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Version 3.3
811 downloads
VANILLA PLANETS HD A VANILLA-FAITHFUL ENVIRONMENTAL TEXTURE OVERHAUL ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ OVERVIEW ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD is an environmental texture upscale for Star Wars: Knights of the Old Republic II — The Sith Lords. The mod upscales the game’s planet, area, environmental, screen, display, and panel textures using Topaz Gigapixel at up to four times their original resolution. The goal is to keep KOTOR II as close to its original visual style as possible while making the textures cleaner, sharper, and more detailed. I created this mod because I wanted an HD environmental overhaul that preserved the original materials without making surfaces excessively reflective or glossy. There are no ReShade presets, lighting edits, shader changes, or major visual redesigns. FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ • Planet and area textures upscaled at up to 4x resolution • All major environments included • Screens, displays, monitors, and panels included • Ebon Hawk interior and exterior included • Optimized TPC textures • Vanilla-faithful appearance • Separate add-ons for TSLRCM and the KOTOR 2 Community Patch INCLUDED AREAS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Peragus and the Harbinger Telos Ebon Hawk Interior and Exterior Dantooine Dxun Onderon Nar Shaddaa Korriban Malachor V Shared planet and environmental textures Screens, displays, monitors, and panels DOWNLOADS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ There are three files total. MAIN FILE The complete Vanilla Planets HD texture overhaul. This file is required for all users. TSLRCM ADD-ON Additional textures for users of The Sith Lords Restored Content Mod. Requires the Vanilla Planets HD main file and TSLRCM. KOTOR 2 COMMUNITY PATCH ADD-ON Additional textures for users of the KOTOR 2 Community Patch. Requires the Vanilla Planets HD main file and the KOTOR 2 Community Patch. INSTALLATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ UPDATING FROM A PREVIOUS VERSION If you are updating from a previous version of Vanilla Planets HD, delete the following files from your Override folder if they are present: DAN_blst03.tpc DAN_fall.tpc DAN_gobo1.tpc DAN_gobo2.tpc DAN_LBms.tpc DAN_leaf02.tpc DANfx_mots.tpc KOR_lightbeams.tpc DXN_treeline2.tpc PLC_Water01b.tpc After removing these files, install the new version normally using the instructions below. MAIN FILE 1. Download and extract the Vanilla Planets HD main file. 2. Copy the included Override folder into your main KOTOR II installation directory. 3. Merge the folders and replace files when prompted. TSLRCM ADD-ON 1. Install TSLRCM. 2. Install the Vanilla Planets HD main file. 3. Install the Vanilla Planets HD TSLRCM add-on last. 4. Replace files when prompted. KOTOR 2 COMMUNITY PATCH ADD-ON 1. Install the KOTOR 2 Community Patch. 2. Install the Vanilla Planets HD main file. 3. Install the Vanilla Planets HD KOTOR 2 Community Patch add-on last. 4. Replace files when prompted. IMPORTANT The TSLRCM and KOTOR 2 Community Patch files are add-ons and are not standalone downloads. Always install the Vanilla Planets HD main file first. SKYBOXES AND BACKDROPS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD does not replace the game’s major skyboxes, distant backdrops, or cockpit window views. These assets were intentionally left untouched because Kexikus has already created excellent high-resolution skybox and backdrop mods, while tjsase has created a dedicated mod for the cockpit views. The following mods are highly recommended: High Quality Skyboxes II TSL Backdrop Improvements TSL High Quality Stars and Nebula TSL HD Cockpit Skyboxes COMPATIBILITY ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD is compatible with most gameplay, character, interface, bug-fix, and audio mods. Conflicts may occur with other planet or environmental texture overhauls that replace the same files. When two mods contain textures with the same filename, the files installed last will take priority. CREDITS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Obsidian Entertainment and BioWare — Original KOTOR II textures and assets ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ VANILLA PLANETS HD The original worlds of KOTOR II in higher definition. -
Version 1.0.0
160 downloads
