redrob41

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Posts posted by redrob41


  1. When it comes to making my models compatible with other people's modded models, I think that the easiest thing for them to do is to extract my UVW maps and incorporate them into their models. As long as the vertices remain unchanged (no adding, subtracting, or welding faces or vertices) then you can probably convert the binary to ascii and simply copy and paste the "tverts" coordinates in a text editor then re-compile back to binary. I usually prefer the old school use of Taina's Replacer tool (only compatible up to mdlops 7), since it doesn't affect the smoothing groups, but I think it could still work with the newer methods. Feel free to do so.

    Spoiler

    Text Edit.png

    If their models have changed significantly (like I assume the spacesuit mod does), then copying and pasting won't work.


  2. Hey Salk, I was hoping that I wouldn't have to get into this kind of forensic detail on what I have changed, since it takes away time from actually working on textures. But I'll do my best. Instead of using the quote function over and over again, I will just type in my responses in gold color underneath your earlier comments.

     

    Quoted from Salk: Hoping to be somewhat of help, I was thinking of reporting some of my findings about incompatibilities with other modifications when it comes to model files:

    Clashes with K1 Community Patch:

    (for many of these there is your own comments at the K1 CP's github page that would indicate that the models included in your modification can safely overwrite the K1 CP's models)

    c_drdwar.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/46)

    The K1CP mdl has a better rifle and spark emitter. My UVW map is better, but not very noticeable during game play; perhaps only during screen shots and only if you've got a sharp eye. I can't think of any reason why my texture couldn't work with the K1CP model, but I haven't tried it.

    c_hutt.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/80)

    I haven't looked at what K1CP changed, but it sounds like maybe the XYZ coordinates of the neck? My UVW map fixes a lot of stretching and seam mismatch. I touched up the mouth and tongue quite a bit.

    L_alien02.mdl/mdx (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/)

    L_alien05.mdl/mdx (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/)

    The K1CP have ported the TSL assets for use in K1. Mine is a fix of the default mdl mdx and texture.

    L_commf.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095)

    L_commm.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095)

    I haven't looked at what K1CP changed for the Lite Commoners. Mine have made significant UVW fixes. The textures are rebuilt from higher resolution body and head textures.

    N_CommF01.tpc -> N_CommF01.tga

    N_CommF07.tpc -> N_CommF07.tga

    N_CommM01.tga to N_CommM08.tga -> N_CommM01.tpc to N_CommM08.tpc

    The K1CP have ported the TSL assets for use in K1. Mine is a fix of the default textures. If you really want to, I suppose that you can port over my TSL versions of the 4x textures.

    n_commkidf.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c)

    n_commkidfd.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c)

    I haven't looked at what K1CP changed for the female kid's head. Was it a problem with the eyelid's or something? For the body models, I made similar UVW & texture fixes as the commoner bodies. I don't think that I made any XYZ coordinate edits.

    n_darthmalak.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f2dd8728d439b20d72baeeb3e8c5564ad23af6e2)

    I haven't looked at what K1CP changed for Darth Malak; is it an animation fix? Mine has many small UVW fixes to reduce stretching.

    n_darthrevanf.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d)

    The K1CP added wider bones for shadows, and maybe some cape animation fixes? Mine has significant UVW edits so that there can be more detail added to the gloves and boots; as well as smaller UVW fixes to reduce stretching and fix seams and gaps. The boots and glove changes might make my model less compatible with other texture mods. I did not alter the bones or animations at all.

    n_darthrevanm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d)

    The K1CP maybe fixed some cape animations? Mine has significant UVW edits so that there can be more detail added to the gloves and boots; as well as smaller UVW fixes to reduce stretching and fix seams and gaps. The boots and glove changes might make my model less compatible with other texture mods. I did not alter the animations at all.

    N_Repsold.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/)

    I haven't looked at what K1CP changed for the Male Republic Soldier. Mine has minor UVW edits.

    N_RepSold_F.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/)

    The K1CP replaced the Female Republic Soldier model with a heavily modified male model. Mine uses the original model with some UVW edits to reduce stretching, fix seams. I focused more on texture edits to greatly improve the look, often using clipped portions of the male texture N_RepSold01, or recolouring portions of N_TSFOff_F01 texture from TSL.

    n_wookief.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295)

    n_wookiem.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295)

    The K1CP made UVW edits to the mouth box and tongue. Mine have made similar changes, but probably with more detail. I also made UVW edits to the teeth so that the canines and incisors are aligned better. My UVW fixes also make it possible to add detail to the texture so that there are crowns on the molars.

    n_yoda.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/479)

    The K1CP made UVW edits to the mouth box (and maybe tongue?). Mine has made those UVW edits and much more. I go into detail on the GitHub page that you linked to.

    P_BastilaBB01.tpc -> P_BastilaBB01.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545)

    P_BastilaBA02.tpc -> P_BastilaBA02.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545)

    The K1CP made changes to the .tpc file to fix the transparency to become Bare Metal shine, I believe? Mine also adds Bare Metal shine, either through txi file or within the tpc file. The K1CP duplicates BB01 and renames it BB02 so that both textures are the same. Mine upscales each separately and keeps the two individual textures. You can always rename my 4x textures the same way.

    p_zaalbar.mdl/mdx

    The K1CP made fixes so that there isn't a gap between his head and torso. Mine also addressed this by adjusting the XYZ coordinates and snapping the vertices together. I also made many UVW edits (there is more detail on the GitHub page)

    pfbes.mdl/mdx

    pfbfl.mdl/mdx

    pfbfm.mdl/mdx

    pfbfs.mdl/mdx

    pfbhl.mdl/mdx

    pfbhm.mdl/mdx

    pfbhs.mdl/mdx

    I think that I made similar changes as the K1CP (regarding UVW & XYZ fixes), but with additional UVW fixes. The F and G female armors also have XYZ fixes to reduce collar clipping.

    pfbjl.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

    pfbjm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

    pfbjs.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

    The K1CP "Added corrected shadowcasting meshes for the skirt of the female Revan/Star Forge robes model". Mine does not. Mine makes UVW & texture fix additional detail on boot tops and gloves.  Glove changes may not be compatible with other mods.  

    rep_off_f.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f4f7d0ec7df15c049980a4a5b69012d328f9dc06)

    The K1CP fixed the left eyelid. Mine also fixes the left eyelid (maybe not the exact same way), plus many UVW fixes to reduce stretching, and fixed some bone weights.

     

    Quoted from Salk: More feedback and questions as I go through the files: 

    1: The N_Comm_low_M2.tga (and to a less extend also N_Comm_low_M3.tga) texture's face does not seem to match the original. Was an intended replacement? And in that case, why?

    For all of the Lite commoners, if I were to do a simple pass through an A.I. Upscale program, the results are minimal improvement. Certainly not worth the extra file size. So, I copied parts of faces from other textures and rebuilt/repainted them.

    For N_Comm_low_M I used most parts from  N_Comm_w_m. They were stretched to fit the low_M face.

    For N_Comm_low_M2 I used the ear & hair from N_Comm_w_m; the mouth, beard, nose, cheek, eye, eyebrow, & forehead from N_comAMH02. I had to make some manipulations to make them fit the low_M2 face, and it isn't a perfect match, but the resolution and detail is much improved; especially for a character that most people ignore and walk past in the Taris Upper City.

    For N_Comm_low_M3 I used the ear & hair from N_Comm_w_m; the mouth, moustache, nose, cheek, eye socket, eyebrow, forehead, iris & sclera from N_comAMH02. Again, it isn't an exact match, but it looks much better.

    2: In the N_Comm_low_M4.tga texture I noticed that the eye seems shifted to the right compared to the original placement. I'm not sure whether it's relevant or not, considering I know very little to nothing about textures and models. Please feel free to diisregard any of my feedback that proves useless.

    For N_Comm_low_M4 I chose to have more variety, since the original M4 & M3 are nearly identical except for mustache & sideburns. I used the ear & hair from N_Comm_w_m; most of the face from N_ShaardanH01; heavily modified to fit the M4 face. 

    3: N_Comm_low_M5.tga seems to suffer from the same issue of N_Comm_low_M2.tga and that's perhaps not surprising considering that the face is the same. Even in this case, it seems that it's replaced by a different kind of face. Nothing drastic, but I wonder why that happened.

    For N_Comm_low_M5 I chose to have more variety, since the original M5 & M4 are identical. I used the ear & hair from N_Comm_w_m; most of the face from N_comAMH01; heavily modified to fit the M5 face.

    4: The face in N_Comm_low_Mb.tga (and in other textures using the same face) shows a complete reversal in the prominency of the eye. In the original texture, the eye is very small. In the upscale, it's very big.

    Hmm, maybe for those first two MB & MB2 I could have done a better job on the eyes.

    These screenshots were taken in 3DS Max, not in-game. Hopefully it gives you a better idea of how I changed things. I can sum it up by saying that I used artistic & creative license, rather than just running textures through an A.I. Upscaling program.

    Spoiler

    Lite commoner M compare 5x2.png

    5: I have a model file for the rakata that has the following comment about it "Changed slightly the rotation of the Rakata model to make the transition from talking animation to standing position considerably better". I have attached here the file in case you may want to check whether your own model fixes this particular issue as well. And if not, you may want to incorporate that fix into your own model?

    I have not done that to mine and was unaware of that mod.

    Also, in regard to the Gammorean & Selkath models, I haven't changed any animations. If you prefer the fixed animation models, then please do use them. Hopefully there aren't too many differences in the UVW maps so that my textures will still work with the other models.

    6: In the n_spaceman_low.tga texture I see what seems to be a wrench on the left of the screen which is not present in the original texture. Could you please tell me where it comes from?

    I painted that to fix the shoulder straps that attach to the back pack. The original just has a black patch there. 

    Spoiler

    Spaceman change.png

    7: I have already a set of HD textures for the N_Swoopgang0x series which I honestly prefer (speaking of which I will leave a more general kind of feedback at the end of this session, hoping it may be of some use), but I noticed that my set has the weird green tint that you have instead succeeded to remove from your own set. That green tint is harmless or not? In-game I never noticed any kind of artifact, but I cannot say that I am a very observant person. I attached an image of how one of those upscaled textures look like (which is exactly how they look in the original texture). 

    If you have a texture that you like, then by all means use it. That's the beauty of mods: choice and customization. For the Swoopgang textures, I manually painted a lot of that detail in. From what I can tell, the bright green areas are from the original artists under painting that never got fully painted by the end of their work on those textures. With low res textures on these older models, it isn't so noticeable. But with HD textures, it becomes a little more obvious to me.

    8: In my override I have already a .txi file P_BastilaH04. In mine it says "clamp 3" while in the one you provide there is "blending punchthrough". Do you know what the difference might be?

    This is a choice on my part. I don't know what the original's "clamp 3" is for, but "Blending Punchthrough" makes the alpha channel have transparency, but only on the model face that the UVWs are mapped to. This is used on many models that have hair strands, so I decided to use it on the HD version of Bastila, in order to give her hair more depth and believability. This is also different from the default transparency, which affects backfaces on the model, and would cause visual problems with a head model.

    9: The K1 CP includes the models for alien2 and alien5 which are actually coming from JC's Dense Aliens. I noticed that JC's model files are significantly bigger in size. Which files should I keep?

    Those models are basically ported over from TSL, as is explained in JC's mod. That means that the model files from TSL have been extracted and re-compiled to work in K1's game engine. The reason why they are larger file size is because they have more polygons. They also use two high res textures each, instead of the Lite versions that have a single low res texture each. Keep whichever one you like to look at. If you're a purist and want to get the K1 experience, use my mod. If you wish that the TSL aliens were available in K1, then JC has got you covered.

     

    THE MAIN THING TO REMEMBER is that there are bound to be conflicts with other mods. If you try and list every conflict out there, then this is going to be a long, tedious process. If I tried to list every minute detail that I have painted or adjusted on these hundreds of texture files, it would take me another full year before I started working on the next batch. I just spent the better part of a day researching other mods to compare to mine; taking screenshots of Lite models and combining them into large images so that anyone could compare them. It takes time to do all that. In fact, I had to delay the release of my upscale mods by several months as I worked on screenshots and the spreadsheet trying to explain what I have done to each texture.

    I am very grateful that people are taking an interest in my work. Thank you.

    I'm tired, I hope I haven't rambled on too much. I'm going to bed now. 😴

    • Light Side Points 2

  3. I was in the habit of doing the lite versions of characters that are similar enough to their regular versions, even if they aren't actually used in-game. Typically the lite texture is just scaled down from the regular texture, with some minor changes to accommodate the lite model's different uvw map. In the case of Gammorean texture, they are both the same size, but there are some minor uvw differences between their L_Gammorean & C_Gammorean models (around the mouth, hands, and armpit).

    If I recall correctly, the animations are stored in the .mdl while the uvw map is stored in the .mdx, correct? Still, I don't recommend mixing and matching the files, since there may be some line errors due to how files can be compiled to and from ascii format. If anyone wants to try and apply my uvw map to another model that has the animations fixed, you go right ahead. 

    • Like 1

  4. On 2/8/2025 at 5:10 AM, N-DReW25 said:

    For a future update, would you be able to fix an issue with the male Twi'lek heads, the Sith Officer head, and Corran Falt's head wherein their head models all have this "dark shade" tint applied to them? I think this bug is similar to how Kreia's vanilla models are bugged with a green tint - you might know the technical terms for what I'm trying to describe here. If you compare the Twi'lek and Sith Officer heads to their K1 counterparts you'll see what I mean as such tints are not present in that game.

    Thanks for pointing them out, I have added the ambient & diffuse fix to my list. I could see that the Twi'lek male (twilek_m.mdl) & Corran Falt (n_correnfalth.mdl) had the issue, but the Sith Officer head (sith_off.mdl) looked correct already.

    Also, the twilek_m02.mdl, twilek_m03.mdl, n_komadh.mdl, n_xorh.mdl, & n_zharh.mdl models in TSL have the correct settings, but are not used in-game. By default the TSL heads.2da file uses twilek_m for all male Twi'leks, and just swaps the alttexture column. So in the meantime, editing the heads.2da file can solve the issues as well. I will still eventually fix the model though, because I can't just let things go 😝

    • Like 1
    • Thanks 1

  5. In case anyone was worried about Logan23, I managed to get a hold of him via text messages this week. He sounds like he's doing ok, just real world takes precedence. 

    I know how real world things can get. The past few years have been tough for me too, but I wouldn't want to derail this thread talking about my struggles. I'm here now, making mods, and that's what matters 😃.

    4 hours ago, StellarExile said:

    I hate to necro this thread, but there is something I want to ask. Logan23 said the ROR demo can be considered a modder’s resource. Since he has returned I’m wondering if this is still true. 
     

    i am working on a pretty big mod and am interested in using assets from ROR. Since rob created them, I’d figure I’d ask up front. Is it okay to use assets from the mod @redrob41 and @Logan23?

    I can't speak for Logan23, but I consider the models and textures that I create specifically for RoR to not be modder's resources. That would take away from the uniqueness of RoR. I've made some nifty characters that I'd like to keep special just for RoR. Hopefully you'll get to see them someday. N-DReW25 and the team are more in the loop than I am about when things might happen.

    If I make some models and textures that are more common, then I will probably choose to make those open to all. For example, my Modder's Resource: Specialized Combat Suits for KotOR and TSL v1 was originally made for use with RoR, but I felt that other people can use it too. By the way, I am about halfway done making HD versions of that mod. I just tend to get sidetracked a lot. Like now I'm revamping my Jedi Robe neck fixed models and textures, both for RoR and for a general resource. Always lots to work on. I just found that the more time I spend on the public side (forums, PMs) then the less time I have for painting textures, which is why I was modding in the background for so long.

    • Like 2
    • Light Side Points 1

  6. On 2/8/2025 at 5:15 AM, N-DReW25 said:

    Your Luxa Hair Fix mod in particular might need some attention, last time I played it were some model issues (don't quote me on this, but I think her death animation was broken in some of the options avaliable).

    I hadn't noticed this, but I didn't really test it in-game very thoroughly with all the animations. I'll check it out.

    On 2/8/2025 at 5:15 AM, N-DReW25 said:

    And with your Specialized Combat Suits Modder's Resource, I'm not sure if it's a problem with the Combat Suit model or the new texture but the Czerka Combat Suit has a problem wherein a bit of green was visible in the back of the armpit where it was supposed to be yellow.

