
Jiiprah
Members-
Content Count
43 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Jiiprah
-
View File Water Restoration Atempt This is my attempt to restore the Dantooine water after the Aspyr Patch broke water effects. The bumpmap still doesn't work but the reflection works in conjunction with C3-FD Patcher. Install Instructions: 1) Apply C3-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory Submitter Jiiprah Submitted 06/21/2025 Category Mods TSLRCM Compatible Yes
-
Version 1.1.0
3 downloads
This is my attempt to restore the Dantooine water after the Aspyr Patch broke water effects. The bumpmap still doesn't work but the reflection works in conjunction with C3-FD Patcher. Install Instructions: 1) Apply C3-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory -
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. 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. 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. 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. 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
-
-
I have uploaded a fix. It was editing the swkotor2.ini with fullscreen=0, even if the borderless window mode patch wasn't selected. If your game opens in windowed mode either press alt + enter to switch to fullscreen or edit swkotor2.ini. [Display Options] FullScreen=1 [Graphics Options] AllowWindowedMode=0 FullScreen=1
- 22 comments
-
- 1
-
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
View File 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 Submitter Jiiprah Submitted 06/05/2025 Category Modding Tools
-
View File 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 Jiiprah Submitted 06/06/2025 Category Mods TSLRCM Compatible Yes
-
Version 2.1.2
47 downloads
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 -
Version 1.2.0
10 downloads
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 -
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 13 comments
-
- lightsaber hilt
- bugfix
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 13 comments
-
- lightsaber hilt
- bugfix
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- 1
-
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 22 comments
-
- hex-editing
- shaders
-
(and 1 more)
Tagged with:
-
- 13 comments
-
- lightsaber hilt
- bugfix
-
(and 1 more)
Tagged with:
-
- 13 comments
-
- lightsaber hilt
- bugfix
-
(and 1 more)
Tagged with:
-
View File 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 model type from 'lightsaber' to 'effect'. 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. Submitter Jiiprah Submitted 05/08/2025 Category Modder's Resources
-
- lightsaber hilt
- bugfix
-
(and 1 more)
Tagged with:
-
View File Fog Fix & More - C3-FD Patcher While you sleep in the medical room, C3-FD is patching your game. 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: Place C3-FD_patcher.exe into your kotor2 game directory and run. 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: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher Submitter Jiiprah Submitted 05/08/2025 Category Mods TSLRCM Compatible Yes
-
Version 1.1
112 downloads
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 model type from 'lightsaber' to 'effect'. 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.- 13 comments
- 1 review
-
- 3
-
-
-
- lightsaber hilt
- bugfix
-
(and 1 more)
Tagged with: