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Found 69 results

  1. Version 0.4.1

    3,490 downloads

    ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Textures Improvement Project 0.4.1 (TSLRCM Add-On) ======================================================== Author: danil-ch Contact: Personal Message at deadlystream Name: Textures Improvement Project (TSLRCM Add-On) Filename: TIP_0.4.1.rar Release Date: 11/01/15 1. Description: ---------- The aim of the mod is to make game textures to utilize game shaders properly. This Release contains various fixed textures for droids, Aliens, Creatures, Mandalorians and more. Enjoy! 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.3 is REQUIRED. This is an add-on for TSLRCM, it will not work otherwise. So have that installed. To install, extract the TIP folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, for TSLRCM only, select that option and run it. 3. Uninstall: ---------- There has been a backup made of the modified files, within a folder titled 'backup' in the 'Main Patch" folder. Simply remove mod files from your Override and restore original appearance.2da 4. Bugs: ---------- If you find anything, let me know. 5. Credits: ---------- Kainzorus Prime; for contributing his textures. 6. Thanks: ---------- Thanks go the entire TSLRCM team; your work has been outstanding. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  2. View File Quanons Manaan Upscaled Textures This mod will add upscaled textures for the Manaan part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and: Enjoy! Minor note: No the Sith base is not included, this is a separate texture set within the game, it gets used on various other locations to. So it'll be a pack on its own. Sky textures are made by the awesome Kexikus get them here: => https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ => https://www.nexusmods.com/kotor/mods/69 For the best looking Cantina signs, pick up this mod by SithHolocron: => https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/ Submitter Quanon Submitted 05/12/2022 Category Mods K1R Compatible Yes  
  3. View File Quanons Ebon Hawk Interior Upscaled Textures This mod will add upscaled textures for the interior of the Ebon Hawk. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a look at the screenshots and; Enjoy! EDIT: Looks like I forgot to pack the tpc normalmap files, you can get these with the extra ZIP I provided. Just unpack/ copy to the override folder! Sky textures are made by the great Sithspecter get them here: => https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ Install these after my pack and just overwrite them when asked. Other great texture mods to improve the many monitors and screens in the Ebon Hawk by talented SithHolocron: => https://deadlystream.com/files/file/848-animated-ebon-hawk-monitors-not-including-galaxy-map/ => https://deadlystream.com/files/file/1237-more-subtle-animated-ebon-hawk-monitors-still-not-including-galaxy-map/ => https://deadlystream.com/files/file/1032-kotor1-canon-animated-galaxy-map/ => https://deadlystream.com/files/file/724-kotor1-animated-galaxy-map/ NormalMaps.7z Submitter Quanon Submitted 05/09/2022 Category Mods K1R Compatible Yes  
  4. Version 1.0.0

    569 downloads

    This mod will add upscaled textures for the interior of the Ebon Hawk. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a look at the screenshots and; Enjoy! EDIT: Looks like I forgot to pack the tpc normalmap files, you can get these with the extra ZIP I provided. Just unpack/ copy to the override folder! Sky textures are made by the great Sithspecter get them here: => https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/ Install these after my pack and just overwrite them when asked. Other great texture mods to improve the many monitors and screens in the Ebon Hawk by talented SithHolocron: => https://deadlystream.com/files/file/848-animated-ebon-hawk-monitors-not-including-galaxy-map/ => https://deadlystream.com/files/file/1237-more-subtle-animated-ebon-hawk-monitors-still-not-including-galaxy-map/ => https://deadlystream.com/files/file/1032-kotor1-canon-animated-galaxy-map/ => https://deadlystream.com/files/file/724-kotor1-animated-galaxy-map/ NormalMaps.7z
  5. Version 1.0.0

    325 downloads

    This mod will add upscaled textures for the Manaan part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and: Enjoy! Minor note: No the Sith base is not included, this is a separate texture set within the game, it gets used on various other locations to. So it'll be a pack on its own. Sky textures are made by the awesome Kexikus get them here: => https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ => https://www.nexusmods.com/kotor/mods/69 For the best looking Cantina signs, pick up this mod by SithHolocron: => https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/
  6. Version 1.0.0

    351 downloads

    This mod will add upscaled textures for the Tatooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and; Enjoy! Also try and spot the babies while on Tatooine. EDIT: Added a tiny zip with a missing wall texture! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ Qs_Tatooine_miss.7z
  7. View File Quanons Tatooine Upscaled Textures This mod will add upscaled textures for the Tatooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and; Enjoy! Also try and spot the babies while on Tatooine. EDIT: Added a tiny zip with a missing wall texture! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ Qs_Tatooine_miss.7z Submitter Quanon Submitted 05/07/2022 Category Mods K1R Compatible Yes  
  8. View File Quanons Dantooine Upscaled Textures This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here: Submitter Quanon Submitted 05/04/2022 Category Mods K1R Compatible Yes  
  9. Version 1.1.0