    I had started to re-create some of those Combat Suits after I upscaled all the vanilla textures, but I hadn't finished them all yet. I'll try to get back to it someday and provide all new 2048x2048 versions. I can check out the Czerka texture then. I would hope that I had fixed the UVWs already in my new 4x mod, so that the old 512x512 textures should work with the new models. There's always room for improvement.

    On 2/8/2025 at 5:15 AM, N-DReW25 said:

    In this screenshot here, I noticed you most likely fixed the blue finger bug with the Outcast clothing but you didn't label it as such. I almost thought you missed it until I zoomed in closer for a better look at the finished result.

    There are a lot of little changes and fixes, both UVW & texture, that I didn't specifically point out in the screenshots. I spent months trying to clarify all the changes, both in screen shots and in the text in the spreadsheet. I didn't want to spend even more time trying to catalogue everything. I'm glad that you noticed though. I also texture fixed the shoulder seam on the female rags, but didn't document it.

    On 2/8/2025 at 5:15 AM, N-DReW25 said:

    And lastly, with the release of this mod will your previous Party Model fixes and HD Bastila mod be made redundant now? With this mod fixing models and adding HD textures, most of that mod seems to be obsolete now with the advent of this mod.

    For the most part that previous Party model fixes is either duplicated or improved upon by this new 4x mod. The old mod is still required for the Bastila head texture. The 4x mod supplies a 1024x1024 upscale that is faithful to the original art style; just the seams have been fixed; and added the transparency on hair and eyelashes. The old party fix mod supplied a 2048x2048 texture that adds a lot of photo realistic detail. I do plan on combining my Party model fixes with my old K1 underwear mod and upscale everything as well. I'm just adding some photo real details to Mission's head texture right now. I might do the same with the male party members. Once that's done, both of those old mods will be obsolete. Juhani Catlike Head will remain a separate mod, but I'll upscale that as well. 

    On 2/8/2025 at 5:15 AM, N-DReW25 said:

    Interestingly, there is also an unofficial sequel to your old mod called Party Model Fixes For K1, Part II which fixes even more models and even adds new body models for Mission so that she isn't using the same "adult" model every other NPC uses.

    I hadn't seen this mod before, as I've only had time to work on my own stuff. No time to check out the great work by other modders here. I like this mod's Mission armour models being resized for her. I haven't done any adding of backfaces like that mod does. I've only been editing the existing UVW & XYZ coordinates using Taina's Replacer tool (which can't handle adding or subtracting polygons). I hear there have been some nice improvement to tools for compiling models from Blender, but I've never used them. Hopefully someday I will have some free time to give it a try.

    You can always try mixing and matching PapaZinos' models with my 4x textures. Maybe they will be compatible enough.

    • Like 1

  7. 7 hours ago, Salk said:

    Thanks for this highly anticipated release!

    Could I ask what will you be working on next for the next version? And could I suggest a cumulative approach for the new material so that it won't be necessary to redownload the base modification?

    Cheers!

    You're welcome. I hope that you can find some use of it for the Community Patch.

    I think for what I work on next, I'm going to concentrate on upgrading some of my older mods. Give 'em the ol' HD treatment. Plus I feel the need to work on some of the Revenge of Revan textures that I contributed; upscale them too. That's one of the reasons why I started this huge upscale project: to make the models better for other character textures. So, I'll just be picking away at the models and textures that I haven't finished for this mod, in whatever order I need them.

    • Like 2

  8. 4x Upscale+ Character Textures & Model Fixes (TSL)


    ================================================================


    IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE.


    ================================================================


    Description: 

    This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had.

    The process followed is generally:

    1. run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures.
    2. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc).
    3. touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression).
    4. manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc).
    5. strategically add painted detail (such as highlights and shadows along the shoulders and neck of K1 Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc).
    6. painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit).
    7. recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01).
    8. fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as Bao Dur's armor C & D chest is mirrored); fix edge seams from one area to another; close gaps (like Mission's arms).
    9. manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. 
    10. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. 
    11. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04, P_MiraH, P_HandmaidenH & P_AtrisH01).
    12. recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format


    For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work.

    Some models (like P_Kreia1hBB, PFBNM, Twilek_F, N_TwiAssH01) had problems with their self generated lighting: ambient & diffuse were not set to 1 1 1 like most models. This causes the model to appear too dark or off color in-game. To fix this it required hex editing.

    A few models (such as P_KreiaBB) required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing.

    For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue.

    For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance.

    For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, PLC_HK50, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting.

    Several characters lost their baremetal shine in TSL (like the Mandalorians or SwoopGang). This is due to their model's default bitmap being set to "NULL" instead of their default texture's name. I was not able to repair the file to its K1 state, so a workaround was used instead. The word "NULL" was replaced with a shortened name, then a .txi file was created with the short name (for example "N_Ma" instead of "N_Mandalorian02"; or "N_Sw" instead of "N_Swoopgang01"). This allows for the envmaptexture CM_Baremetal to be used without the need to edit the appearance.2da file.

    Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread.

    There will be three versions of this mod to choose to download:

    1. 4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource.
    2. 4x .tpc version. CCreated by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity.
    3. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems.

    All versions include the same .mdl & .mdx files.

    I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader. 


    ================================================================


    Compatiblity: 

    For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps.

    Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions).

    I would suggest installing other large mods (such as "TSL Restored Content Mod") first, then this one. 


