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redrob41

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Posts posted by redrob41

  1. 7 hours ago, Vriff said:

    Good to know, so one of the differences i noticed between the mdledit and the vanilla head was an ordered array of bone indices was zeroed out in the mdledit head so I swapped it with the values of the vanilla and zeroed that array in the vanilla head, to see if that was maybe the cause. It apparently was not.

    I will continue investigating. I was wondering if you could just round trip a head in mdlops and kmax without any other edits, just the saving and conversion processes. Both the ascii and binary and pass it over, and also if you can see if that with no manual edits is still messed up it can help me eliminate (and ultimately hopefully fix) whatever tool is mangling it.

    I've made some files. I hope they help. The end result binary mdl & mdx make for a messed up head in-game.

    Most files I work with have been fine, but I've come across several head models that get messed up like this. PMHH02 works but PMHH01 doesn't. PFHC03 doesn't (maybe it is because it is a K1 holdover?). I haven't tried the rest of the models in this pic, but I'm guessing that they are likely to fail too. When I did this old mod, I think I had to painstakingly hex edit by trial and error. I never could alter the mdl's xyz or uv coordinates. I was really hoping that the new mdlops and KotorMax system would handle them. The K1 version of PFHC03 works just fine, it is only the TSL version that gets messed up.

    Spoiler

    Misc TSL Head Fixes.jpg

     

    pmhc04 error.zip

  2. Specialized Combat Suits HD TSL



    Specialized Combat Suits HD
    for TSL
    by
    RedRob41


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


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

    WARNING: MAKE SURE NOT TO REPLACE ANY FILES OF THE SAME NAME THAT ARE ALREADY PRESENT IN YOUR OVERRIDE FOLDER!


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


    Description: This is not really a mod, but more of a modder's resource. It includes textures for the basic Combat Suit PFBC and PMBC, as well as icons and uti files to make them wearable. Anyone who has created a story mod for either game can use these suits to add some variety to the NPCs that the player interacts with. I have also included models in which I have fixed the uvw maps, so that the textures appear correctly (the original models had some polygons in the wrong places). The new models should work with any other texture mods, since they work perfectly with the in-game ones. 

    The armour class is the same as the basic Combat Suit, so there isn't any real advantage to wearing them as a player. The real power of these files, is that a modder can create a whole army with both male and female members (and using any head model for NPC variety).

    The textures were made from original textures that appear in both games, so there is no issue of porting.

    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 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 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 should be much easier on PC systems.
    All versions include the same .mdl & .mdx files. Only one version should be installed at a time; having both .tga files and .tpc files with the same name in the Override folder may cause problems.


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


    Compatibility: The male models PMBCx and BAODUR_BC are duplicates of the models found in the mod called 4x Upscale+ Character Textures & Model Fixes for TSL - Version 0.52 by RedRob41. The female models PFBCx in this mod have had additional uvw fixes since the V0.52 mod, and are therefore superior.
    The models aren't necessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer.


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


    Includes:         TSL

    Republic Combat Suit    a_light_42.uti    PFBC42.tga, PMBC42.tga, ia_class4_042.tga

    Sith Combat Suit            a_light_43.uti    PFBC43.tga, PMBC43.tga, ia_class4_043.tga

    Czerka Combat Suit       a_light_44.uti    PFBC44.tga, PMBC44.tga, ia_class4_044.tga

    T.S.F. Combat Suit          a_light_45.uti    PFBC45.tga, PMBC45.tga, ia_class4_045.tga

    Corellian Combat Suit    a_light_46.uti    PFBC46.tga, PMBC46.tga, ia_class4_046.tga

    Exchange Suit                a_light_47.uti    PFBC47.tga, PMBC43.tga, ia_class4_047.tga

    Black Vulkar (Orange)    a_light_48.uti    PFBC48.tga, PMBC44.tga, ia_class4_048.tga

    Black Vulkar (Blue)         a_light_49.uti    PFBC49.tga, PMBC45.tga, ia_class4_049.tga


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


    Directions: Please copy all files to the game's Override directory. 

    TSL uti files: These are necessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, example: giveitem a_light_42 will give your player the Republic Combat suit.


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


    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.


    • Submitter
    • Submitted
      06/15/2026
    • Category
    • TSLRCM Compatible
      Yes

     

  3. Specialized Combat Suits HD K1



    Specialized Combat Suits HD
    for Kotor
    by
    RedRob41


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


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

    WARNING: MAKE SURE NOT TO REPLACE ANY FILES OF THE SAME NAME THAT ARE ALREADY PRESENT IN YOUR OVERRIDE FOLDER!


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


    Description: This is not really a mod, but more of a modder's resource. It includes textures for the basic Combat Suit PFBC and PMBC, as well as icons and uti files to make them wearable. Anyone who has created a story mod for either game can use these suits to add some variety to the NPCs that the player interacts with. I have also included models in which I have fixed the uvw maps, so that the textures appear correctly (the original models had some polygons in the wrong places). The new models should work with any other texture mods, since they work perfectly with the in-game ones. 

    The armour class is the same as the basic Combat Suit, so there isn't any real advantage to wearing them as a player. The real power of these files, is that a modder can create a whole army with both male and female members (and using any head model for NPC variety).

    The textures were made from original textures that appear in both games, so there is no issue of porting.

    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 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 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 should be much easier on PC systems.
    All versions include the same .mdl & .mdx files. Only one version should be installed at a time; having both .tga files and .tpc files with the same name in the Override folder may cause problems.


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


    Compatibility: The male models PMBCx are duplicates of the models found in the mod called 4x Upscale+ Character Textures & Model Fixes for KotOR - Version 0.52 by RedRob41. The female models PFBCx in this mod have had additional uvw fixes since the V0.52 mod, and are therefore superior.
    The models aren't necessary, but the new textures will look much better with them. If you have other mods that change the models, you might prefer to use those ones. Check them out to be sure which you'd prefer.


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


    Includes:         KotOR    

    Republic Combat Suit    g_a_class4042.uti    PFBC42.tga, PMBC42.tga, ia_class4_042.tga

    Sith Combat Suit           g_a_class4043.uti    PFBC43.tga, PMBC43.tga, ia_class4_043.tga

    Czerka Combat Suit      g_a_class4044.uti    PFBC44.tga, PMBC44.tga, ia_class4_044.tga

    T.S.F. Combat Suit          g_a_class4045.uti    PFBC45.tga, PMBC45.tga, ia_class4_045.tga

    Corellian Combat Suit    g_a_class4046.uti    PFBC46.tga, PMBC46.tga, ia_class4_046.tga

    Exchange Suit                g_a_class4047.uti    PFBC47.tga, PMBC43.tga, ia_class4_047.tga

    Black Vulkar (Orange)    g_a_class4048.uti    PFBC48.tga, PMBC44.tga, ia_class4_048.tga

    Black Vulkar (Blue)         g_a_class4049.uti    PFBC49.tga, PMBC45.tga, ia_class4_049.tga


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


    Directions: Please copy all files to the game's Override directory. 

    K1 uti files: These are necessary in order to wear the armours in-game. The name of the uti file is what you would use to cheat them in with the cheat console, example: giveitem g_a_class4042 will give your player the Republic Combat suit.


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


    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.


    • Submitter
    • Submitted
      06/14/2026
    • Category
    • K1R Compatible
      Yes

     

    • Like 1
  4. On 6/8/2026 at 2:53 AM, Vriff said:

    Thanks. The "pmhc04_mdledit_skin_unknown_from_vanilla" files looked messed up; just like this one:

      Hide contents

    K2_00002.jpg

    The files from "pmhc04_vanilla_skin_unknown_zeroed" looked like this:

    Spoiler

    K2_00001.jpg

    I don't know what you meant by "zeroed" but it seems to work. The only thing is though, I don't see that any of my uvw or smoothing group edits made it through. Were you working with the vanilla files or the ones that I linked in the first post?

  5. On 5/21/2026 at 10:01 PM, JasonRyder said:

    Hey RedRob41! I wanted to ask. Would you ever consider updating your Juhani Catlike Head Mod with HD textures? Also, what about the armors in SpaceAlex's K1 Enhancement Pack

    Yes, I plan on updating a number of my old mods. But like I say, I'm good at making the files, not so good at finishing them up for release. Mostly I've still got to make new screenshots and Read-Me files, plus convert tga to tpc. Then there's my ever nagging perfectionism that causes me to revise them again. Anyway, if I get more answers to my questions in the first post, it will help me to get to the next steps.

    My contributions to SpaceAlex's mod were small, and I haven't gotten to all of those yet.

  6. I tried it again; the files from the MDLEdit folder comes out like this:

    Spoiler

    K2_00002.jpg

    Mind you, my old disc version of the game doesn't run well on my current computer (iMac running Win10 through Bootcamp) so I'm forced to use a Steam version of TSL. I don't know if that has anything to do with it.

  7. 36 minutes ago, DarthParametric said:

    Try these: TSL_PMHC04_Test.zip

    Imported your ASCII into KMax, re-exported, loaded into MDLEdit and saved as binary. Loaded the binary into KBlender, looked fine, exported as new binary.

    Thanks for the effort, but they don't seem to work any better in-game than mine. Hmmm. My ascii looks just fine in 3DS Max; it seems that it is only after compiling it to binary that the problems start.

    Spoiler

    Files from MDLEdit folder.

    K2_00000 DP_MDLEdit.jpg

    Spoiler

    Files from KBlender folder.

    K2_00000 DP_KBlender.jpg

     

  8. As many of the long time members here will know, I had been using MDLOps 7a2 with GMax in 3DS Max, and Taina's Replacer for the longest time. For the past 6 months or so I have switched to MDLOps 1.0.2, KotorMax in 3DS Max and have been enjoying the successes. I like how it allows me to fix more than just xyz coordinates and uvw maps; now I can also fix vertex welds, bone weights, and smooth groups. I was merrily working on more of my 4x Upscale+ mods, and recently started doing PC heads. But, I ran into a snag with PMHC04, PMHH01, and others in TSL. Some of them come out looking like this:

    Spoiler

    PMHC04 on the left is mangled. PMHC03 on the right works great.

    K2_00003 compile glitch.jpg

    When I did the PMHC04 above, all I did was use MDLOps 1.0.2 to make the mdl.ascii file, renamed it, ran it back through MDLOps 1.0.2 to make the bin.mdl & mdx (with "Head model fix link to neck_g" checked) then renamed files and moved to Override folder. I had previously worked on it with much more extensive edits, but every time it would be messed up in-game.

    PMHC03 on the other hand, I had loaded the ascii into KotorMax and made many changes to it. I broke some of the vertices and welded others; I modified the uvw map and the smooth groups. This was all to get rid of the stretched triangle that went from the back of the head to the base of the flat top bangs. After exporting it, I recompiled to binary and dropped them in the override. This one worked really well. I wish they all went like this.

    I'm just wondering if there is a setting or something that MDLOps needs, or if I need to hex edit the binary mdl or text edit the ascii mdl or something else? I found out that if the file path and file name is too long, that it can cause problems with read/write in MDLOps, but I don't think that is the issue here.

    I haven't tried MDLedit yet, is there any tutorials for it? Are there future compatibility issues for re-modding the resultant mdl?

    I figure that this issue will also affect every head model that I tried to fix a long time ago (TSL Head Model Fixes) since the three mangled heads I've gotten so far coincide with it. I'd really like to be able to fix those head models for good.

    I've attached three of the ascii models, just in case someone wants to take a peek.

    Any help would be greatly appreciated.

    PMHC04-kotormax-Export5-FixUVWsmooth.mdl.ascii PMHH01-kotormax-Export1-FixUVW.mdl.ascii pfhc03-kotormax-Export2-FixUVW.mdl.ascii

  9.  

    Hey KotOR community, I need help. As you may know, I like making model and texture mods. My biggest weakness though, is actually packaging them up and releasing them. I'm sitting on a few small piles that I should just stop nitpicking and release them already. Since I don't check in very often, I fall out of the loop and so I have some questions which leads to option paralysis. 

    Specialized Combat Suits HD
      I have made 4x upscale versions of my Combat Suits mod, so I'd like to replace the old one. The thing is, I don't know the best way to group the files for the end users. I want to have versions for 4x tga files (2048x2048 px), 4x tpc files, and 2x tpc files.

    1. Should I make three separate mod releases or combine them into one 7zip download and ask the user to pick their preferred files?
    2. What size icons should I include 128px or 64px? I don't know if there are issues with the icons depending on if someone is using upscaled and/or widescreen menus or maybe it doesn't matter?

    I do plan on releasing separate K1 and TSL versions. There are eight combat suits to choose from.

    Here's a K1 sample:

    Spoiler

    Combat Suit HD K1 - 42 - Republic.png

    Here's a TSL sample:

    Spoiler

    Combat Suit HD TSL - BaoDur 44.png

    Any advice you have will help me with the Read-Me instructions.

    • Like 5
  10. On 9/5/2025 at 9:27 PM, Salk said:

    I am experiencing a glaring problem with the Alpha Channel of the retexture of Bastila's head.

    Instead of a transparency effect I get a full white color. Removing the Alpha Channel fixes the issue, but I thought I'd report it.

    I guess the standard questions of which version of KotOR are you using (I'm testing with my original disk version), and is it fully updated? Are you using the tga or tpc version of this mod? Do you have other mods installed with this one?

    Have you noticed it with any other textures that use the blending punchthrough shader? For example Zaalbar or other Wookiees; Banthas; or my modified Mission's head (her eyelashes should have transparent hairs). Some environment textures use it, like trees, grass, grates, or netting.

    I seem to remember a similar problem with other transparent textures having errors due to graphics card compatibility. I just can't remember where I saw it off the top of my head. Have you tried doing a search for "blending punchthrough" or even just "punchthrough"?

  11. 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.

  12. 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
  13. 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
  14. 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
  15. 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
  16. 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 2
  17. 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
  18. 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

     

  19. 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
  20. 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?

  21. 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.

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