VANILLA ICONS AND GUI HD 1,539 UPSCALED ICON AND INTERFACE TEXTURES FOR KOTOR II ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ OVERVIEW Vanilla Icons and GUI HD contains 1,539 upscaled textures in the main file, not including compatibility-patch textures. The mod upscales every icon, GUI icon, and interface texture that could be safely enhanced while preserving the original appearance of Star Wars: Knights of the Old Republic II — The Sith Lords. This includes item icons, weapons, armor, clothing, portraits, menu icons, galaxy-map assets, GUI backgrounds, controller icons, and other interface textures. All included textures were upscaled to 4x their original resolution using Topaz Gigapixel. The mod began as Gamepad Menu Upscaled, later expanded into Forgotten UI Textures, and has now grown into a complete icon and interface overhaul. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ MAIN FILE CONTENTS The main file includes: • Item, weapon, armor, clothing, and equipment icons • Usable-item and inventory icons • Force-power, feat, ability, and interface icons • Player-character, party-member, and other character portraits • Gamepad menu textures and controller icons • Menu and GUI icons • Galaxy-map textures and icons • GUI backgrounds • Additional interface textures The vanilla blue lightsaber icons have also been recolored to correct their noticeably purple appearance. (See image) while preserving their original design, glow, and transparency. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ COMPATIBILITY PATCHES Only install a compatibility patch when using its corresponding mod. THE SITH LORDS RESTORED CONTENT MOD PATCH Includes additional and replacement interface textures used by The Sith Lords Restored Content Mod. Requires the main file and TSLRCM. KOTOR 2 COMMUNITY PATCH Includes additional and replacement interface textures used by the KOTOR 2 Community Patch. Requires the main file and the KOTOR 2 Community Patch. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ MISCELLANEOUS FILES SWOOP RACE OVERLAYS Upscales the interface overlays used during swoop races. The latest version of Vanilla Planets HD already includes these textures. You do not need this optional file if using my other mod. TSLRCM MAIN MENU LOGO Upscales the TSLRCM main menu logo The TSL Main Menu Model Fix and all of its prerequisites are hard requirements for this file. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ INSTALLATION 1. Download and extract the main file. 2. Copy the included Override folder into your main KOTOR II installation directory. 3. Place the folders and replace files when prompted. 4. Install the TSLRCM or KOTOR 2 Community Patch compatibility files afterward, when applicable. 5. If you’re using both TSLRCM and the KOTOR 2 Community Patch, install the TSLRCM icon patch first, followed by the K2CP icon patch. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ REQUIREMENTS AND COMPATIBILITY • Requires Star Wars: Knights of the Old Republic II — The Sith Lords • Compatible with The Sith Lords Restored Content Mod • Compatible with the KOTOR 2 Community Patch • Compatibility patches require the main file and their corresponding mods • The optional TSLRCM main-menu file requires the TSL Main Menu Model Fix and all of its prerequisites COMPATIBILITY NOTE The main file replaces many of the same textures included in: TSL - AI Upscaled Icon Overhaul TSL - AI Upscaled PC and Party Portrait Overhaul Installing Vanilla Icons and GUI HD afterward will overwrite matching icons and portraits from those mods. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ CREDITS Obsidian Entertainment — Original KOTOR II textures and assets -
Version 3.0
60 downloads
V A N I L L A C H A R A C T E R S H D V E R S I O N 3.0 An HD character texture overhaul for STAR WARS: KNIGHTS OF THE OLD REPUBLIC II THE SITH LORDS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ The familiar faces of the Old Republic—restored in high definition. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ O V E R V I E W Vanilla Characters HD enhances the original character textures from KOTOR 2 while preserving the game’s classic art direction. Version 3.0 has been rebuilt using optimized TPC textures and a new modular file structure. Transparency and alpha-channel issues affecting certain textures in previous versions have also been fixed. The textures were upscaled at 4x using Topaz Gigapixel AI and optimized primarily at approximately 2K resolution. ────────────────────────────────────────────── T E X T U R E C O V E R A G E Humans and aliens Droids Beasts and creatures Clothing and armor Character body textures ────────────────────────────────────────────── M O D U L A R F I L E S MAIN FILE — VANILLA GAME Contains the HD textures used by the original game. This is the primary standalone file. TSLRCM and the KOTOR 2 Community Patch are not required. OPTIONAL TSLRCM FILE Contains additional HD textures for characters and restored content included in The Sith Lords Restored Content Mod. Install this file only when using TSLRCM. OPTIONAL COMMUNITY PATCH FILE Contains HD versions of character textures included or modified by the KOTOR 2 Community Patch. Install this file only when using the Community Patch. ────────────────────────────────────────────── F E A T U R E S Optimized TPC texture format Mostly 2K character textures Fixed transparency and alpha-channel issues Modular optional files Preserves the original KOTOR 2 visual style No gameplay changes No model changes No character redesigns ────────────────────────────────────────────── I N S T A L L A T I O N Download and extract the Main