    ================================================================


    Installation: 

    Copy and paste the desired model and texture files into TSL's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing. 

    The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps.

    The folder marked "Optional Kreia model" includes models that change the diffuse & ambient lighting settings. More info in the additional read-me file.


    ================================================================


    Uninstall: 

    Delete unwanted files from the game's Override folder.


    ================================================================


    Thanks for modding tools:

    KOTOR Tool – Fred Tetra
    mdlops (used version 7a2) - cchargin, JdNoa
    NWMax – Joco
    Replacer - Taina
    tga2tpc - ndix UR
    KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides 
    Hex-editor XVI32 2.55 - Christian Maas


    ================================================================


    Permission:

    Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version.

    The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago.

    This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission.

    As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software.


    ================================================================


    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    KotOR upscale completed list v0_52.xlsx


    • Submitter
    • Submitted
      02/06/2025
    • Category
    • TSLRCM Compatible
      No

     


  9. 4x Upscale+ Character Textures & Model Fixes


    ================================================================


    IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE.


    ================================================================


    Description: 

    This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had.

    The process followed is generally:

    1. run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures.
    2. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc).
    3. touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression).
    4. manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc).
    5. strategically add painted detail (such as highlights and shadows along the shoulders and neck of Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc).
    6. painting personal choices (like changing P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit).
    7. recreating entire textures (such as Player Character male scoundrel dark side underwear PMBASD01).
    8. fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as PFBD collar); fix edge seams from one area to another; close gaps (like Mission's arms).
    9. manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. 
    10. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. 
    11. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04).
    12. recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format


    For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work.

    A few models required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing.

    For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue.

    For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance.

    For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting.

    Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread.

    There will be three versions of this mod to choose to download:

    1. 4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 5.2GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource.
    2. 4x .tpc version. Created by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 1.8GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity.
    3. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 530MB, which should be much easier on PC systems.

    All versions include the same .mdl & .mdx files.

    I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. Most of the screenshots have been taken in TSL, because I find that it renders the characters better and has higher resolution screen grabs. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader. 


    ================================================================


    Compatiblity: 

    For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps.

    Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions).

    I would suggest installing other large mods (such as "KotOR 1 Restoration" or "KOTOR 1 Community Patch") first, then this one. 


    ================================================================


    Installation: 

    Copy and paste the desired model and texture files into KotOR's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing. 

    The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps.


    ================================================================


    Uninstall: 

    Delete unwanted files from the game's Override folder.


    ================================================================


    Thanks for modding tools:

    KOTOR Tool – Fred Tetra
    mdlops (used version 7a2) - cchargin, JdNoa
    NWMax – Joco
    Replacer - Taina
    tga2tpc - ndix UR
    KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides 
    Hex-editor XVI32 2.55 - Christian Maas


    ================================================================


    Permission:

    Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version.

    The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago.

    This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission.

    As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software.


    ================================================================


    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    KotOR upscale completed list v0_52.xlsx


    • Submitter
    • Submitted
      02/06/2025
    • Category
    • K1R Compatible
      No

     

    For anyone wondering why I listed it as not compatible with K1 Restoration Project, I found that there were four texture files that conflict:

    PMBE06.tga
    PMBBS01.tga
    PFBE06.tga
    PFBBS01.tga

    It will be up to you, the user, to decide if you want to use the lower resolution (but painted black) textures that come with K1R; or if you want to use my higher resolution textures. It will simply be a matter of overwriting the files when you drop them into the Override folder. Beyond that I didn't see any conflicts with .mdl, .mdx, .tpc, or .txi files. But if anyone comes across any issues, please let me know.

    • Like 1

  10. 22 hours ago, DarthParametric said:

    I wasn't saying that you specifically should do it, just that Salk's request would make more sense if it harvested the heads and plonked them on the standard bodies. Someone else could do surgery. Left as-is they would be compatible with your textures with no further effort, but if you allow 3rd party mod reuse then they could probably stand to be remapped.

     

    No worries. I was just trying to remind readers what my scope is, so that they don't get their hopes up. I want to keep expectations realistic.

    22 hours ago, DarthParametric said:

    You shouldn't be encouraging the use of Workshop mods. And no, loose textures aren't any more compatible with Workshop mods than other mods.

     

    Why's that? It's been a long while since I've been out of the loop. Did I miss something important about Steam mods?

    22 hours ago, DarthParametric said:

    Mac and Linux users can use the multi-platform HoloPatcher as a drop-in replacement for TSLPatcher, if it is required.

     

    Something else that I was unaware of. While its nice to know of more tools for Mac users, this mod won't need it.

     

    On another note, I think that I will try uploading multiple download options for each game. The third option is to address the issue that Snigaroo pointed out (which I haven't actually tested myself):

    • KotOR:
    1. 4x tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 5.2GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource.
    2. 4x tpc version. Created by running full size tgas through tga2tpc which compresses the 2048x2048 pixels to 5.5MB. This version is a total of 1.8GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity.
    3. 2x tpc version. Created by reducing full size tgas by half, then running them through tga2tpc which compresses them to 1.4MB. This version is a total of 530MB, which should be much easier on PC systems.
    • TSL:
    1. 4x tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource.
    2. 4x tpc version. Created by running full size tgas through tga2tpc which compresses the 2048x2048 pixels to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity.
    3. 2x tpc version. Created by reducing full size tgas by half, then running them through tga2tpc which compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems.

    While doing it this way does mean that many texture files will be duplicated if a person downloads both KotOR & TSL versions of the mod, it should be easier for users to install the correct files into the correct Override folder.

    As for the screenshots, I have scaled them down by half. While viewers won't get the full effect of how much the texture resolution has changed, the pics will at least illustrate where I've made some artistic choices that are beyond just upscaling the original textures. I haven't taken screenshots of every texture I've fixed (that would end up being over 500). So far there are 36 pics specifically for KotOR (total 31MB); 90 pics specifically for TSL (total 94MB); and 71 pics that are common to both games (total 77MB). 

    The question I have is: can I attach the common screenshots to the TSL mod page and the link those photos into the KotOR mod page such that they are saved in only one place on Deadly Stream's servers (thus taking up less space); or do I need to attach them to both mod pages, thus duplicating the space taken up on the server? OR is that still too many screenshots to host on Deadly Stream?


  11. On 1/15/2025 at 9:54 PM, Salk said:

    Thanks for the answer!

    Those models were exactly what I was talking about. Looking at the comparison shots shows an obvious improvement in terms of texture resolution. What I'd say is still quite problematic is the model itself which is too low poly. Most notably the hands. I know nothing about modelling but I was wondering if it wasn't possible to "recycle" the already existing hands from the commoners models?

     

    On 1/15/2025 at 10:42 PM, DarthParametric said:

    If you're going to start chopping up body parts, you'd be better off just lopping off the lite heads and turning them into standalone heads and using them on the "full fat" bodies, since that seems to be the only thing you're actually after.

    My goal was to improve the original files without spending too much time on them. This is an upscale plus mod, not a full on remaster. I focus mostly on perfecting the UVW maps. The most that I'll do to a mesh is push around a few XYZ coordinates if it really needs it, but nothing that is going to require re-compiling it (which cutting pieces from various meshes would certainly require).

    One sample is Canderous' clothes model has arms that are skinnier than his underwear model, so I adjusted them to match. Another is Disciple's eyes were a bit wonky, so I adjusted them to be more symmetrical. Another simpler one is the Lite Sith Soldier: the feet were clipping into the ground, so I moved all vertices upwards.

    I'm sure that there are some replacement mods out there that swap higher poly models for the lite versions, but this isn't going to be one of those. I'm trying to do everything without needing to patch the 2da files. That way, even mac users can just copy and paste the skins and models, and it should make it more compatible with Steam mods.


  12. On 1/4/2025 at 7:40 PM, Snigaroo said:

    I am incredibly enthusiastic about this project--it's something I know I have been hoping for for quite some time, as others have said, and I'm thrilled that you're personally looking over every output for quality checking. It's more than I'd ever hoped to see, and I'm eagerly awaiting it.

    With that said, however, I do want to sound a potential word of caution since this is intended to be a 4x package. I have a great deal of experience troubleshooting setups with an overabundance of texture data, whether that be from upscale mods or just a ton of handmade textures, and I can say definitively that the larger the file load, the quicker both games' native memory leaks are exacerbated, leading to save corruption if the game isn't restarted frequently. Indeed, for some of the existing 4x textures on the Nexus, the problem is so bad that they can cause save corruption just by a user trying to save the game in a particularly heavily-affected module, even if the game was only just restarted. In the worst-case, modules with too much texture data can be impossible to load in; I'm not sure of the precise reason behind this, but I suspect there's some sort of backend texture throughput budget which, if breached, causes the save load to fail.

    Now, most of the problems that lead to these behaviors are rooted in using only .tga textures, and lighter-weight .tpc textures can greatly reduce the strain--but still, there are limits to how much reduction can be expected, and any amount of texture load per-module which is in excess of 50mb, I would say, is likely to at least slightly reduce the amount of time it takes to begin experiencing memory overflow.

    With that in mind, it might not be a bad idea to make different texture sizes, if at all feasible: 4x for users who are willing to restart their game a little more frequently or who have access to large address aware packages that can allow the executable to use more RAM (and thus ameliorate the memory overflow), and a 2x package for other users (such as those who have the game on Steam, where the encrypted executable leads 4GB patches to fail on the original game's .exe). I think having options for both would be very helpful, as long as it wouldn't require you to redo every texture from scratch.

    Thanks for the explanation. I wasn't really familiar with the details of issue, just that some HD mods have a tpc version to improve performance and reduce download size. I'll keep it in mind for the future.

    On 1/10/2025 at 10:30 PM, Salk said:

    redrob41,

    I was wondering if you have perhaps thought of fixing the models/upscaling the textures for the LITE NPCs in the K1 game. I currently have a modification that swaps the low resolution models/textures recycling internal game resources but those LITE NPCs use sometimes distinctive heads which I'd like to restore.

    I assume you're referring to these ones (and the others similar):

    Spoiler

    5 Lite Commoner 1.png5 Lite Commoner 2.png

    I have kept the original models' shape but fixed the uvw maps. For the textures I have taken my 4x commoner clothes and scaled them down, with some touch ups for the lite version. As for the faces, I have rebuilt them using parts of commoner heads and player heads, with some manual painting around the eyes. The weird thing to deal with the model is that the faces have an indent /flat spot for where the eyes are painted on, rather than separate eyeball/eyelid meshes. It makes for odd textures when unwrapped.

    I have also done similar process for other lite versions (Sith soldier, Republic officers, female Twi'leks, etc) and plan to continue for the ones that I haven't gotten to yet. Details are in the spreadsheet I've attached to the first post :D

    • Like 3

  13. On 1/1/2025 at 9:18 PM, DarthParametric said:

    You definitely want to split them for each game.

    I'm going to re-tool and re-organize my files & Read-Me so that there will be separate K1 & TSL downloads. I was planning on doing tga (higher resolution, easier for modders to use as a resource) & tpc (lower file size) versions for each; would they be uploaded independently or somehow joined in the thread? It gets confusing so:

    1. KotOR tga version
    2. KotOR tpc version
    3. TSL tga version
    4. TSL tpc version

    Also, during upload there will be questions and check boxes about compatibility with other existing mods, but I can't remember which ones they are? I'd like to double check because I'm almost certain that there will be duplicate files, and users will need to know which characters that they'll have to decide when to overwrite files or not.

    On 1/3/2025 at 2:13 AM, DarthParametric said:

    I assume you're still using NWMax? You may want to consider switching to KOTORMax (with this fix) and MDLEdit / MDLOps v1.02. Although note that these are not compatible with Tainia's Replacer due to changes in the ASCII format.

    At this point I'm almost superstitious about my setup 😆. I'm running Windows 10 on an iMac through bootcamp, and it can't run Win11. The last time I tried to use MDLOps V1.0.0 and KotorMax it caused problems that I just didn't want to deal with. I also had to revert back to 3ds Max 2011 because my 2016 version developed problems. Since I prefer the old school Taina's method, for now I'm just not going to mess with what's working for me.


  14. On 1/1/2025 at 11:43 PM, DarthParametric said:

    With the advent of seedhartha's fork of KBlender and his implementation of binary model I/O, breaking normals shouldn't be an issue. At least if you can stomach using Blender.

    I've been using 3DS Max 2011 for years because I don't want to pay for yearly subscriptions. Besides, it still works great for these old mdl files. I've never tried Blender before.

    3 hours ago, Salk said:

    Thanks for the answer, redrob41.

    Is your plan to upload your work in the current state? Even if not complete, it is in an advanced enough state to make a significant impact already and you could get some useful feedback.

    Cheers! 

    Yeah, I plan to release what I've got so far, and hopefully not take another 2 years to finish what's left 😆. Over the last two nights I have made some XYZ changes to PFBF & PFBH models for both games, so hopefully it is similar enough to what K1 CP had done for them. If there are any other weird little model glitches that you know of, that I haven't already addressed in my spreadsheet, please let me know. I can add it to my long list for someday.

    • Like 1

  15. 1 hour ago, Salk said:

    I have a few questions: (1) How's compatibility with the K1 Community Patch? The K1 CP does include fixes to some game models. (2) I reported some time ago how messed up K1's PFHC04 is. Have you perhaps had a chance to fix that? (3) There are some K2 resources that became part of very popular K1 mods, like JC's Fashion Line I. Would it be possible to use your K2 fixed models/textures in K1?

    I have a few answers: 

    1. I haven't looked at other other mods/fixes as I've been focused on getting as much of my mod done as I can. I have just taken a quick look at K1 CP, and I will probably tackle the female armour collar clipping on my model versions (since it looks like a simple XYZ fix to me). I haven't looked at any of the rest yet. If any of my models and textures work for the K1 CP, feel free to incorporate them.
    2. I am specifically saving the head models until last, since some of them are really messed up (like the one you mentioned). Some day I hope to get to it.
    3. I know that in recent years the community has relaxed its view on "porting" between K1 & TSL, but when I started this mod I deliberately decided to keep them separate. My main reason is that I prefer the Taina's replacer method of fixing UVW & XYZ coordinates, since it preserves the smooth groups. However, if anyone else wants to modify some files to work in either game, I'm not opposed to it.

    It is inevitable that there are going to be incompatible files with other mods. My Revan robes models, for example, make significant changes to the UVW map of the hands and boots, so they will be slightly off when used with a flowing cape mod. As far as I know, in order to add the animations it would require compiling the ascii model using mdlops, which would break the smooth groups (unless that's been fixed in recent years and I don't know). I didn't sweat it because there are so many other HD Revan textures out there that users will pick and choose to mix and match the ones they like best. 

    • Like 1

  16. Hello KotOR modding community. It has certainly been a long time since I've posted here. While life has been busy and can get in the way of modding, I have been working on a big project in secret. For the past few years I have been chipping away at my own version of an A.I. Upscale 4x mod for most of the default character files in both games. Because it has been slow going, I didn't want to get distracted by constantly responding to "when is it going to be ready?" prompts when I could be spending time on the files. I also didn't want to get anyone's hopes up about it, only to then keep delaying because I'm often too much of a perfectionist. But after so much time has elapsed, I keep thinking that I need to put something out, even if it is incomplete in my books.

    To give you an idea of how big a project this is, I have completed 329/475 textures that are common to both games, 71/214 textures for K1, and 184/419 textures for TSL. That makes for a grand total of 584/1108 textures or 52.71%. I'm using the textures as the basis for completion, but there are also 459 models for K1 and 648 models for TSL completed so far. I've attached a spreadsheet with a list of all the files involved.

    The reason why it is so slow going is that this mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists.  I have also been attempting to fix many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. One problem of upscaling textures that I've found is that the model seams become glaringly obvious at higher resolution, so I've been painstakingly painting those to look seamless. Anyone who is familiar with my previously released mods will know how much I try to fix those pesky model errors.

    The other thing about A.I. upscaling software, is that I haven't found one that gives perfect results. Instead of relying on one result, I usually run texture files through an A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. Then I combine textures in a multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). Then I manually paint away errors, fix seams, and make additional changes.

