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Everything posted by J
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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
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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).
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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.
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Oh I am very interested in this
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- 36 comments
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- 36 comments
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When Aspyr upgraded opengl, they had to rewrite the shaders. The new second shader pass overrides the fog coloring for meshes with a lightmap.
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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.
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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.
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- 7 comments
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- bugfix
- lightsaber
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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.
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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
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Version 1.2.0
790 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 -
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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 Ebon Hawk - TSL HD damaged Ebon Hawk. The original texture was upscaled then a lot of manual cleanup and detail was added. I also baked in custom reflections. This replaces all landing pad ebon hawk textures and the prologue/endgame texture. The always damaged version is a damaged ebon hawk for the whole game. Both versions have damaged prologue and end game textures. The clean version has a repaired texture for the rest of the game. Submitter J Submitted 09/24/2025 Category Mods TSLRCM Compatible Yes
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Version 3.1
249 downloads
HD damaged Ebon Hawk. The original texture was upscaled then a lot of manual cleanup and detail was added. I also baked in custom reflections. This replaces all landing pad ebon hawk textures and the prologue/endgame texture. The always damaged version is a damaged ebon hawk for the whole game. Both versions have damaged prologue and end game textures. The clean version has a repaired texture for the rest of the game. -
- 36 comments
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- hex-editing
- aspyr
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