Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/12/2026 in all areas

  1. View File PLC_HvrSled.mdl texture correction - K1 Hello everyone! This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default. Submitter FF97 Submitted 10/10/2026 Category Mods K1R Compatible Yes  
    1 point
  2. View File Gamorrean Axe Model and Texture Improvement - K1 Version Hello everyone! This mod gives the Gamorreans a separate axe model with its own texture, instead of using UVs spread across a tiny area of the creature like the default version. Credits: "4x Upscale+ Character Textures & Model Fixes (TSL)" - The C_Drdwar model in this mod or rather, the way the "rifle texture bug" was fixed gave me insight into the "reference" model node method. Submitter FF97 Submitted 10/10/2026 Category Mods K1R Compatible Yes  
    1 point
  3. 1 point
  4. looks great. can't wait to wrap up my kotor 1 playthrough and give this a whirl
    1 point
  5. This looks awesome! The heads look very different from the vanilla ones.
    1 point
  6. Thank you very much Lily. I just have the heads downloaded so ill just download the commoner clothing and just keep the heads instead.
    1 point
  7. Version 1.2

    17,399 downloads

    This mod replaces the terrible low poly and sprite-based crowd in the Dark Side ending with a full 3D crowd. Due to engine limitations, these are static in order to preserve the frame rate, but the original only has some slight wobbling of the sprites anyway. The two animated Sith Officers that walk up and salute still remain, as in the original version, although they have been tweaked so that the transition from walking to saluting is a little less janky. Both now also bow in a later shot, as intended. Two doors that were missing have been added (also to the regular Temple Summit module) so Bastila and Revan have an obvious path to the dais besides Force Leap. Some of the level geometry has been consolidated to improve performance, since models with high individual mesh counts seem to tank the frame rate. As of v1.2, all the vanilla lightmaps have been completely replaced with entirely new higher resolution ones, cleaning up artefacts and adding in a lot of missing shadows. Known Issues / To-Do List: Currently, the DS credit sequence does not play in fullscreen when movies are enabled due to the requirement for additional exe patching not currently done by any existing widescreen patch. I have provided info about this to ndix UR for incorporation into his high res menu patcher, but there is no ETA on an update for that. In the meantime, for those willing to crack open a hex editor, here are the offsets you need to edit with your own resolution values in the CD/GOG exe: 0x28F9E0 – E0 01 0x28F9E5 – 80 02 0x28F9FA – 80 02 0x28FA04 – E0 01 Credits and Thanks: @bead-v for MDLEdit and KOTORMax. @ndix UR for TGA2TPC, TPCView, MDLOps 1.x. @seedhartha for KOTORBlender for Blender 2.8+, especially for adding the lightmap baking feature. Thanks to @ebmar for offering his 2¢ on various aspects and for prompting me to dig this one back out of the "on hiatus" pile. Thanks to @N-DReW25 for suggesting the addition of the doors. Skybox textures in screenshots/video are from @Kexikus's High Quality Skyboxes II.
    1 point
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.