Pops Maellard

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Posts posted by Pops Maellard


  1. K2 Cutscenes Rescaled


    This mod modernizes all K2 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160,  2560x1440 and 1920x1080 resolutions at the original framerate (and soon interpolated to a 60fps version).

    Disclaimer
    This mod only includes enhanced cutscenes/legal screens. Adjusting your game to the preferred resolution is necessary.

    Information
    - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 5, then re-composited and exported back to bink files at a high bitrrate.
    - Remade the subtitles for videos KreMov01 and ScnMov01
    - Remade legal screen (alt screens featuring art by Francis Hsu)
    - Remade credits crawl in MalMov12, MalMov14 and Credits
    - Remade title crawl in PerMov01
     

    Installation
    - Download preferred resolution.
    - Extract the downloaded .bik files into the  "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point.
    - Extract the prefered legal screen from the "tex" folder to the "override" folder in your game installation directory.
    - Overwrite with any preferred alt versions.

    Alts
    - "legal" an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)
    - "nosubs" removes subtitles from videos KreMov01 and ScnMov01
    - "whitesubs" adds white instead of green subtitles to videos KreMov01 and ScnMov01

    Let me know if  you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. K2 also features videos with way more anti-aliasing and interlacing issues than K1 for some reason.


     


  2. K1 Cutscenes Rescaled


    This mod modernizes all K1 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160,  2560x1440 and 1920x1080 resolutions at the original framerate and interpolated to a 60fps version.

    Disclaimer
    This mod only includes enhanced cutscenes. Adjusting your game to the preferred resolution is necessary.  There's multiple guides on how to do this online. (like this one.)

    Information
    - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 4-5, then re-composited and exported back to bink files at a high bitrrate.
    - Remade the subtitles for videos 02-09-31a-50-56b
    - Remade legal screen
    - Remade title crawl in video 01a
    - Fixed issues in certain videos (color grading, broken fades,..)

    Installation
    - Download preferred resolution and frame rate versions.
    - Extract the downloaded folders into the  "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point.
    - Overwrite with any preferred alt versions.

    Alts
    All the resolution versions have the same alternative options.
    - "legal" an alternative legalscreen option.
    - "nosubs" removes subtitles from videos 02-09-31a-50-56b
    - "whitesubs" adds white instead of blue subtitles to videos 02-09-31a-50-56b

    Let me know if  you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech.


     


  3. 6 hours ago, DarthParametric said:

    So I created a stunt module for it to test it out. Seems to be some wonkiness going on with the anims. Not sure what's up with that. I'll have to take a look at the models. It also seems like the game doesn't want to apply stunt animations to a door. I guess that will require creating a dummy creature version of it, although possibly the door could just be scripted to open at the right time. Additionally, the star map will need to be scripted to play its opening anim at the end. And that pillar behind it will need to be removed (I think it's just a placeable).

    Edit: Tweaked the FoV in a few shots to better match the original. Needs further work and the star map timing is possibly a bit off. But obviously resolving the stunt anims is the primary concern.

    Edit 2: Ahah! It was screwy bone indexes. Should have realised sooner. I assume the models must have changed at some point in development. Recompiling the stunt models against their supermodels fixed it. Now it just needs lip sync and a bit of minor tweaking to align it with the original video's audio track.

    One option would be to keep it as a purely in-engine scene. The only problem would be replicating the black screen edge "fog" VFX. You can't add any new video effect filters (like the inbuilt security camera blue/scanlines one), but you could potentially cheat it by putting a plane in front of the camera with an animated texture. Not sure how hot it would look though, and it would likely require different versions for different aspect ratios.

    Wow that already looks great! Definitely agree this is the correct way to go to keep it more in style with the game.

    Is the black edge screen fog something they actually did in engine? If I got some time this week I'll take a look to see how close I can get at replicating it outside of the eninge.


    Probably still going to play around with my Blender scene to see where it ends up as a "reinterpretation" of the cutscenes.


  4. Okay that's very interesting. I'm not sure if I could help with any of the in engine stuff but I'm definitely interested to attempt recreating some scenes out of engine (which would be Blender and After Effects/Nuke for me).

     

    Is there a wiki or list that has a write up of what models belong to what scene?

    Did some quick testing and based on the info you provide I was able to get Malak and Revan into a Blender scene with the correct animations fairly quickly.

    Still need to figure the camera and level geo.

