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Everything posted by vurt
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Normal maps will be in the next version. Maybe not all, but ebon hawk, hutts and around 60 others.
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This fixed it, thanks!! v0.91: * PLC_FrcDist01 is back (fixed TXI error) - shouldn't crash the game now * Decals under water should now look correct * Many changes to Kashyyyk (most walls, all nets, all grass) * + more
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I see. It should be much larger because there are extra details such as hair and also the horn type of things on the face, and those are quite a few added meshes. I havent compared the size but it wouldnt surprise me if its 2 or 3x.
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Yes that looks a bit off, i can fix that. thanks! Updating the kashyyyk walls since they look pretty bad even after my retexture.. Trying to make sense out of the wookie wood wall building technique is a mind bender Not sure my attempts will be 100% true to the original but not sure they need to be either. looks nicer but like the original it doesnt make a lot of sense. i think its the layering that is just off overall from the start.
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No idea what that means unfortunately. Chat GPT says:
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The file PLC_FrcDist01 (tga or tpc) must be removed from your folder, it will crash the game at the sith base. I tried changing it to 256x256, tried recompressing with its .txi in the folder, but its a no-go, the game won't allow you to retexture this file for whatever reason. No idea what the texture even is, it looks like smoke. I will upload a version without this texture.
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Recreated around 60 armors (left out the cloth armor since its decent i think). Anything with metal should now have metal parts instead of more cloth-looking. They are also 2048 instead of 1024. The mod is now TPC so size is down a lot. increased the quality of a few textures, doors,walls, grass and some other stuff which didn't look great. Crappy gif quality but gives an idea vs default textures: Edit: Uploaded to Nexus Mods. Once it reaches 1.0 i will upload here. I really hope the TPC textures works because size is down more than half. I have loaded around 30 saves from various places and progress in the game, and have not seen an issue yet. Please report any oddities.
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View File Weequay Player Race with Soundset Now you can play the game as a Weequay. Before placing the two folders from the archive into the root of /swkotor - please backup your streamsounds folder by e.g packaging it into a rar or zip (whatever you prefer) because the mod will overwrite your original player sounds. The new face and head mesh is a replacement for PMHA03 (in the unedited game it is the asian looking bald guy). If you want to go back to having the default textures then place the files from /override from this mod archive into your /override again, then directly press Delete to delete all files from the mod. The mod uses a new soundset for the player sounds since the default ones does not fit the race/look at all. A sound and graphics video can be found here: KoTOR Weequay Race - voice and graphics showcase The mod comes with new underwear/body texture for the new head and all portraits and Dark Side transition changes. Submitter vurt Submitted 09/27/2025 Category Mods K1R Compatible Yes
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Good to know for the next time. Thanks! They finished and they do seem to work, but ofcourse i have not looked at all 2000+ textures in-game so there's no way of telling if there are errors with some. I used "Fast" compression.
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Version 0.9
25 downloads
Now you can play the game as a Weequay. Before placing the two folders from the archive into the root of /swkotor - please backup your streamsounds folder by e.g packaging it into a rar or zip (whatever you prefer) because the mod will overwrite your original player sounds. The new face and head mesh is a replacement for PMHA03 (in the unedited game it is the asian looking bald guy). If you want to go back to having the default textures then place the files from /override from this mod archive into your /override again, then directly press Delete to delete all files from the mod. The mod uses a new soundset for the player sounds since the default ones does not fit the race/look at all. A sound and graphics video can be found here: KoTOR Weequay Race - voice and graphics showcase The mod comes with new underwear/body texture for the new head and all portraits and Dark Side transition changes.-
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consumed by the dark side
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yes i saw that in the settings, its why i put them in the folder this time. i guess we'll see if it makes a difference or not. would be cool to be able to work with normal maps etc + get the size down overall. But the conversion is an absolute crawl. Been on around 300 files for over an hour now, it starts off with decent speed and just slows down to a crawl over time, it will easily take me until tomorrow to convert this.
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...could it be that i didn't have the .txi in the /override the last time, maybe they always have to go together if you are using .tpc? realistically it should read the packaged resource where they are, if it doesnt find the .txi, but i am not super familiar with the engine or how it reads textures and the info in the .txi.
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Is there any other way to (batch) convert around 2200 files from TGA to TPC other than tga2tpc? I think chatgpt said you can use it to convert via the command prompt, but i am thinking its likely hallucinating, didn't test since i've never read elsewhere about that. It's a very buggy program... first time i tried it it took me around 40h to convert 2000 files, many of them appeared broken, things with alpha showed strange outlines and other errors that werent in the TGA's. Maybe it was because i hadn't extracted any .txi files and put them in the same folder as the .tga files? I tested again (now with the original .txi files in the folder) and now it just stopped after 68 files, nothing happens.
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showcase of the voice set i made for him KoTOR Weequay Race - voice and graphics showcase This is not really a race mod you can play with the original voice, it just comes of very strange, the original voice actor doesn't fit at all. He does have some new lines, "rancor bait!", "sith's blood!" and instead of "damn" i used "dank farrik!" (Mandalorian)
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Cool. But i do not think it comes off as normal cloth for the most part really. But for such a big surface it is worth fixing, absolutely. I will take a look at all of these.
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that is an example of something that would not look like cloth in-game. Likely has a metal sheen from the shader. it really hides a lot of details when its active over a mesh, you just see a reflective surface in a certain color, mostly. you can forget to see it has tiny stitching. In-game screens are overall way more helpful here. Something like PFBH04.tga also, this has a metal sheen all over its surface, it will not look even remotely like cloth in the game because cloth does not look reflective. If we had an opposite issue, cloth looks like metal, that would look awful, because the cloth parts in the game does not use a shader over it so we would see it in its full detail.
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yeah, a few of these maybe. In-game these absolutely look like metal because of the shader added to them that make them appear shiny. You might think that the stitching would make it look like cloth but heh, good look seeing it in-game.
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pfhb05 etc, the texture names seem wrong? i do not get any hits apart from faces for that sort of naming. Edit. probably windows search acting up again.
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Great, that one should absolutely be fixed. Keep em coming Thanks again!
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while its not an in-game shot i do think you are right that this is a big piece that could come off more like leathery in-game. I will fix this one. Cheers.
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yes, kind of. If you judge it by looking at the texture itself in its full view, but when you play the game these details are so small that they usually never come off as cloth. Even if you happen to be as close as you possibly can in the game to the armor. I can absolutely remake all armors and look at all tiny grey and silver details which are supposed to be metal and make them appear like metal on the texture, but it would mostly be for people who likes to open up the texture and look at it. If you can show me armors in the game where you can grab a screenshot where something looks like cloth and should be metal, i will absolutely fix it though. What makes it look like cloth on the texture is usually something like a tiny wrinkle which makes it appear soft, in-game this wrinkle might more come off as a scratch or you might not be able to see it at all. A lot of it depends on how it appears over the mesh, flat, bent etc. A big chest piece which is silvery looking cloth instead of metal-like would be something i might have to fix.
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Yeah i know about the door... i'm remaking more of them including that one. i'll take a look at PLC_SubDroid.tga. Thanks!
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Still WIP but here's a comparison of default vs 2K dewback texture Showcase of mod on YouTube: KoTOR Visual Resurgence
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no, anything purple or red etc is removed in the color. but otherwise the same, its just more leaning towards green. i updated it again. there were 2 doors that just looked awful and had text on them that shouldnt be there, i made new lore friendly text for their displays.