    500 downloads

    This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here:
  10. View File Restored Dantooine Textures Pack [K1] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 09.04.2022 Installation: Inside the "For Override" folder are 3 folders: "Bark", "Grass" and "Skybox". This mod is modular, meaning you don't have to install all 3 texture options if you don't want to. The Bark and Skybox folders will contain the tree and skybox textures, copy the files within Bark and/or Skybox and paste them into your Override folder. If you have an option to overwrite, then that means you have another mod which already modifies the Bark and/or Skybox texture and you'll need to choose whether or not to install the Bark and/or Skybox textures. Inside the Grass folder you will find the folders "Grass 1", "Grass 2", "Grass 3", "Grass 4" and "Grass 5". Each grass folder is a different mod, you should only install ONE grass mod! The screenshots on the mod page will show you WHAT each grass mod does, do keep in mind that some grass mods might do minimal changes and will require TWO texture changes whereas other grass mods might change the ENTIRE aesthetic of K1 Dantooine and will change up to FIVE textures. Just like the Bark/Skybox textures, simply select the grass mod you want and copy the files directly into your Override folder. Description: In K1, Dantooine has a few unusued textures for grass, trees and skybox. This mod will simply replace the vanilla textures with the unused textures, you have a few textures to choose from. 1) Tree: The Trees of Dantooine will sport a more realistic tree texture. 2) Skybox: This skybox appears to have been an incomplete draft by Bioware, do keep in mind that the "roof" of the Skybox does not exist in the game files and thus is missing from the mod. 3) Grasses: Up to 5 different grass textures exist in the game files meaning you can only install 1 grass mod (Please consult the Mod's Screenshots to see what each Grass mod does). Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com. Incompatibilities: Will be incompatible with any mods which modifies the following files: "LDA_bark02.tga" "LDA_bark02.tpc" "LDA_bark04.tga" "LDA_bark04.tpc" "LDA_rock04.tga" "LDA_rock04.tpc" "LDA_graspatch01.tga" "LDA_graspatch01.tpc" "LDA_grass2.tga" "LDA_grass2.tpc" "LDA_grass07.tga" "LDA_grass07.tpc" "LDA_rock06.tga" "LDA_rock06.tpc" "LDA_sky001.tga" "LDA_sky001.tpc" "LDA_sky002.tga" "LDA_sky002.tpc" "LDA_sky003.tga" "LDA_sky003.tpc" "LDA_sky004.tga" "LDA_sky004.tpc" This mod uses the TGA texture format, meaning any TGA mods which use the same files will be overwritten by this mod. However, if you install TGA and TPC files of the same name together, it will probably crash your game so be sure to make sure none of these files are present in your Override folder. Do keep in mind, let's say if you install the tree and grass textures but NOT the skybox textures then you'll be able to use another skybox mod (And vice versa). Report any unknown incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game Fred Tetra: For Kotor Tool And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 04/08/2022 Category Skins K1R Compatible Yes  
  11. Version 1.0.0

    173 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 09.04.2022 Installation: Inside the "For Override" folder are 3 folders: "Bark", "Grass" and "Skybox". This mod is modular, meaning you don't have to install all 3 texture options if you don't want to. The Bark and Skybox folders will contain the tree and skybox textures, copy the files within Bark and/or Skybox and paste them into your Override folder. If you have an option to overwrite, then that means you have another mod which already modifies the Bark and/or Skybox texture and you'll need to choose whether or not to install the Bark and/or Skybox textures. Inside the Grass folder you will find the folders "Grass 1", "Grass 2", "Grass 3", "Grass 4" and "Grass 5". Each grass folder is a different mod, you should only install ONE grass mod! The screenshots on the mod page will show you WHAT each grass mod does, do keep in mind that some grass mods might do minimal changes and will require TWO texture changes whereas other grass mods might change the ENTIRE aesthetic of K1 Dantooine and will change up to FIVE textures. Just like the Bark/Skybox textures, simply select the grass mod you want and copy the files directly into your Override folder. Description: In K1, Dantooine has a few unusued textures for grass, trees and skybox. This mod will simply replace the vanilla textures with the unused textures, you have a few textures to choose from. 1) Tree: The Trees of Dantooine will sport a more realistic tree texture. 2) Skybox: This skybox appears to have been an incomplete draft by Bioware, do keep in mind that the "roof" of the Skybox does not exist in the game files and thus is missing from the mod. 3) Grasses: Up to 5 different grass textures exist in the game files meaning you can only install 1 grass mod (Please consult the Mod's Screenshots to see what each Grass mod does). Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com. Incompatibilities: Will be incompatible with any mods which modifies the following files: "LDA_bark02.tga" "LDA_bark02.tpc" "LDA_bark04.tga" "LDA_bark04.tpc" "LDA_rock04.tga" "LDA_rock04.tpc" "LDA_graspatch01.tga" "LDA_graspatch01.tpc" "LDA_grass2.tga" "LDA_grass2.tpc" "LDA_grass07.tga" "LDA_grass07.tpc" "LDA_rock06.tga" "LDA_rock06.tpc" "LDA_sky001.tga" "LDA_sky001.tpc" "LDA_sky002.tga" "LDA_sky002.tpc" "LDA_sky003.tga" "LDA_sky003.tpc" "LDA_sky004.tga" "LDA_sky004.tpc" This mod uses the TGA texture format, meaning any TGA mods which use the same files will be overwritten by this mod. However, if you install TGA and TPC files of the same name together, it will probably crash your game so be sure to make sure none of these files are present in your Override folder. Do keep in mind, let's say if you install the tree and grass textures but NOT the skybox textures then you'll be able to use another skybox mod (And vice versa). Report any unknown incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game Fred Tetra: For Kotor Tool And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  12. PFHC05 mira replacer like this model @Effix made. not sure if it's possible. https://deadlystream.com/profile/28754-effix/
  13. Looking for a PFHC05 skin replacer with red hair for Mira the current reskin are available are not working correctly.
  14. It's really annoying to have every texture in the game hd except for main menu logo so i thought I would request a hd logo replacer compatible with tslrcm and M4-78 droid planet that replaces kotor2logo.tga full screen 1920×1080
  15. Anyone know how to fix or can fix (A better Mira) mod by corpsecotillion I really like the mod. but unfortunately it has some bugs. Following these instructions fixes the head mesh issue "The head model expects a file mirahe.tga, make a copy of p_mirah.tga and rename it to mirahe.tga.I believe the name for the body texture is also incorrect, P_MiraA01.tga should be P_MiraA.tga" But even with the headmesh fix the teeth of the model clip through when Mira is talking and it's weird and buggy. Alternative request: Change Mira's default hair to the one in the mod
  16. View File Juhani Appearance Overhaul Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j­­­_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax Submitter Stormie97 Submitted 03/14/2020 Category Mods K1R Compatible No
  17. So, I decided to re-play Knights of the Old Republic: The Sith Lords the other day and realized that I could now play the game with the grass enabled -- before I would get the common problem I think has to do with ATI (AMD) graphics cards and the game being OpenGL; FYI: I think the latest ATI drivers have finally gotten around to fixing this. I thought, cool, I can now play all those outdoor areas (like Telos) with grass enabled as without it they kind of sucked. Then I realised that they still kind of sucked because the grass textures are so crap -- well, the game is rather old to be fair. So, I re-textured them to something better. Then I had to re-texture the ground texture to match, which also meant re-texturing all the ground textures along with the cliff area walls as well. I was happy and played on, that is until I got to the old underground military base and I thought, I think I can do better with some effort. So, I redid those as well. Then I went back and started work on Telos station as well, as some of the textures are shared between the two -- actually, a lot of the textures are used all over the place which makes it a bit tricky. I still have much yet to do in order to complete the Telos set: I need to redo much of the signage along with recreate the animated textures. Work more on the skyboxes. Still need to do the Telos Polar area. The outside areas of the station you see through the windows I still have yet to do. Various textures aren't part of the Telos set but appear to be from elsewhere -- like the trees and grass on the station which I think are from Dantooine. So in order for them to be completed for Telos it means doing part of the outdoors for Dantooine. I think I can still improve the trees some via textures Anyway, I thought once I was done with Telos -- as much as you can be without editing models and such -- that I would upload it as a teaser of a much larger project to retexture (remaster really) all the environment textures for the game followed by everything else. As in props, droids, creatures, character faces, weapons, armor and robes, equip objects, effects, and anything else I've forgotten. It's a lot of work but the upside is that I am not recreating all the textures from scratch. 90% are reworked textures that have been enlarged and then a special-sauce in way of a combo of filters and layers utilised in order to enhance them. It's only around 10% of the textures that end up having to be tweaked in some way -- like floor tiles -- or made from scratch -- some of the signage will definitely be. So, it shouldn't end up taking me years of my time to complete. Anyhow, here are some teaser screens...