     

    image.png.6f20f647389ac14e026efc457d47b469.png

    image.png.263b8d40422a4256d20845c283aa98e5.png

     

    Spoke to soon! Figured out the camera and level alignment, there's still some weird timing stuff to figure out before touching up textures/lighting etc but this could be something!

    image.png.32043d8e3400fcaf80034df9a1ca7058.png

    image.png.40cd3e8f8da4ad0ef5b206c08d39a5b4.png


  5. Oh yeah get what you mean.  Definitely better than just a linear resize but somehow I was expecting to get it perfect if I would just "put in the work".

     

    I agree with the subtitles remark, but it just felt off to still have it letterboxed when it could be full screen.

    I'll make an alternative version for release that either has them boxed or just no subtitles all together.

     

    And I didn't realize some of them could be re-rendered in engine! I was contemplating remaking them in Blender using the in-game assets but I don't know what is and isn't in the game files.

    If those animations are still in there completely I'd love to have a go at it.


  6. Right, so this took me a while. Finished upscaling all of the cutscene videos to see if I còuld make some improvements to the already existing upscales.

    It went okay-ish but I'd still like to do a second pass at most of them before actually releasing them as a mod. If anyone is interested or would like to give some feedback, I've put them all up on my google drive here. That being said it's now clear to me that even now there's only so much you can do with AI upscaling.

     

    Workflow wise what I did was:

    - Extracted the audio from the .bik files using the RAD tools.

    - Upscaled them 3 times with Topaz Video AI to 3440x1462 (to crop them down to 3440x1440 again but keep the aspect ratio):

    . First upscale was Proteus with all settings cranked to 100 percent to get a baseline

    . Second upscale was Proteus again but more moderate settings, so I could reduce some of the more wonky results from the first pass

    . Third upscale was a Gaia CG one to use for characters/faces.

    - Put it all together in After Effects and remake some things manually.


    Some screenshots:
     

     

    legal-r01 (0-00-02-09).png

    09 (0-00-23-27).png

    54 (0-00-30-18).png

    • Like 1

  7. 2 minutes ago, AnandaMothma said:

    I think so. Tried doing that again now, no luck. Oh well. I'll survive. It's not all letterboxed scenes, just some.

    Hmm it might just be the inherent issue with the whole dialogue fix. Whenever a dialogue box is meant to "animate in" it can get a bit glitchy.

    39 minutes ago, Pops Maellard said:

    This seems to work (see attached image) but whenever I put the included texture (Pops_MenuBack.tga) in override it crashes to desktop?

    @DarthParametric while I wasn't able to fix the texture issue I was having with your file (does Blender not export texture changes?), I was able to get it working by adjusting your original widescreen fix based on what you sent me!

     

    20230723225743_1.jpg.796f96b60638427d8b2b1d3d258b2b90.jpg

     

    Not as clean as your file but it does the job for now.

    Also moved the smoke emiters around and reduced the depth of my metal background. Diving back in to figure out if it would be possible to have a blue light affect the smoke and Malak model.

     

    Thanks again!

    Override.7z

    • Like 1

  8. 9 hours ago, DarthParametric said:

    Edit 2: Can't really test it on my end, since I'm only running 1080, but try this:

    This seems to work (see attached image) but whenever I put the included texture (Pops_MenuBack.tga) in override it crashes to desktop?

    20230723221155_1.jpg

    8 minutes ago, AnandaMothma said:

    Hi. Looks like you're doing some good work here. :D

    Thank you! Having loads of fun figuring it all out.

     

    8 minutes ago, AnandaMothma said:

    it's like everything's been moved downwards so that I don't see the lower black bar (and its dialogue options). This lasts until the camera view switches

    Did you run the High Resolution Menus (this one) patcher with dialogue fix enabled? I THINK it might be that one. Not a 100% sure.


  9. Thanks for taking a look!

    54 minutes ago, DarthParametric said:

    It does look a hell of a lot cleaner certainly. There seems to be a bit of wonkiness with the blaster fire, and the shadows on the lead ship in the last shot dance around a bit, but I imagine those sorts of problems are more or less impossible to avoid since the AI is only working on a single frame at a time. Probably the best upscale result I have seen to date though. I'm interested to see how some of the others like the Ebon Hawk take-off/landings turn out. And how about something without a space backdrop like the revelation scene (31a), Malak and Revan at the Dantooine ruins (09), or the Bastila/Revan showdown (02)?

    Trying to see if I can maybe fix some of those issues by manually masking them in with upscales using other models. This'll take some time though.

    I'll run those scenes you've asked for through this setup and post an update! Curious to see how this turns out aswell.

    56 minutes ago, DarthParametric said:

    I'd say your backdrop is too deep/thick. That was something I did initially on my menu surround as well. Try moving the backdrop plane forwards so the depth of the metal surround is only about a quarter of what it is in your screenshot.

    Hah yes, got a bit carried away with that. Wanted to make sure it got some blue/red light of the "menu".

    57 minutes ago, DarthParametric said:

    If you are playing on ultrawide then you'll need to stretch the background plane out further by editing the menu model in KBlender. My mod (assuming that is what you are using as a basis) only widens it enough for 16:9/16:10. You'll probably also want to an additional FX emitter on the lefthand edge to fill that gap you've got there.

    Of course! Thank you! I didn't consider it would reference a 3D plane! Next thing to figure out.

    1 hour ago, DarthParametric said:

    There are multiple entries in the GUI you are going to have to edit in order for it to be consistent. You've presumably only changed a single state currently.

    I'm only using the kotor-gui-editor tool for now so maybe I don't have access to all of the text options? I've changed the COLOR vector for BORDER, HILIGHT and TEXT to the same shade of red in the mainmenu.gui


  10. Small update! Started a first attempt at replacing the menu's.

    Remade the menu setup in Blender:

    blender_j5wrufl8qz.png.4ee9dbd4e9ba379124bf7c0ebeb9459f.png

    And ended up with a light/dark side menu replacer that was rendered at native res:

    20230722165508_1.jpg.5c2de40c1c6a53f6847ca9a462712b07.jpg

    20230722165554_1.jpg.ea29ba64d9b9fa144efc864c4dcc3b98.jpg

    Current issues:

    - Can't get the text to stay red. As soon as it's been highlighted it snaps back to blue and I can't figure out where to change this.

    - The image doesn't seem to fully fill the frame, leaving black bars left and right - solved this for now by darkening the edges.

     

    This mod uses or references other mods!

    - K1 Main Menu Widescreen Fix 1.2 (and the GoG replacement logo)

    - Adjusted the menu buttons from HD MENUS AND UI Assets 1.0

    - Used the .gui files from KotOR 3440x1440 Enhanced HUD/UI and Menus 1.1.0 as a base.

     

    Feedback and assistance welcome!

     

    font issue ref:

    20230722165512_1.jpg.df0a86de35f3524b99187506b3abe42a.jpg

     

    border issue ref:

    20230722171329_1.jpg.d2b5dae2b46c6bf93e6b30883cf332be.jpg


  11. Hi all, first post!

    I've recently started a KOTOR playthrough after not playing it for years and thought I'd share my experience modding it for ultrawide (3440x1440) just in case it helps anyone. (and to get some feedback in case I made any mistakes).

     

    01. The basic setup is the reddit modlist (here) and the optional widescreen steps (here, patching the game WITH the dialogue adjustments from the hi-res menu patch) with 1440p remastered cutscenes (mostly to prevent the game from minimizing everytime a cutscene starts, without the HEX edits). This got me up and running in 3440x1440 without any significant issues. Only small annoyance is the sometimes glitchy dialogue bar animation due to the hi-res menu patch.

     

    02. Next step was to install RaymanGT's ultrawide mod to even further increase the UI and HUD quality. This one had some minor alignment issues so I thought I'd try fixing them myself.

    So using KOTOR Tool and the KOTOR GUI editor I managed to fix the alignment issues and edit the top right icons texture backgrounds to transparent.

    updated files (override folder - replace): here

     

    03. Messing around with ReShade I managed to create a "cinematic" effect that only shows up during dialogue scenes.

    This using a combination of UIDetect and IMMERSE RTGI and DOF (DOF with a very generous and fast auto-focus so it doesn't just blur everything).

    Here you can find my my .fxh and RGBmask for UIDetect. You can sandwich any shaders/effects in there to mess around with the dialogue scenes.

     

    20230719095554_1.jpg.bdb44fa093bc0363a4379bb2efa79637.jpg

     

    I'll keep this updated if I make any other big changes.

    Really amazed by all of the amazing mods people have made for this game over the years and looking forward to contributing.