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Showing content with the highest reputation on 09/12/2025 in all areas

  1. 2 points
    around 1950 textures are mostly done, gonna go over some of the skyboxes again though, make them 2048x2048 since it just looked quite a lot better.
  2. 1 point
    Apologies for this bump of my own thread, but I wanted to add some additional info/context without an edit. This reply is with the intent to possibly save someone from attempting the same goal as myself without making my own mistakes. Additional steps attempted since my original post: 1. Editing MDL Files: I started with the notion that MDL polygon/vertices/face count was probably destroying the framerate. I had assumed this might be the case, since the modified particles didn't seem to hit the framerate at all after I lowered the birthrate and FPS values of ALL GLOBAL placeable, FX, and V_ MDL files. In my original post, I mentioned facing the bridge with the player camera causing the framerate to plummet, but I needed to test this assumption. After stripping out all of the polygons/faces/vert and walking on basically a black screen, the FPS didn't improve in any noticeable way . I went as far as to remove door animations and particles on the broken door, astro droid (c_drdastro) that is instanced multiple times in the module. I lowered the sith soldier, republic soldier, bandon, and jedi mdl files for polygon count reduction, but even then, there was truly no change to framerate compared to the particle changes I had made. Lightsaber appearance and disappearance had zero impact on FPS when the player sees "one of the jedi accompanying Bastila" cutscene. In short... I WAS WRONG! The removal of vertices/faces/triangles in meshes don't seem to have nearly the same impact on old hardware as I had originally imagined. 2. Editing the appearance.2da: I considered that the sith armor and other reflection calculations could be the culprit of slowdowns on old pcs. I ended up changing the sith soldier, and anything else existing in the appearance.2a envmap from CM_BareMetal to the DEFAULT value. While I did not see any difference on my modern PC of their reflective properties, the older test system reflected, pun intended, no changes in framerate. This is particularly odd, since the GMA renders these characters without any shiny quality at all on the vanilla install. Probably because old hardware just can't output the request. 3. Removing UV Maps of the Module: I wasn't sure what to do next. My next attempt was to strip out all light maps/UV maps from for all of the M01aa_XX files. I took ALL the edited Endar Spire Command Module MDL, which had their particles, animations, and aurora lights removed, into Blender using the KotorBlender add-on. Removing the Lightmap value followed by using changing the Self illumination hex value of 505050, and exported them for the override. I started with M01aa_01a and changed the rest of them in an attempt to see if this would actually give any performance increase. This didn't seem to increase the framerate at all. On the plus side, the game actually looked slightly darker and lights from blasters seemed more influential on the game world (due to the difference in light). 4. Blundering With Scripts: I considered the scripts of spawned characters were animating character models too soon out of view of the camera. In this case, I removed k_pend_bridge01 from the "OnSpawn" value for all the sith + republic soldiers, bandon, and jedi in the module. While this had some funny affects, like the soldiers not fighting on the bridge until you actually engage combat, the end result gave no framerate gains. 5. LYT changes: I was speed reading google searches of the LYT file and its function. All my attempts to change this file ended up with loading a save crashing or failing to start. My limited understanding of this, is that it's probably best to leave this unchanged, since I'm not attempting to make a custom module/map file for the game. Changing these values is no arbitrary task. After all this experimentation, I'm starting to believe there's a bug in the game's code that is causing unnecessary slow downs in all modules in regards to opengl calls. At the moment, I've been attempting to get a program like apitrace to work with KOTOR to do further digging, but I have zero experience in this field. I'm not a programmer, 3d modeler, or developer, just a guy who's playing around with modding for fun. Hopefully my explanation of this attempt might inspire someone with more knowledge to solve this puzzle or point me in the right direction. Help me deadlystream modders, you're my only hope.
  3. 1 point
  4. 1 point
  5. 0 points
    i'll have the first version up on Nexus Mods tomorrow evening i suspect. Wasn't expecting converting to tpc to be so slow, i'm on a recent CPU and it has taken me the whole day to convert, so far, 800 tga files to tpc, so it'll likely take me 2 days to convert all 2000. I've converted mods to other formats like .tex and whatnot before, usually this is done in 3 minutes for 2000-2500 'ish textures.
  6. 0 points
    Glad you can find this mod useful then thank you. I don't see why it couldn't be used with that. Just make sure the community patch is installed first then this mod. If it replaces any 2das in the Override, let me know. But I think you should be fine even if it did.