  18. Hi guys I'm trying to convert a NPC texture to a holo aspect in KotOR 1. I've downloaded a free version of GIMP (v2.10) but I never used it before and even following this tutorial: http://lucasforumsarchive.com/thread/209758 I get nothing not even acceptable. I'm not sure if I misunderstanding the instructions or what I'm doing wrong. The only one weird thing I've found is that the tut talks about Transparency degree to apply to the layers and in my GIMP version just there is an Opacity slider that I think could be related. Could someone lead me step by step for do it? Aside, when I created the NPC I gave it a new and unique Tag and TempleteResRef name but using this name in the texture it doesn't work, it just works if I use the original texture name with the new texture file. As to use the new texture I have to place it in the Override folder, the NPC always would use this texture along the game and I want use it just in a new Module I'm working on. I don't know but I guess I have to edit the 'appearance.2da' file and add the new texture. Anyone can confirm that? And, editing the .2da, just need I to copy (and paste it as a new one) the row of the original texture, change its label field to my texture name and, of course, the number of the row? I've read some tutorials but, or I missed things or I haven't found exactly what I'm looking for. I don't like to play with the .2da files, above all if I'm not sure what I'm doing and what can be broken later on in game, so, anyone can guide me in this task as well? Thanks in advance
  19. Basically, I've been gone a while from DS due to my computer (which houses all of my files and Photoshop) being well, disabled. Anyway, it's finally back up, so time to get back to modding! Here are some of my current/unreleased projects- (note that some of these changes are difficult to see without a before and after slide, so some are included for that purpose) Also I ... dont' know how to add images at full size, so unfortunately each image has to be clicked to see it at full size. Artificial bumpmaps: I found out earlier this year that adding a high contrast line of light with a slightly offset line of dark creates a pretty convincing bumping of the affected texture. About half of the metal textures on the Telos Station later, and it makes the walls and floors look that much more realistic. Before- After- Before- After- I have done all but a few of the walls and floors of Entertainment Module 082 and the Habitation module, but I plan to do most of these textures throughout the game. Speaking of Telos Station, I sought to create something that more matched the cutscenes, so I made it overall darker with the tiny edgings of orange seen in them. I also made weird greenish windows in the background bluer and copied parts from the window texture to create detail in the far background. (signs from Sith Holocron's mod) Boma: I redid the Boma Beast to match the concept as closely as the 3d model would allow. I plan to include it in my next iteration of Aliens Redetailed unless I can get enough of the alien bestiary together to be worthy of a mod pack. Fun with Specular Shaders and some skin effects: A bit earlier than this year, I found out that if you mix the specular shader with some light noise, you can create a light reflectivity to all of the characters' skin. In about July, I had fully implemented this technique on all of the character models throughout the game. The only problems I've run into as far as releasing a mod is that in some cases, you have to go into the Appearance.2da and manually add the specular shaders or they won't work. For the Handmaiden, I've been experimenting with shaders and added noise to create what look like the dimples you see on real skin This effect is especially cool with dynamic lights I also used a similar process to create a realistic eye shine for every character and NPC that occurs only from certain angles rather than the painted-on ones Box Art: A very old project I've been working on forever. I researched a bunch of in-universe Star Wars companies that not only match the Kotor timeline, but also the products encountered in the game. I started with the disgustingly bland shelf placeable by adding decals to the boxes and things like tools and Pazzak cards to the upper portion (to look like there's something in them) For what it's worth, I put my most fervent effort into making the blurry Czerka boxes have a decent decal Nar Shadaa Lights: For this, I started by making the neon lights less dull by adding a few shaders and some tweaks in Photoshop. Recently I've been using them to light up the Nar Shadaa cityscape by making all of the lights brighter. The effect is actually quite cool. Still Nar Shadaa looks pretty bland in comparison, so I'm thinking of adding lighter textures to some of the city walls to match the contrast given by the lights. Robes with added contrast and cleaned up: The first thing I noticed when I started playing Kotor 2 was that the robes on the Onderon soldier and Republic officer had some rather tacky edges to them. I've been working for a bit to remedy this by removing the blackish lines on the neckline and making the lines of the robe match across the pattern. The robes still look pretty flat to me, so I added contrast in Photoshop and added a light cm_baremetal shader to the file. If time allows, I plan to fix up all of the necklines throughout the game and hopefully make most of the robes look a bit more dimensional.
  20. Version 1.0

