers and Hassat Hunter's Sith troops to Sith Assassins. Although these 2 mods are fine, there were a few issues/complications. Both of these mods are listed to install on the TSL Community Mod Build, but having both installed leads to some consistency issues. The changed assassins on the Ebon Hawk won't have lightsabers like Shem's mod does to them on the Harbinger. Additionally, Shem's mod had some of the Lightsabers drop premature to the player getting their own lightsaber, allowing you to get multiple of them for you and your party. While that's not despicable, it is a bit annoying for players who want to have a consistent and story accurate playthrough. This mod combine's the features of the 2 mentioned mods, while making it consistent. Installation: This mod is split up into 2 mandatory install parts and 1 optional install. First, extract the .zip download. Run the Holopatcher.exe and select the first part install option, installing to your TSL directory. Once that is completed (rename "Backup" to "backup1", in case you want to uninstall the mod.) Go to the drop down menu where the first part install option is and select the second part, and run the Holopatcher again. Once that one is completed, you have the mod installed. Optionally, if you want the Assassins to be debuffed for the Ebon Hawk Raid. (rename the current "backup" folder to "backup2" in case you want to uninstall alter.) select the Optional third install in the drop down menu and install that. Boom, now you're done. Note: You can install the first part alone and the mod will be fine, but the second part installs for the turret sequence on peragus. If you'd like the immersion and consistency, install both parts. Uninstall: Open up "backup1" and copy the .mod file to the modules folder, overwriting it when prompted. Delete all the .utc filed in the game's override folder that match the .utc files in the backup2 folder. Open up "backup2" and copy the .mod file into there to the modules folder, overwriting when prompted. Open "backup" if you installed the optional third install, and copy the .mod to the modules folder, overwriting. Compatibility: Don't worry if you have Shem's and Hassat's mods installed first, this mod will overwrite what they do. Credits: Holocron Toolset - Cortisol Holopatcher - Cortisol TSLPatcher - Stoffe (used in the previous versions) Snigaroo for testing help. Shem and Hassat for making the original mods, that this mod replicates. Permissions: You can use parts of the mods in your own, as long as there is proper credit. Don't re-upload this mod anywhere without any changes done, if I want somewhere, I'll put it there. DO NOT reupload to the steam workshop. Bugs: None known at the time. Report if any are encountered.
  3. 1 point
    I have a few answers: I haven't looked at other other mods/fixes as I've been focused on getting as much of my mod done as I can. I have just taken a quick look at K1 CP, and I will probably tackle the female armour collar clipping on my model versions (since it looks like a simple XYZ fix to me). I haven't looked at any of the rest yet. If any of my models and textures work for the K1 CP, feel free to incorporate them. I am specifically saving the head models until last, since some of them are really messed up (like the one you mentioned). Some day I hope to get to it. I know that in recent years the community has relaxed its view on "porting" between K1 & TSL, but when I started this mod I deliberately decided to keep them separate. My main reason is that I prefer the Taina's replacer method of fixing UVW & XYZ coordinates, since it preserves the smooth groups. However, if anyone else wants to modify some files to work in either game, I'm not opposed to it. It is inevitable that there are going to be incompatible files with other mods. My Revan robes models, for example, make significant changes to the UVW map of the hands and boots, so they will be slightly off when used with a flowing cape mod. As far as I know, in order to add the animations it would require compiling the ascii model using mdlops, which would break the smooth groups (unless that's been fixed in recent years and I don't know). I didn't sweat it because there are so many other HD Revan textures out there that users will pick and choose to mix and match the ones they like best.
  4. 1 point

    Version 1.0.0

    55 downloads

    BOSSR Recreated Movies Please rate this file before you scamper away. Thanks! Mod Description: To wind up my efforts to modernize Silveredge9’s Brotherhood of Shadow Solomon’s Revenge, I decided to concentrate on the pre-rendered videos (BIKs) that came with that mod. Though I previously made a replacement for the BOSSR specific “Legal Screen” video – available separately here – these 3 cover the other 3 BIKs. Namely, the flyby of a Hammerhead vessel (the Orion), a duel between Solomon and Shadow, and the BOSSR-specific credits video. The new videos are in 1920 x 1080 resolution. There are two options for the live_13.bik video. (Both videos can be seen on the mod download page.) But I think seeing it in action would probably be more convincing than just writing about it. Here's the BEFORE video, taken from the original mod. And here's what the AFTER version using a modern computer and having upscaled textures. This is Version 1 of the Credits BIK And here's Version 2 of the Credits BIK. And here's the video where the Hammerhead Orion does a fly-by past the camera. The original video in the mod only had "Brotherhood of Shadow" rather than the full title as it was taken directly from the original version of the mod. This has been corrected here. A Reminder: BOSSR is not compatible with the KotOR Community Portal Mod Build. If you’re using that, then you should NOT be installing BOSSR or this mod with your setup. Installation: Drop the BIK files into the Movies folder. You’ll have to choose only 1 version of the live_13.bik video which are in separate folders. If you play in a resolution below 1920x1080, you will need to manually downscale the cutscenes to match your chosen resolution. If you are playing with no widescreen modifications they will need to be downscaled to play at *native movie resolution* [I forget what this is, something asininely small like 800x600?]. If you are using widescreen and have NOT added in other cutscene mods or edited your executable to allow for widescreen movies, you will need to enable this functionality. See this video for more. [https://www.youtube.com/watch?v=bA5l6HVs4Y4]. If you do so and experience cutscene minimization, you should double-check your edited hex values. If the issue persists, you may need to manually rescale these cutscenes to precisely match your chosen widescreen resolution. Uninstall: Remove the files from this mod that you placed in the Movies folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Special Thanks: JCarter426: Created the live_12 and live_13 videos - with the exception of the BOSSR logo – entirely by himself. His videos are included with his permission and with my thanks. 90sk: Adding an outline to the made-from-scratch BOSSR logo. Basil Bonehead: Animating the moving BOSSR logo in the “BOSSR Live 11” video. Dark Hope: For creating the Shadow textures that I used in the “BOSSR Live 11” video. They are available here. Snigaroo: He helped tremendously with the Installation instructions you find above. If this mod works for you, it’s mostly due to him.