J

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Everything posted by J

  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. 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

    30 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. 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.
  13. It doesn't do anything. Removing it is fine. The force cage texture is also bugged. Removing the water effect from the TXI fixes it. Then theres a few textures that don't come with a TXI when decompiled and will have alpha issues. Dantooine leaves, korriban blast damage, and a shrub are the ones I remember.
  14. J

    Lightsaber Hilt Variety - TSL

    I might do the same for k1. Icons are a maybe as well
  15. This can be fixed by setting alpha depth to 0.0 when converting with tga2tpc. Click the eye icon next to the texture name You will also find textures missing a TXI with punchthrough parameter, which looks like the issue in the screenshot posted.
  16. J

    Lightsaber Hilt Variety - TSL

    No the models aren't compatible
  17. View File Optimized and Upscaled Textures - K1 I applied the same process from Optimized and Upscaled Textures - TSL to the original game here. 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. 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 10/03/2025 Category Skins K1R Compatible Yes  
  18. Version 1.1.0

    117 downloads

    I applied the same process from Optimized and Upscaled Textures - TSL to the original game here. 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. 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
  19. J

    HD Ebon Hawk - TSL

    yeah if renamed to the right textures. not sure which ones though oh wait no. the reflections would probably crash the game. I'm working on k1 textures and ill release a k1 ebon hawk version.
  20. Try to remove or comment out the "procedure type water" line from the TXI
  21. 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.
  22. J

    HD Ebon Hawk - TSL

    Maybe once I dive into K1 modding. I'm sure I'll keep tweaking this one as well