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Found 12 results

  1. View File [K1] No more unrealistic visual effects This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy. Submitter KnifeMaster Submitted 06/09/2020 Category Mods K1R Compatible No  
  2. Version 1.0.0

    322 downloads

    Something's gone wrong with the Ebon Hawk. Not only are sparks flying out of its panels every which way, but those sparks look less like sparks and more like Pac-Man's power pellets. Most likely because the spark objects in the local geometry are not making use of the same effects technology the rest of the game's sparks are, namely motion blur for that streak look. This mod takes fixes up the sparks used in the game's prologue to use the same technology as the rest of the game, for a stronger look more consistent with the rest of the game, while retaining all of the same intention as the original ones. For clarity, this is not a texture mod, but a model one. It is compatible with any texture mods of your choice. Check out the included video below to see the differences. spkeff.mp4 Installation: Download the .7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". You can open .7z files with programs like Archive Utility on macOS, or by downloading free programs like PeaZip on Windows and Linux. Uninstallation: Remove the folder "Spark_Effect_v1.0" from your override. Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the files listed below. This mod is compatible with "Ultimate Ebon Hawk Repairs". You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. Included Files: -001ebo17.mdl -001ebo17.mdx -002ebo.mdl -002ebo.mdx Acknowledgments: Thanks to Cortisol and Fred Tetra for making file extraction easy with the Holocron Toolset and KotORTool, respectively, and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I would also like to give a big shout out to ConansHair for the idea for the mod, and for lending me his thoughts. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. spkeff.mp4 spkeff.mp4
  3. View File Spark Effect - Ebon Hawk Something's gone wrong with the Ebon Hawk. Not only are sparks flying out of its panels every which way, but those sparks look less like sparks and more like Pac-Man's power pellets. Most likely because the spark objects in the local geometry are not making use of the same effects technology the rest of the game's sparks are, namely motion blur for that streak look. This mod takes fixes up the sparks used in the game's prologue to use the same technology as the rest of the game, for a stronger look more consistent with the rest of the game, while retaining all of the same intention as the original ones. For clarity, this is not a texture mod, but a model one. It is compatible with any texture mods of your choice. Check out the included video below to see the differences. spkeff.mp4 Installation: Download the .7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". You can open .7z files with programs like Archive Utility on macOS, or by downloading free programs like PeaZip on Windows and Linux. Uninstallation: Remove the folder "Spark_Effect_v1.0" from your override. Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the files listed below. This mod is compatible with "Ultimate Ebon Hawk Repairs". You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. Included Files: -001ebo17.mdl -001ebo17.mdx -002ebo.mdl -002ebo.mdx Acknowledgments: Thanks to Cortisol and Fred Tetra for making file extraction easy with the Holocron Toolset and KotORTool, respectively, and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I would also like to give a big shout out to ConansHair for the idea for the mod, and for lending me his thoughts. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. spkeff.mp4 spkeff.mp4 Submitter PapaZinos Submitted 06/07/2023 Category Mods TSLRCM Compatible Yes  
  4. Version 1.03

    893 downloads

    These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better.
  5. Version 1.0

    891 downloads

    This mod was inspired by Shem's Realistic Visual Effects from way back when. For those of you who don't remember, Shem's mod removed speed blur, glowing hands during melee attacks, force wave and sparkly healing animations. I've decided to take things a step farther and remove everything that could be considered unrealistic, such as: - the brief green glow that occurs after being poisoned - anything visual associated with friendly powers (valor, force resistance, shield, etc.) - glowing or smoking hands when using certain powers - the shield-like stasis effect - swirling white lines indicating confusion - the black 'scorch' effect that appears on the ground after some explosions (which is realistic, admittedly, but looks like hell) - the 'goo' effect that appears after smashing Kinrath eggs (which is also realistic, but, much like the 'scorch' effect, looks horrific in-game) - animated scopes (power blast, sniper shot, etc.) Why do something like this? Personally, I can't stand the glowing, sparkling and otherwise silly or ugly visual indicators in KotOR. This sort of thing might be useful for anyone looking to create machinimas... which probably aren't a thing anymore, but oh well. I've also included a couple optional extras: a blank texture that replaces the blue nebula thing - which can be seen during a variety of in-game cutscenes and typically looks pretty bad - and also a reworked camera. The edited camera definitely isn't for everyone, but to me it looks more modern without going totally overboard. I've adjusted it so that there are no differences between the default, combat and Ebon Hawk camera angles. This probably isn't compatible with other mods that alter 'visualeffects.2da' or 'spells.2da'. I don't use K1R, so I'm not sure whether or not there are any conflicts. It will work with the Community Patch, however, but you must install my mod afterwards. And finally, a huge thanks to Fred Tetra for his KotOR Tool. Enjoy.
  6. Version 1.0

    507 downloads

    This mod reduces the amount of video effects that are used to reduce overall lag in the game, should help a little if you're having performance problems. It mostly reduces dynamic lights, shadow casting lights and other small details but on the low setting all effects are disabled for max performance. If you need more performance you could also use Shem's Realistic Visual Effects mod or Siberian Wolf's No speed blur mod with this one. Other than that, tweakguides has some good tips you should look at. There's likely to be a couple of slight changes later on so suggestions are welcome. As usual feel free to use it however you like, please throw a mention my way if you do.
  7. Version 1.0

