
J
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Try to remove or comment out the "procedure type water" line from the TXI
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To fix the alpha issue, change the alpha depth to 0 in TGA2TPC(it the eyeball icon next to the texture name) or add "# alphablending 0.00" to their TXI file. Yes it is slow, especially if using ultra compression quality and especially with 2k or higher textures.
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View File HD Damaged Ebon Hawk HD damaged Ebon Hawk. 4k and 2k. The original texture was upscaled then a lot of manual cleanup and detail was added. I also baked in the normal map so that reflections work. This replaces all landing pad ebon hawk textures. Submitter J Submitted 09/24/2025 Category Mods TSLRCM Compatible Yes
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- 28 comments
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View File Optimized and Upscaled Textures - TSL Version 4 released - should be final Compressed and optimized, 2x Upscaled Vanilla Textures This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this. Every texture has been doubled in resolution. GUI and icons are also included. All textures are packed as compressed TPCs and then bundled in two .erf files. INSTALL: extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY) This will overwrite the existing vanilla texture files so back them up if you wish. Refined Add-on Textures: extract to override folder These are textures that originally looked bad or were very low resolution so I reworked them. They still look vanilla+. - All circular grates had really low quality textures. Instead of upscaling, they have been tiled twice as dense. - The ebon hawk scaffolding was low quality and looked bad when upscaled. The scaffolding from Nar Shadda was used and color matched. - Nar Shadda panels were too uniform, shifted part of the texture to make the tile look more random. Optimization: - a lot textures were twice the file size they should have been - the highest quality compression was used on the new texture, it takes a very long time to convert but avoids bad compression artifacts Upscale: - HDCube 4 was used to upscale every texture at 2x - different model weights used depending on the texture - alpha channels processed separately, then recombined Submitter J Submitted 09/08/2025 Category Skins TSLRCM Compatible Yes
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- upscaled
- texture pack
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(and 3 more)
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Version 4.0.0
183 downloads
Version 4 released - should be final Compressed and optimized, 2x Upscaled Vanilla Textures This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this. Every texture has been doubled in resolution. GUI and icons are also included. All textures are packed as compressed TPCs and then bundled in two .erf files. INSTALL: extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY) This will overwrite the existing vanilla texture files so back them up if you wish. Refined Add-on Textures: extract to override folder These are textures that originally looked bad or were very low resolution so I reworked them. They still look vanilla+. - All circular grates had really low quality textures. Instead of upscaling, they have been tiled twice as dense. - The ebon hawk scaffolding was low quality and looked bad when upscaled. The scaffolding from Nar Shadda was used and color matched. - Nar Shadda panels were too uniform, shifted part of the texture to make the tile look more random. Optimization: - a lot textures were twice the file size they should have been - the highest quality compression was used on the new texture, it takes a very long time to convert but avoids bad compression artifacts Upscale: - HDCube 4 was used to upscale every texture at 2x - different model weights used depending on the texture - alpha channels processed separately, then recombined-
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- upscaled
- texture pack
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View File Enhanced Lightsaber Hilt Variety 30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these Submitter Jiiprah Submitted 08/01/2025 Category Mods TSLRCM Compatible Yes
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- lightsaber
- hilt models
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Version 1.2.0
153 downloads
30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these-
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- lightsaber
- hilt models
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(and 2 more)
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- 28 comments
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- 28 comments
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- 18 comments