J

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  1. J

    Lightsaber Hilt Variety - K1

    oh thank you. I actually plan on adding support for that too
  2. View File Lightsaber Hilt Variety - K1 Covers regular, short and doubleblade lightsabers 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 K1 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. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1 amazing blade texture, I matched the glowing effect to work with these Submitter J Submitted 11/09/2025 Category Mods K1R Compatible No  
  3. Version 1.0.1

    15 downloads

    Covers regular, short and doubleblade lightsabers 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 K1 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. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1 amazing blade texture, I matched the glowing effect to work with these
  4. I thought you meant the UV name. I've actually never created a new lightmap but I have reassigned lightmaps to other existing ones, to balance out the spacing.
  5. The UV defines how the texture is applied. You can see it if you select a mesh and switch to the UV tab. You can name it anything. The first UV is the texture. The second UV is the lightmap
  6. They are just a texture. For a new mesh, you can duplicate the texture UV and turn on lightmap in the KOTOR mesh settings. The game engine blends the vertex shading, diffuse texture and the lightmap together (per pixel).
  7. Yeah it's a process but in most cases you need to rewrap with new UVs. Not only do you need to switch to the secondary UV on every mesh. You have to select each mesh that shares a lightmap and rewrap. Once you do that for every lightmap, you can bake new ones. Plus you have to adjust the light sources and world background color to get it looking right. You could also just edit the lightmap manually with an image editor.
  8. Oh I am very interested in this
    Mod does what it says 10/10
  9. That is Frame Buffer Effects which has a toggle in the settings menu. It might be off. Some systems have issues with them.
  10. J

    Relighting TSL

    No problem. It's multiple rooms that look the same. The shadows were pure black
  11. When Aspyr upgraded opengl, they had to rewrite the shaders. The new second shader pass overrides the fog coloring for meshes with a lightmap.
  12. I searched Kotor 2 txi's and only the 1 texture used that water effect. The vanilla texture causes frame stuttering and editing that texture causes crashing.