    730 downloads

    This is just a simple idea from a good friend here on DS. Basically Rece of RealRece fame asked me for a bunch of wacky colors for the force lightning I used in my effects mod. All of the files are the same three textures with different colors; so find a folder and pick the one that suits your fancy. Also included is an "Alt conjure No Texture" folder that removes the conjure animation texture from the effect, if that's your thing. Props to Rece for uploading these nice looking screenshots. \ Installation: Place whichever file in the folder of your choice inside the Override folder in your Kotor game folder. If you don't have an Override folder, you will have to create one. // Uninstallation: Remove the texture files found in this mod from your Override folder \ Compatibility: This mod works for both Kotor 1 and Kotor 2 - The Sith Lords \\ Permissions: Please let me know about using this mod, but don't use it without permission. / Credit: TriggerGod for the texture which I used as the base for this texture, Rece for his request, FairStrides for doing it first Adobe, for their Photoshop which I relied for in editing, Bioware and Obsidian for these great old games, and George Lucas for starting this whole Star Wars thing
  8. Currently I'm working to make steam/effects models easier to run on older hardware. My hopes will be that TSL will perform better on devices using WINE as well with this mod. If you see my thread started in the general modding discussion, you can see how I started and where I've come. As of right now I've greatly reduced birthrate, random birthrate, and life expectancy values of the effects in model files using MDLedit and notepad++. This progress has only been possible because bead-v introduced me to MDLEdit. Models that have been finished Main Menu Peragus (all map files w/particle effects) Dxun (all map files w/particle effects) Nar Shaddaa (all map files w/particle effects) Onderon (all map files w/particle effects) Telos (all map files w/particle effects) Dantooine (all map files w/particle effects) Korriban (all map files w/particle effects) Some PLC_ models (mostly steam vents) PLC_ models that have other smoke and other emitters 8xxdro planet map models 9xxmal planet map models dor_ models that include effects V_ models that include abilities with effects emitters FX_ files including but not limited to... mines, grenades, and other explosions. Anything with an effects emitter attached. Ebon Hawk models Models that need to be edited + More Play test some maps to ensure framerate gains are considerable All of the original Knights of the Old Republic? To show my progress, I've attached a couple "screenshots" with fraps running to show the dramatic frame-rate increases as a direct result of the changes I've made. My compute stick didn't like the printscreen function at 75hz apparently (which is why these are pictures). I'm hoping to release version 1 of this mod this weekend but only time will tell if it's ready.
  9. Ice Eclipse power textures View File These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better. Submitter Alan The Magic Goose Submitted 08/27/2017 Category Skins TSLRCM Compatible  
  10. View File TSL Reduced Graphics Mod This mod reduces the amount of video effects that are used to reduce overall lag in the game, should help a little if you're having performance problems. It mostly reduces dynamic lights, shadow casting lights and other small details but on the low setting all effects are disabled for max performance. If you need more performance you could also use Shem's Realistic Visual Effects mod or Siberian Wolf's No speed blur mod with this one. Other than that, tweakguides has some good tips you should look at. There's likely to be a couple of slight changes later on so suggestions are welcome. As usual feel free to use it however you like, please throw a mention my way if you do. Submitter Marauder Submitted 09/22/2016 Category Mods TSLRCM Compatible  
  11. File Name: Realistic Improved Effects Texture Mod Addon: Lighting Color Pack File Submitter: Malkior File Submitted: 09 Jun 2015 File Category: Mods TSLRCM Compatible: Yes This is just a simple idea from a good friend here on DS. Basically Rece of RealRece fame asked me for a bunch of wacky colors for the force lightning I used in my effects mod. All of the files are the same three textures with different colors; so find a folder and pick the one that suits your fancy. Also included is an "Alt conjure No Texture" folder that removes the conjure animation texture from the effect, if that's your thing. Props to Rece for uploading these nice looking screenshots. \ Installation: Place whichever file in the folder of your choice inside the Override folder in your Kotor game folder. If you don't have an Override folder, you will have to create one. // Uninstallation: Remove the texture files found in this mod from your Override folder \ Compatibility: This mod works for both Kotor 1 and Kotor 2 - The Sith Lords \\ Permissions: Please let me know about using this mod, but don't use it without permission. / Credit: TriggerGod for the texture which I used as the base for this texture, Rece for his request, FairStrides for doing it first Adobe, for their Photoshop which I relied for in editing, Bioware and Obsidian for these great old games, and George Lucas for starting this whole Star Wars thing Click here to download this file
  12. So what is it? NFX - FX Texture Overhaul for TSL is my texture overhaul of all the effects in Kotor 2. This applies to effects such as muzzle flashes, lens flares, snowflakes, fire/smoke fx, explosions, etc. I will continue to update this thread with my progress with the project and identifying textures. Below is an example of a high resolution remade muzzle as well as flares. The result is reduced blur, improved detail. I am kinda cheesed that there were only a couple people who took a hit at the FX textures, and they were simply upscaled. Therefore I would like to finish this re-make of all the FX! The goal is to keep the vanilla feel, without modifying too many tones or colors, unless necessary. If you would like to collaborate or help out, please add me on skype - alinademelectro Screenshots below (bare in mind when I uploaded these I forgot about the alpha channels, future updates will look better, all alpha channels will be re-done) Also, anybody willing to shed some light on the description of the textures from FX and what they do in-game would be great, since the naming is strange, I would gladly appreciate it! Textures I have extracted the originals using KotorTool, under swpc_tex_tpa.erf "F" It's a bit tough because there's a lot of trial and error for me to discover which exact texture I'm editing in-game. Anyways, it's still very early but I wanted to let you guys know what I'm working on! Cheers! Project Updates 10/29/14 - Creating 2 versions, UltraHD (1K/2K textures), and a standard HD (1K/512) - No ETA thus far Identified Textures In-Game ~50%