J

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Posts posted by J


  1. 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
    • Submitted
      08/01/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  2. Water Restoration


    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect.

    The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer.

    Included:
    - Dantooine water
    - Enclave sublevel fountain
    - Telos ocean seam fix
    - Telos murky water restored
    - Jungle Tomb water
    - Citadel Station Residential fountain water

    Install Instructions:
    1) Apply C3-FD patcher to fix the game's reflections
    2) extract water restoration mod contents to override directory


    • Submitter
    • Submitted
      06/21/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  3. You will need the KOTOR Blender plugin. I used the 3.3 LTS version of blender but it looks like it has now been updated to newer versions. I still recommend using a LTS version.

    First you need to switch to the lightmap UV. If you don't, the lightmap will be baked on top of the diffuse texture. You can find this under UV Maps in each meshes Object Data Properties. Select each mesh and click UVMap_lm. Yes, it is tedious but it's required.
    image.png.19c307ba5bb3282ed54e42cbe54c6c4b.png

    To bake the lightmaps with the plugin, click the KotOR menu -> Lightmaps -> Bake(Auto). You should click an empty space, first, to make sure no meshes are selected. If meshes are selected it will only bake for what is selected. At this point you may notice the lighting looks bad. The UVs need to be unwrapped and some lightmaps will need to be resized to a higher resolution.
    image.png.e311bdd4a8d0d07220da475db95d8b27.png

    This is optional but it helps me keep it organized. Look through the list of meshes and see which ones have lightmaps. I then rename the meshes to start with the lightmap name (lm0_Object19,lm1_Box01, lm9_mesh456,...). When unwrapping the UVs this makes it easy to select all meshes that share a lightmap, which you may be doing multiple times. 
    image.png.ab5909df7714382fff585c7d89f00220.pngimage.png.d385a23489ad32d71814489783ea44e0.png

    There's 3 ways to unwrap the lightmap UVs. Each has different advantages and disadvantages.  The best to use will depend on each group of meshes, sharing a lightmap.
    1) Lightmap Pack (Most efficient) - This one will work for most but sometimes the triangles of a face get separated, creating an ugly seam.
    2) Unwrap (Medium efficient) - Keeps the basic shape of faces the same bust doesn't pack as efficiently. This one requires you to select all(a key) UVs first or nothing happens.
    3) Smart UV Project (Least efficient) -  This one maintains the shape of faces perfectly but each UV takes up a lot of space. May require you to increase the lightmap resolution really high to look good (1024x1024 or more).
    While in the layout workspace, select all meshes that share a lightmap. Then switch to the UV Editing workspace. All meshes need to be selected in the 3D view, for the UVs to show in the UV editor. Then select one of the unwrap types in UV -> Unwrap. Remember, if doing regular unwrap, selecting all UVs is first required.
    image.png.7f15e116481de5dd21260d42d45ce133.pngimage.png.28d2763991f7fa1e01b2216317132614.png

    Now, go back to the Layout workspace and bake the lightmaps. Some lightmaps may have weird artifacts or look low res. You can compensate for that by resizing the lightmap texture. Go to the UV Editing workspace and select the lightmap to edit. Then Image -> Resize. I try not to resize higher than 512x512 and I keep less detailed meshes between 16 and 128. The larger the texture size, the more memory it takes in game and the longer it takes to bake. Then go back to Layout workspace and bake again.
    To save the lightmap texture, go to UV Editing layout then Image -> Save As. You will need to do this for each lightmap once and make sure you choose TGA when saving. After, you can use Save All Images.

    I haven't even touched on lighting but here's a few tips:
    - Under World Properties, the surface color will affect your lighting a lot. I prefer to just remove the surface(or make it darker) and it gives me more control over the lighting.
    - Point lights fill the room with a lot of ambient light. If you want more control over the shadows use spot lights.
    - The game engine will add even more lighting on top of the scene. You can control this in the light's Object Properties -> KotOR Model Node -> Light

    • Thanks 2
    • Light Side Points 1

  4. Texture Conflict Checker


    Texture conflict checker for K1 and K2. Place in your game directory and open it. It will list all conflicting textures, in the override folder, and allow you to choose which version to keep. Unwanted textures are moved to a texture_duplicates folder and can be restored through the tool.

    Source: https://github.com/J0-o/kotormods/tree/main/Texture Conflict Checker


     


  5. Relighting TSL - Early Release


    I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. 