    At any rate, the reason for this WIP post is that I've been out of the loop for so long, that I don't know the best way to package and upload the mod. I usually use 7zip, so that's not the problem. I currently have 378 tga, tpc, & txi files (4.09 GB) that are common to both games; 459 mdl, mdx, tga, tpc, & txi files (1.07 GB) specifically for K1; 648 mdl, mdx, tga, & txi files (2.90 GB) specifically for TSL. I was originally planning on packaging them up all together and letting the user to put them into their respective override folders, making the common files only needing to be downloaded once. The other option is to make two download packages, one for each game, where the common files are included in both packs. This would result in having to download the largest batch of files twice, but it would be easier for installation. 

    To complicate it further, I would also make download packages for a tpc only installation (for smaller file sizes and easier to run in-game). 

    The other questions I have are:

    • which upload method do users prefer: single download for both games (smaller size overall), or two files (one for each game makes installation easier)?
    • how many screenshot images can be uploaded to showcase the contents of the mod? I currently have 197 pngs for a total of 561 MB, and would like to make more. I've attached a few to sample a range of the types of changes the mod tackles.
    • are there any samples for the Read Me file regarding Permissions and Credits? I want to make the tga version into a modder's resource.
    • Where is the best place to put a link to my "Buy me a Coffee" tip jar? I'm hoping to use any funds towards software upgrades for future modding.

    I don't know if I'll ever actually finish this mod, but I need to share what I've got before the universe jumps in again and makes something impossible for me.

    Anyway, happy New Year. I hope to continue more of this work in 2025.


    Screenshot samples:

    Spoiler

     

    1 N01.png

    2 K1 - Bastila 5.png

    2 TSL - Kreia 3.png

    3 TSL - HK-47 2.png

    5 Twilek F1.png

    4 Droids Astro TSL.png

    1 B-Commoner 10.png

    2 K1 - Cand 2.png

    1 A-K1 LRG A.png

    5 Lite Alien 1.png

     

     

    KotOR upscale completed list v0_52.xlsx

    • Like 4
    • Light Side Points 1

  17. 11 minutes ago, DarthParametric said:

    Nice work. I bet you have been waiting years to get that job finally done.

    Thanks. Yeah, it was really frustrating to be so close when Windows 10 decided to make the old tools stop working. I'm really glad that the modding community here is still so alive. The new tools are working great, and I should be able to actually get something done 😄. Hopefully you won't have to wait years again for the next one 😉.

    • Light Side Points 1

  18. Party Model fixes and HD Bastila


    The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look.

    The models that I have fixed, and are included, are:

    1. default clothes models for 
      1. Bastila Shan
      2. Canderous Ordo
      3. Carth Onasi
      4. Jolee Bindo
      5. Juhani
      6. Mission Vao
      7. HK-47's whole body model
    2. head models for Bastila and Carth
    3. HD head texture for Bastila
    4. head texture for Jolee (to fix the mustache)
    5. two additional clothes textures for Carth

    Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods.

    Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated).


    • Submitter
    • Submitted
      06/09/2018
    • Category
    • K1R Compatible
      Yes

     

    • Like 1

  19. On ‎5‎/‎27‎/‎2018 at 7:53 PM, DarthParametric said:

    It's a whole new world now. NWMax is old news.

    Is it ever. I know I disappeared for nearly 2 years, but it's a great feeling that the modding community here is alive and well!

    I've been downloading and trying out the new tools, and is it my imagination, or did someone figure out how to get bumpmapping to work? That would be amazing!


  20. Hey, long time no see. I know I’ve been busy for a while (being a dad is worth most of my time). 

    Once upon a time, I did have plans to make TSL versions of my lizard people. The skins are mostly done, they just need refinement for the larger texture size. The real problem is making the head models. Ever since I upgraded to Windows 10, I can’t get the NWMax plugin to work. That means I can’t load a model to do any work on it. 

    If anyone can point me to a fix or update, I’d really appreciate it. 


  21. On 2/27/2018 at 1:04 AM, N-DReW25 said:

    If some of them are done why not release what you've done and once you finish another alien release that alien as well and keep on doing that until all the aliens are done.

     

    That's unfortunate as RedRob41 is probably never coming back. Would anyone have a means of contacting him? 

     

    I’m not completely disappeared, lol. I’ve just been too busy being a dad to spend much time on my own hobbies. I’ll admit, this week was the first time in a long time I’ve even browsed the forums.

    Plus, ever since I started using Windows 10, I’ve been having trouble playing K1 or TSL, and I can’t work on models because the NWMax plugin keeps getting blocked. Which is unfortunate, because I want to merge some TSL head models in order to re-create the K1 playable heads. 

    If anyone can point me in the direction of a NWMax update, I’d be really thankful. 


  22. Jolee will need some 3d work on his head model. The back of his upperlip, on the inside of his mouth, drops down. It obscures his teeth, it's really odd looking when trying to take screenshots.

    This must be one of the worst model faults I've seen. The other party members have some faults on their head model, but it's all less obvious. You really need to focus to spot it.

     

    But with Jolee it's just visible whenever you go in close-up shots. I'll have to do some learning, it's been a very long while since I dabbled with head models and fixing UVs.

    I might finish the skin first? Not sure what to do first.

     

    As I fear this model fix thing might take some time...

    I've been looking into that, and I think that you can get away without having to do any uvw edits. If you extend the mustache texture down so that it covers the upper lip texture, it should solve most of the weirdness. That whole part of the model should be mustache that overhangs the upper lip. The actual upper lip model is uvw mapped to two completely separate areas (the main area is below the teeth, the other is to the right of that). I've made up a quick version to illustrate that, and hopefully you can use it as a guide:

    P_joleeh01.jpg