File. Place the included TPC files into your KOTOR 2 Override folder. Install the optional TSLRCM file only when using TSLRCM. Install the optional Community Patch file only when using the KOTOR 2 Community Patch. Allow the optional files to overwrite textures from the Main File when prompted. IMPORTANT: Remove any older version of Vanilla Characters HD before installing Version 3.0. Old TGA files may override the new TPC textures. When updating, use Remove Duplicate TGA/TPC or manually remove duplicate TGA and TPC copies of the same texture. ────────────────────────────────────────────── C O M P A T I B I L I T Y The Main File can be installed by itself with the vanilla game. Optional files are available for: The Sith Lords Restored Content Mod KOTOR 2 Community Patch Other character texture mods may replace some of the same files. The textures installed last will generally take priority. ────────────────────────────────────────────── V E R S I O N 3.0 Converted the mod to optimized TPC textures Removed the previous uncompressed TGA version Added a modular file structure Added optional TSLRCM textures Added optional Community Patch textures Fixed transparent texture issues Corrected alpha-channel handling Improved texture optimization ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ M A Y T H E F O R C E B E W I T H Y O U ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ -
Version 2.1
141 downloads
Vanilla Maps HD upscales the map textures in Knights of the Old Republic II to make them sharper and cleaner. I tried other upscaled map mods, but they still were not sharp or high res enough for what I wanted. So I extracted the map textures myself and upscaled them x4 using Topaz Gigapixel. This mod also includes upscaled map textures for The Sith Lords Restored Content Mod and Droid Planet. You do not need either mod installed for Vanilla Maps HD to work. If you do use them, the included map textures are covered. Installation instructions Extract the zip file Place override folder into your main kotor 2 directory Replace files if prompted Main features Upscaled vanilla KOTOR II map textures x4 Topaz Gigapixel upscale Sharper and cleaner map images Includes support for The Sith Lords Restored Content Mod map textures Includes support for Droid Planet map textures Optional file available for Cathalan Improvement Project Requirements No hard requirements. The Sith Lords Restored Content Mod and Droid Planet are not required, but their map textures are included for users who have them installed. Cathalan Improvement Project is only needed if you use the optional Cathalan file. Credits Obsidian Enterainment -
Version 2.0
64 downloads
Description Vanilla Weapons HD Upscales all weapon textures in kotor 2 using topaz gigapixel X4 The mod is split into 5 separate files: Melee Weapons HD Blasters HD Lightsabers HD Grenades HD (includes mines and detonators) Bronze Lightsaber (Download if using tsl restored content mod) They are separated in case you already use another lightsaber mod, high quality blaster mod, or other weapon texture replacement. Installation Place the Override folder into your main KOTOR 2 directory. Replace files if prompted.- 1 comment
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View File Vanilla Weapons HD Description Vanilla Weapons HD Upscales all weapon textures in kotor 2 using topaz gigapixel X4 The mod is split into 5 separate files: Melee Weapons HD Blasters HD Lightsabers HD Grenades HD (includes mines and detonators) Bronze Lightsaber (Download if using tsl restored content mod) They are separated in case you already use another lightsaber mod, high quality blaster mod, or other weapon texture replacement. Installation Place the Override folder into your main KOTOR 2 directory. Replace files if prompted. Submitter Saul0097 Submitted 07/29/2026 Category Mods TSLRCM Compatible Yes
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Version 0.52.0
5,806 downloads
================================================================ 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: 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. 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). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). 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). 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). painting personal choices (like changing P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as Player Character male scoundrel dark side underwear PMBASD01). 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). 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. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04). 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: 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. 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. 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- 5 comments