    The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas.

    Current Areas:
    - Peragus force cage room
    - Ebon Hawk Medical Room


    • Submitter
    • Submitted
      06/06/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  6. Glitched Lightsaber Hilt Fix - TSL Aspyr


    In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe the math gets broken at certain angles.
    The fix is to simply change the supermodel type from 'lightsaber' to 'effect'.

    This does however cause smoke and hazy effects to render on top of the lightsaber blade.

    An alternative fix is being worked on using lightmap as a texture.

    This can be done with Kotor Blender. I have also attached patched models for vanilla and Crazy34's New_Lightsaber_Blade_Model_TSL.

    Please make this change when creating your own lightsaber mods, for Aspyr compatibility. If using the files provided here just copy to the override folder. If using Crazy34's lightsabers, install their mod first then copy/overwrite with these patched models.

    1512680074_2025-05-0810_14_28-Blender.pn


     


  7. Fog Fix & More - 3C-FD Patcher


    While you sleep in the medical room, 3C-FD is patching your game.
    cslkm2tutzab1.png.8471afc5071be91010258f773676ab57.png

    Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only.

    Included EXE Patches:
    - Fog Fix
    - Reflections Fix
    - 4GB Patch
    - Subtle Color Shift
    - Music Volume During Dialogue Fix
    - (Experimental) Borderless Window Mode

    How to use: 
    Run the patcher and choose your swkotor2.exe to patch. It will patch your game exe with the fixes listed above.
    It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run.
    It will also make a backup of your original swkotor2.exe.

    How this was made:
    - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color.
    - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix.
    Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters.
    - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked.

    Bugs:
    - This does not work with M478

    Special Thanks:
    HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist.
     JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself.

    Source: Open the patcher with 7zip or view it here: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher


    • Submitter
    • Submitted
      05/08/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  8. Fullscreen Art Loading Screens - TSL


    Fullscreen replacement loading screens for TSL.
    All loading screens are included.

    How these were created:
    - Captured in-game screenshots with a low FOV
    - Reshade effects were used for sudo-raytraced lighting and color correction
    - Used GIMP to apply smoothing and anti aliasing
    - Applied and blended 3 different "paint" filters, in GIMP
    - added dark gradient at bottom of screen to make text more readable


    • Submitter
    • Submitted
      05/03/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  9. Stutter Fix and Force Cage Update


    There's a few reports of people having low framerate when looking in the direction of a force cage. I was able to reproduce this just by running in fullscreen. The fix is simple. Just had to remove "proceduretype water" from the texture. I figured I'd release something more than just a simple fix so here's an updated model with upscaled and tweaked textures. If you don't want the changes then just grab "plc_frcdist01.txi" for the lag fix.

    Install: 
    Extract files to override directory
    For the stutter fix only - download the single txi file and place in override directory


    • Submitter
    • Submitted
      03/27/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  10. Fallen Jedi Floating Sabers


    Modified Krea's floating lightsabers to match those of fallen Jedi. Gave each saber matching feats from Thematic Jedi Masters and altered their walking speeds. Sabers are also immune to stun, fear and paralysis.

    3 Versions:
    - Original saber owners colors (green, blue,purple)
    - 3 purple sabers
    - 3 red sabers

    (all have the same speed and feat changes)


    • Submitter
    • Submitted
      03/20/2025
    • Category
    • TSLRCM Compatible
      No

     


  11. Crash Fix for Disable Vertex Buffer Objects


    Using Disable Vertex Buffer Objects=1  (yes with the spaces) on the Aspyr version of the game causes crashes in certain modules. This mod disables normal/bumpmaps in all world models that had them enabled. World bumpmaps seem to not even be working in the Aspyr update, so there should be no visual difference. This was the biggest problem on G0T0's Yacht, which had constant crashing.


    • Submitter
    • Submitted
      03/13/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  12. Stretching Model Bug Fixes


    Fixes a few bugged models that stretch across the sky when Vertex Buffer Objects are disabled in the .ini. This seems to only be a bug in the Aspyr updated version.

    Currently Fixed:
    - Valley of the Dark Lords
    - Khoonda Plains
    - Refugee Sector Girl
    - Bastila's Head
    - Khoonda Plains 2
    - Khoonda Secret Room


    • Submitter
    • Submitted
      03/08/2025
    • Category
    • TSLRCM Compatible
      Yes