    1,662 downloads

    A simple mod that changes the colors of the lightsabers in the game. I always thought they were a bit off, some less, some more. I'm very well aware that there are going to be people who don't like certain colors. Tough luck. I don't mind criticism at all, I say HIT ME with it, but, please, refrain from whining and saying things that I can only reply "Mhm" to (e.g. "oh my god, I hate the orange color, it's not even orange, it's [whatever]"). If you hate something so much that you'd rather see me burn in a pool of lava, my advice is: open photoshop and change whatever you want, it ain't that hard. The "Alt" folder contains some alternatives. Some of the changes are unnoticeable, some of them are rather obvious. The second screenshot shows these colors. PS: that weird property of the blue, red, green and yellow lightsabers that causes them to look thinner from behind and much thicker from the front; I don't know how to fix that. I tried tweaking the models, but I failed horribly. It's the models, or the shaders or I don't know, but there's nothing I can do about it. Apologies. No compatibility problems. There are none, there can be none. It's just a simple texture mod. I'm 99,9% sure about that. Also, no black-core lightsabers, there are shading issues, it won't work, it'll look off and horrible and just NO. You hear me? NO. Installation: simply drag whichever files for respective lightsaber colors you want into the override folder.
  21. So I'm currently trying to superimpose sections from two textures that use the same body model to make a custom one. However, it feels like I'm just randomly moving pieces around rather than dividing the parts with precision to place them exactly where they should be onto the other layer. The results aren't horrible, it just feels I'm doing this in the most amateur way possible. It doesn't look bad in-game, but the map is a mess when you compare it to the original ones. Also, some areas of the map don't seem to show up at all, so clearly I'm not reading the texture map right. Is there a way to prevent you from moving/placing the section you want to superimpose beyond the edges of the layer? Part of the issue comes from that, but also being unable to select and replace the areas with care. I'm using the Free Select Tool from Gimp for this, but only with straight lines.
  22. This is a ridiculously basic question from someone with no modding experience. The closest thing I found in the tutorial section was JC's ripping heads tutorial, but what I want should be far simpler than that. If this has been explained elsewhere, feel free to redirect me to the post. I'm fully expecting you all to eat me alive here. So I recently read in a mod description that by renaming the mod's clothing texture/skin (.tga) and then placing it in the Override folder, it will automatically replace the clothing texture that shares that name, regardless of the purpose the texture was made for. Does that mean you could make a copy of any existing vanilla .tga and rename it to replace any clothing texture? Say for example you want Juhani to make her entrance in her underwear to make her appear more liberated. Or say you want to replace Bastila's default underwear permanently with the slave outfit. Would you simply have to make a copy of the slave .tga and then rename it to the default underwear and just dump it in Override? How would you go about pinpointing the file you want and the file you want to replace? Does this work with any character that's not poorly rendered or that isn't an alien? Will the head stay the same, or does it have to be a texture for the same character? I've never screwed with files that much, so I wouldn't know what I'm doing without asking first. I just need confirmation that this is doable by myself without any modding tools. It's something I've always been interested in so I'm eager to hear your answers. I also wanted to take this opportunity to thank all the kotor modders out there, from the head honchos to the one-hit wonders. I've been collecting your work for years and never really bothered to thank you. Now that I have an account, I'll be throwing 5 stars around and about.
  23. From the album: Magnetiicz

  24. So I've been googling and searching and downloading and swearing, but I just can't find any HD shuttle textures for TSL that look, well, HD. I found one that's basically just the regular texture upscaled in GIMP/Photoshop (which doesn't look that good, very blocky-pixly look to it), and one that's at standard resolution which actually looks worse than the normal one, at least in my opinion. Specifically looking for HD versions of the TEL_shutcrsh.tga and TEL_shutin.tga textures, mainly. Maybe there are none. If you're good at making textures and have some time to spare, why not give it a go..? I'd do it myself but, well, I lack the skills needed, to be frank. My skills cap out at simple image editing/recolouring, at least for now. So yeah, if someone comes across textures like these, or has the time, will, and skill needed to make them, let me know!
  25. So I'm having this issue in game where some of the textures, usually metal (which I believe should look shiny) looks very glossy. I understand that it is supposed to be shiny, but in my opinion, it looks glossy, almost as if it's wet. I'm not sure if this is a texture issue or a shader issue (or if it's something else altogether). Does anyone know what file is the source of this? I'd like to tone it down a bit if possible. If it's not possible, I'll probably try removing it from override and see how it without it. I'm using the GOG version of TSL, if that matters. I've attached screenshots to show an example of what I mean. It's most noticeable on droids. Thanks.