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View File Vanilla Characters HD Optimized V A N I L L A C H A R A C T E R S H D V E R S I O N 3.0 An HD character texture overhaul for STAR WARS: KNIGHTS OF THE OLD REPUBLIC II THE SITH LORDS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ The familiar faces of the Old Republic—restored in high definition. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ O V E R V I E W Vanilla Characters HD enhances the original character textures from KOTOR 2 while preserving the game’s classic art direction. Version 3.0 has been rebuilt using optimized TPC textures and a new modular file structure. Transparency and alpha-channel issues affecting certain textures in previous versions have also been fixed. The textures were upscaled at 4x using Topaz Gigapixel AI and optimized primarily at approximately 2K resolution. ────────────────────────────────────────────── T E X T U R E C O V E R A G E Humans and aliens Droids Beasts and creatures Clothing and armor Character body textures ────────────────────────────────────────────── M O D U L A R F I L E S MAIN FILE — VANILLA GAME Contains the HD textures used by the original game. This is the primary standalone file. TSLRCM and the KOTOR 2 Community Patch are not required. OPTIONAL TSLRCM FILE Contains additional HD textures for characters and restored content included in The Sith Lords Restored Content Mod. Install this file only when using TSLRCM. OPTIONAL COMMUNITY PATCH FILE Contains HD versions of character textures included or modified by the KOTOR 2 Community Patch. Install this file only when using the Community Patch. ────────────────────────────────────────────── F E A T U R E S Optimized TPC texture format Mostly 2K character textures Fixed transparency and alpha-channel issues Modular optional files Preserves the original KOTOR 2 visual style No gameplay changes No model changes No character redesigns ────────────────────────────────────────────── I N S T A L L A T I O N Download and extract the Main File. Place the included TPC files into your KOTOR 2 Override folder. Install the optional TSLRCM file only when using TSLRCM. Install the optional Community Patch file only when using the KOTOR 2 Community Patch. Allow the optional files to overwrite textures from the Main File when prompted. IMPORTANT: Remove any older version of Vanilla Characters HD before installing Version 3.0. Old TGA files may override the new TPC textures. When updating, use Remove Duplicate TGA/TPC or manually remove duplicate TGA and TPC copies of the same texture. ────────────────────────────────────────────── C O M P A T I B I L I T Y The Main File can be installed by itself with the vanilla game. Optional files are available for: The Sith Lords Restored Content Mod KOTOR 2 Community Patch Other character texture mods may replace some of the same files. The textures installed last will generally take priority. ────────────────────────────────────────────── V E R S I O N 3.0 Converted the mod to optimized TPC textures Removed the previous uncompressed TGA version Added a modular file structure Added optional TSLRCM textures Added optional Community Patch textures Fixed transparent texture issues Corrected alpha-channel handling Improved texture optimization ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ M A Y T H E F O R C E B E W I T H Y O U ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Submitter Saul0097 Submitted 06/02/2026 Category Skins TSLRCM Compatible Yes
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View File Vanilla Planets HD VANILLA PLANETS HD A VANILLA-FAITHFUL ENVIRONMENTAL TEXTURE OVERHAUL ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ OVERVIEW ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD is an environmental texture upscale for Star Wars: Knights of the Old Republic II — The Sith Lords. The mod upscales the game’s planet, area, environmental, screen, display, and panel textures using Topaz Gigapixel at up to four times their original resolution. The goal is to keep KOTOR II as close to its original visual style as possible while making the textures cleaner, sharper, and more detailed. I created this mod because I wanted an HD environmental overhaul that preserved the original materials without making surfaces excessively reflective or glossy. There are no ReShade presets, lighting edits, shader changes, or major visual redesigns. FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ • Planet and area textures upscaled at up to 4x resolution • All major environments included • Screens, displays, monitors, and panels included • Ebon Hawk interior and exterior included • Optimized TPC textures • Vanilla-faithful appearance • Separate add-ons for TSLRCM and the KOTOR 2 Community Patch INCLUDED AREAS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Peragus and the Harbinger Telos Ebon Hawk Interior and Exterior Dantooine Dxun Onderon Nar Shaddaa Korriban Malachor V Shared planet and environmental textures Screens, displays, monitors, and panels DOWNLOADS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ There are three files total. MAIN FILE The complete Vanilla