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Everything posted by FF97
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I did a small improvement or call it "fix" for a completely neglected prop. PLC_FirePit. The fire logs in Kotor 2 are using the same texture as the pit, since they didn't port over the necessary wood texture. I added my custom wood log texture and also some charred ground, since it looked too clean beneath the fire.
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View File High Resolution KotOR Logo (2k) Hello everyone! This mod replaces the default KotOR logo in the main menu and on the loading screens with the official, high-resolution version from the press kit. Submitter FF97 Submitted 10/13/2026 Category Skins K1R Compatible Yes
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That's a rhetorical question? Of course I know this video. I even mentioned it in one of my previous posts. One random thing I noticed after 15+ years of playing this game: There is a person wearing Star Forge Robes in the default loadscreen for 002EBO.
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Request: Re-skinning the Swoop Rider model for K1&2
FF97 replied to DarthVarkor's topic in Mod Requests
Sorry for bumping this ancient thread, but would it be okay if I use these models in an upcoming mod? I mean, the Pilot/Rider, not the whole swoop mesh. -
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I found some magazine scans with somewhat higher quality screenshots from the "Behind Closed Doors" Demo Video. I wonder why the Ithorian looked like a spindly thin ostrich/camel/hammerhead shark hybrid... Another detail also catches my eye in the old screenshots: the lightsaber hilts are high-poly versions of the final ones —or at least significantly more detailed.
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K2 default Swoop Mesh: Wrong pilot texture (it even exists as a separate texture which uses the K1 Swoop pilot's wrong texture as it's base), messed up windscreen UVs, After my editing: Fixed pilot using the K1 pilot but with correct texture instead, also fixed windscreen normals.
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A preview of my upcoming mod or rather small fix: The Pilot uses the same texture as the bike, which is blatantly obvious. I wonder why nobody did a fix for this before. Anyway, he/she now uses the correct texture: An official proof can be seen in the unused "01g.bik" cutscene:
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View File PLC_HvrSled.mdl texture correction - TSL 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 TSLRCM Compatible Yes
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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
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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
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Another WIP: New particle effects for the plasma torch, to bring it closer to how it would look in reality.
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Some Interesting pics I discovered in the "Knights of the Old Republic Campaign Guide". I think this could be a Pre Release Design of a scrapped unique appearance for Bendak Starkiller and an early HK-50 paintjob: _ Also, this particular depiction of HK-50's color scheme reminds me of the "Build A Droid" Model released by Hasbro:
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Also: Carth Onasi has a bloody injury on his left thigh—the fabric of his trousers is torn at that spot. This detail is still present in the texture, but the model uses the UVs from the other side. Well, Aspyr is a "Hit AND Miss" situation in my opinion. Things like Widescreen support for TSL are quite impressive to finally be implemented officially, but other things such as shader bugs, bad lighting and lightsaber errors are disappointing. And to the best of my knowledge, the remote normal maps/bump maps weren't being used prior to Aspyr either. Many models have an unused normal map texture that isn't referenced in the .txi file, or they don't have "Tangent Space" enabled.
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Yes, I would love to see my fixes included in someone's mods or Kotor/TSL mod lists. You have my permission as long as you credit me! Bao-Dur's Remote actually has an unused bump map texture. However it's horrible in multiple aspects. For example: The reflections on the sensor lights are "engraved" into the normal map etc. Well, there are some other interesting things I noticed about early beta Kotor 1 which are completely changed in the final version. For example: T3 Droids are much bigger. The "old Jedi" corpse model features bloody wounds in early screenshots, whereas the finished game shows signs of decomposition.
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Version 1.0.0
15 downloads
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. -
View File Gamorrean Axe Model and Texture Improvement - TSL 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 10/09/2026 Category Mods TSLRCM Compatible Yes
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Yes, among other minor model fixes for PLC and NPC models. I wondered why some NPC Models like the Gand and Gran appeared very dark in-game in comparison to their textures. After opening the files in Blender, I found out they don't use #FFFFFF as Diffuse and Ambient color values.
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Version 1.0.0
17 downloads
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.