Planets HD texture overhaul. This file is required for all users. TSLRCM ADD-ON Additional textures for users of The Sith Lords Restored Content Mod. Requires the Vanilla Planets HD main file and TSLRCM. KOTOR 2 COMMUNITY PATCH ADD-ON Additional textures for users of the KOTOR 2 Community Patch. Requires the Vanilla Planets HD main file and the KOTOR 2 Community Patch. INSTALLATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ UPDATING FROM A PREVIOUS VERSION If you are updating from a previous version of Vanilla Planets HD, delete the following files from your Override folder if they are present: DAN_blst03.tpc DAN_fall.tpc DAN_gobo1.tpc DAN_gobo2.tpc DAN_LBms.tpc DAN_leaf02.tpc DANfx_mots.tpc KOR_lightbeams.tpc DXN_treeline2.tpc PLC_Water01b.tpc After removing these files, install the new version normally using the instructions below. MAIN FILE 1. Download and extract the Vanilla Planets HD main file. 2. Copy the included Override folder into your main KOTOR II installation directory. 3. Merge the folders and replace files when prompted. TSLRCM ADD-ON 1. Install TSLRCM. 2. Install the Vanilla Planets HD main file. 3. Install the Vanilla Planets HD TSLRCM add-on last. 4. Replace files when prompted. KOTOR 2 COMMUNITY PATCH ADD-ON 1. Install the KOTOR 2 Community Patch. 2. Install the Vanilla Planets HD main file. 3. Install the Vanilla Planets HD KOTOR 2 Community Patch add-on last. 4. Replace files when prompted. IMPORTANT The TSLRCM and KOTOR 2 Community Patch files are add-ons and are not standalone downloads. Always install the Vanilla Planets HD main file first. SKYBOXES AND BACKDROPS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD does not replace the game’s major skyboxes, distant backdrops, or cockpit window views. These assets were intentionally left untouched because Kexikus has already created excellent high-resolution skybox and backdrop mods, while tjsase has created a dedicated mod for the cockpit views. The following mods are highly recommended: High Quality Skyboxes II TSL Backdrop Improvements TSL High Quality Stars and Nebula TSL HD Cockpit Skyboxes COMPATIBILITY ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Vanilla Planets HD is compatible with most gameplay, character, interface, bug-fix, and audio mods. Conflicts may occur with other planet or environmental texture overhauls that replace the same files. When two mods contain textures with the same filename, the files installed last will take priority. CREDITS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Obsidian Entertainment and BioWare — Original KOTOR II textures and assets ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ VANILLA PLANETS HD The original worlds of KOTOR II in higher definition. Submitter Saul0097 Submitted 05/20/2026 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
45 downloads
Ported clean version of HD Ebon Hawk -TSL to KOTOR. The original texture was upscaled then a lot of manual cleanup and detail was added. The original leviathan hangar ebon hawk texture was missing reflections and it has been fixed. Compatible with Yavin Station Hangar by WildKarrde -
View File Vanilla Maps HD Vanilla Maps HD upscales the map textures in Knights of the Old Republic II to make them sharper and cleaner. I tried other upscaled map mods, but they still were not sharp or high res enough for what I wanted. So I extracted the map textures myself and upscaled them x4 using Topaz Gigapixel. This mod also includes upscaled map textures for The Sith Lords Restored Content Mod and Droid Planet. You do not need either mod installed for Vanilla Maps HD to work. If you do use them, the included map textures are covered. Installation instructions Extract the zip file Place override folder into your main kotor 2 directory Replace files if prompted Main features Upscaled vanilla KOTOR II map textures x4 Topaz Gigapixel upscale Sharper and cleaner map images Includes support for The Sith Lords Restored Content Mod map textures Includes support for Droid Planet map textures Optional file available for Cathalan Improvement Project Requirements No hard requirements. The Sith Lords Restored Content Mod and Droid Planet are not required, but their map textures are included for users who have them installed. Cathalan Improvement Project is only needed if you use the optional Cathalan file. Credits Obsidian Enterainment Submitter Saul0097 Submitted 05/06/2026 Category Mods TSLRCM Compatible Yes
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View File Vanilla Icons and GUI HD VANILLA ICONS AND GUI HD 1,539 UPSCALED ICON AND INTERFACE TEXTURES FOR KOTOR II ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ OVERVIEW Vanilla Icons and GUI HD contains 1,539 upscaled textures in the main file, not including compatibility-patch textures. The mod upscales every icon, GUI icon, and interface texture that could be safely enhanced while preserving the original appearance of Star Wars: Knights of the Old Republic II — The Sith Lords. This includes item icons, weapons, armor, clothing, portraits, menu icons, galaxy-map assets, GUI backgrounds, controller icons, and other interface textures. All included textures were upscaled to 4x their original resolution using Topaz Gigapixel. The mod began as Gamepad Menu Upscaled, later expanded into Forgotten UI Textures, and has now grown into a complete icon and interface overhaul. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ MAIN FILE CONTENTS The main file includes: • Item, weapon, armor, clothing, and equipment icons • Usable-item and inventory icons • Force-power, feat, ability, and interface icons • Player-character, party-member, and other character portraits • Gamepad menu textures and controller icons • Menu and GUI icons • Galaxy-map textures and icons • GUI backgrounds • Additional interface textures The vanilla blue lightsaber icons have also been recolored to correct their noticeably purple appearance while preserving their original design, glow, and transparency. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ COMPATIBILITY PATCHES Only install a compatibility patch when using its corresponding mod. THE SITH LORDS RESTORED CONTENT MOD PATCH Includes additional and replacement interface textures used by The Sith Lords Restored Content Mod. Requires the main file and TSLRCM. KOTOR 2 COMMUNITY PATCH Includes additional and replacement interface textures used by the KOTOR 2 Community Patch. Requires the main file and the KOTOR 2 Community Patch. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ OPTIONAL FILES SWOOP RACE OVERLAYS Upscales the interface overlays used during swoop races. The latest version of Vanilla Planets HD already includes these textures. You do not need this optional file if using my other mod. TSLRCM MAIN MENU LOGO AND CLOUDS Upscales the TSLRCM main-menu logo and accompanying cloud textures. The TSL Main Menu Model Fix and all of its prerequisites are hard requirements for this file. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ INSTALLATION 1. Download and extract the main file. 2. Copy the included Override folder into your main KOTOR II installation directory. 3. Place the folders and replace files when prompted. 4. Install the TSLRCM or KOTOR 2 Community Patch compatibility files afterward, when applicable. 5. If you’re using both TSLRCM and the KOTOR 2 Community Patch, install the TSLRCM icon patch first, followed by the K2CP icon patch. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ REQUIREMENTS AND COMPATIBILITY • Requires Star Wars: Knights of the Old Republic II — The Sith Lords • Compatible with The Sith Lords Restored Content Mod • Compatible with the KOTOR 2 Community Patch • Compatibility patches require the main file and their corresponding mods • The optional TSLRCM main-menu file requires the TSL Main Menu Model Fix and all of its prerequisites COMPATIBILITY NOTE The main file replaces many of the same textures included in: TSL - AI Upscaled Icon Overhaul TSL - AI Upscaled PC and Party Portrait Overhaul Installing Vanilla Icons and GUI HD afterward will overwrite matching icons and portraits from those mods. Those mods are not required unless you prefer some of their textures and intend to combine the files manually. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ CREDITS Obsidian Entertainment — Original KOTOR II textures and assets Submitter Saul0097 Submitted 05/06/2026 Category Mods TSLRCM Compatible Yes
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View File HD Ebon Hawk - K1 Ported clean version of HD Ebon Hawk -TSL to KOTOR. The original texture was upscaled then a lot of manual cleanup and detail was added. The original leviathan hangar ebon hawk texture was missing reflections and it has been fixed. Compatible with Yavin Station Hangar by WildKarrde Submitter J Submitted 05/03/2026 Category Skins K1R Compatible No
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Version 1.0.0
235 downloads
High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures. The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original. -
View File 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: 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. 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). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). 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). 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). painting personal choices (like changing P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as Player Character male scoundrel dark side underwear PMBASD01). 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). 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. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04). 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: 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. 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. 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 redrob41 Submitted 02/06/2025 Category Skins 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.
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View File Floors - TSL High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures. The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original. Submitter J Submitted 11/29/2025 Category Mods TSLRCM Compatible Yes
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Version 1.2.0
1,154 downloads
I applied the same process from Optimized and Upscaled Textures - TSL to the original game here. Compressed and optimized, 2x Upscaled Vanilla Textures This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this. Every texture has been doubled in resolution. GUI and icons are also included. All textures are packed as compressed TPCs and then bundled in two .erf files. INSTALL: extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY) This will overwrite the existing vanilla texture files so back them up if you wish. Optimization: - a lot textures were twice the file size they should have been - the highest quality compression was used on the new texture, it takes a very long time to convert but avoids bad compression artifacts Upscale: - HDCube 4 was used to upscale every texture at 2x - different model weights used depending on the texture - alpha channels processed separately, then recombined -
Version 0.52.0
3,752 downloads
================================================================ 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: 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. 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). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). 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). 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). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). 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). 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. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. 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). 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: 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. 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. 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- 22 comments
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View File Optimized and Upscaled Textures - K1 I applied the same process from Optimized and Upscaled Textures - TSL to the original game here. Compressed and optimized, 2x Upscaled Vanilla Textures This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this. Every texture has been doubled in resolution. GUI and icons are also included. All textures are packed as compressed TPCs and then bundled in two .erf files. INSTALL: extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY) This will overwrite the existing vanilla texture files so back them up if you wish. Optimization: - a lot textures were twice the file size they should have been - the highest quality compression was used on the new texture, it takes a very long time to convert but avoids bad compression artifacts Upscale: - HDCube 4 was used to upscale every texture at 2x - different model weights used depending on the texture - alpha channels processed separately, then recombined Submitter J Submitted 10/03/2025 Category Skins K1R Compatible Yes
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View File 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: 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. 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). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). 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). 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). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). 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). 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. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. 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). 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: 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. 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. 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 redrob41 Submitted 02/06/2025 Category Skins TSLRCM Compatible No
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Hello KotOR modding community. It has certainly been a long time since I've posted here. While life has been busy and can get in the way of modding, I have been working on a big project in secret. For the past few years I have been chipping away at my own version of an A.I. Upscale 4x mod for most of the default character files in both games. Because it has been slow going, I didn't want to get distracted by constantly responding to "when is it going to be ready?" prompts when I could be spending time on the files. I also didn't want to get anyone's hopes up about it, only to then keep delaying because I'm often too much of a perfectionist. But after so much time has elapsed, I keep thinking that I need to put something out, even if it is incomplete in my books. To give you an idea of how big a project this is, I have completed 329/475 textures that are common to both games, 71/214 textures for K1, and 184/419 textures for TSL. That makes for a grand total of 584/1108 textures or 52.71%. I'm using the textures as the basis for completion, but there are also 459 models for K1 and 648 models for TSL completed so far. I've attached a spreadsheet with a list of all the files involved. The reason why it is so slow going is that this mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. I have also been attempting to fix many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. One problem of upscaling textures that I've found is that the model seams become glaringly obvious at higher resolution, so I've been painstakingly painting those to look seamless. Anyone who is familiar with my previously released mods will know how much I try to fix those pesky model errors. The other thing about A.I. upscaling software, is that I haven't found one that gives perfect results. Instead of relying on one result, I usually run texture files through an A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. Then I combine textures in a multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). Then I manually paint away errors, fix seams, and make additional changes. At any rate, the reason for this WIP post is that I've been out of the loop for so long, that I don't know the best way to package and upload the mod. I usually use 7zip, so that's not the problem. I currently have 378 tga, tpc, & txi files (4.09 GB) that are common to both games; 459 mdl, mdx, tga, tpc, & txi files (1.07 GB) specifically for K1; 648 mdl, mdx, tga, & txi files (2.90 GB) specifically for TSL. I was originally planning on packaging them up all together and letting the user to put them into their respective override folders, making the common files only needing to be downloaded once. The other option is to make two download packages, one for each game, where the common files are included in both packs. This would result in having to download the largest batch of files twice, but it would be easier for installation. To complicate it further, I would also make download packages for a tpc only installation (for smaller file sizes and easier to run in-game). The other questions I have are: which upload method do users prefer: single download for both games (smaller size overall), or two files (one for each game makes installation easier)? how many screenshot images can be uploaded to showcase the contents of the mod? I currently have 197 pngs for a total of 561 MB, and would like to make more. I've attached a few to sample a range of the types of changes the mod tackles. are there any samples for the Read Me file regarding Permissions and Credits? I want to make the tga version into a modder's resource. Where is the best place to put a link to my "Buy me a Coffee" tip jar? I'm hoping to use any funds towards software upgrades for future modding. I don't know if I'll ever actually finish this mod, but I need to share what I've got before the universe jumps in again and makes something impossible for me. Anyway, happy New Year. I hope to continue more of this work in 2025. Screenshot samples: KotOR upscale completed list v0_52.xlsx
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Version 1.1.1
1,250 downloads
Description: The swords, axes, and stun batons in Vanilla TSL aren't the most prettiest things you could look at in the game. I have decided to make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request thread for TSL. I also wanted to make this eventually, so why not do it now? The vanilla TSL swords have been upscaled to 2048 x 2048 from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons. Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance. I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture, since none of the stun batons in the game use it. Screenshots are provided in the "Screeshots" folder. Installation: 1. Extract the .zip 2. Copy all of the .tpc files from "override" 3. Paste them into the override folder in the TSL directory 4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your TSL directory, overwrite when prompted. Credits: Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture GIMP Kotor Tool KotorBlender Use of Mod: Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, Steam Workshop. etc.) You can re-use one of these textures in your own mod, as long as you have my permission. -
Version 3.0
603 downloads
K1 Movie-Style Dark Side Transitions 3.0 Background: This is a part of a larger upscale project for a set of mods that was released in the early days of KOTOR modding by the iconic ShemL. Here in 2023, with the abundance of upscale work being done on many of the game's textures, I found some of my favorite mods to be left behind with it's original textures which did not seem to mesh well with modern wide-screen play. I decided to upscale this mod along with some others that I do plan on releasing for public use. All files have been 4x'ed in size with the goal of increasing the quality and pixel density of the images to be more in line with the upscaled texture mods we see today. (Think Ultimate Character Overhaul by ShiningRedHD.) All credit goes to Shem, the previous author for all of the hard work and originality. I will note, I have included two of my own personal edits to one of the male heads. Included in a separate folder. I hope the community enjoys this revival as much as I have. With Shem authorizing the use of his assets in other creations, be on the lookout for other upscaling projects from me in the future. For others that want to use Shem's assets, or question whether or not this should be done, please visit this reddit comment detailing his permission regarding the use of his work in other releases. https://www.reddit.com/r/kotor/comments/11p0me0/looking_to_contact_shem_an_inactive_mod_author/ Installation Instructions: Drag and drop .tga files into override. Overwrite when prompted. CREDITS: ShemL - For the original files and inspiration. Source Files: -
View File TSL Melee Texture Enhancement Description: The swords, axes, and stun batons in Vanilla TSL aren't the most prettiest things you could look at in the game. I have decided to make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request thread for TSL. I also wanted to make this eventually, so why not do it now? The vanilla TSL swords have been upscaled to 2048 x 2048 from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons. Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance. I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture, since none of the stun batons in the game use it. Screenshots are provided in the "Screeshots" folder. Installation: 1. Extract the .zip 2. Copy all of the .tpc files from "override" 3. Paste them into the override folder in the TSL directory 4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your TSL directory, overwrite when prompted. Credits: Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture GIMP Kotor Tool KotorBlender Use of Mod: Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, Steam Workshop. etc.) You can re-use one of these textures in your own mod, as long as you have my permission. Submitter Lewok2007 Submitted 05/21/2023 Category Skins TSLRCM Compatible Yes
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View File K1 Movie-Style Dark Side Transitions K1 Movie-Style Dark Side Transitions 3.0 Background: This is a part of a larger upscale project for a set of mods that was released in the early days of KOTOR modding by the iconic ShemL. Here in 2023, with the abundance of upscale work being done on many of the game's textures, I found some of my favorite mods to be left behind with it's original textures which did not seem to mesh well with modern wide-screen play. I decided to upscale this mod along with some others that I do plan on releasing for public use. All files have been 4x'ed in size with the goal of increasing the quality and pixel density of the images to be more in line with the upscaled texture mods we see today. (Think Ultimate Character Overhaul by ShiningRedHD.) All credit goes to Shem, the previous author for all of the hard work and originality. I will note, I have included two of my own personal edits to one of the male heads. Included in a separate folder. I hope the community enjoys this revival as much as I have. With Shem authorizing the use of his assets in other creations, be on the lookout for other upscaling projects from me in the future. For others that want to use Shem's assets, or question whether or not this should be done, please visit this reddit comment detailing his permission regarding the use of his work in other releases. https://www.reddit.com/r/kotor/comments/11p0me0/looking_to_contact_shem_an_inactive_mod_author/ Installation Instructions: Drag and drop .tga files into override. Overwrite when prompted. CREDITS: ShemL - For the original files and inspiration. Source Files: Submitter Coventon Submitted 03/12/2023 Category Mods K1R Compatible Yes
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- alternate pc head
- dark side tran
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(and 5 more)
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