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  1. Version 1.1

    30 downloads

    Vanilla Characters HD is an HD character texture overhaul for Star Wars: Knights of the Old Republic II – The Sith Lords. This mod was made specifically for use with The Sith Lords Restored Content Mod and the KOTOR 2 Community Patch. It is intended to upscale the vanilla character textures while preserving compatibility with the fixes, restored content, and additions from those mods. It covers character-related textures for: Humans Aliens Droids Beasts Clothing Body textures All textures were upscaled using Topaz Gigapixel AI at 4x. Most textures are 2K, while some textures that were originally upscaled to 4K have been resized down to 2K for better optimization. The goal is to make KOTOR 2’s vanilla characters, clothing, bodies, droids, aliens, and creatures look cleaner and sharper while keeping the original art direction intact. Main Features Made for TSLRCM and the KOTOR 2 Community Patch Covers humans, aliens, droids, and beasts Includes all clothing and body textures Most textures are 2K resolution Some textures resized from 4K to 2K for better optimization Upscaled using Topaz Gigapixel AI x4 No model changes No character redesigns Requirements This mod was made for use with: TSL Restored Content Mod KOTOR 2 Community Patch Remove Duplicate TGA-TPC (To Remove duplicate tpc files) These are strongly recommended before installing this mod and may not work correctly without them. Installation Download and extract the mod archive. Place the included Override folder into your main KOTOR 2 directory. If prompted to merge folders or replace files, choose yes. Alternatively, you can place the included tga/tpc files directly into your existing Override folder. File Note There's two versions, the main file which is optimized tpc files and the optional file which is uncompressed tga files, only choose one Compatibility This mod was specifically made to work with TSLRCM and the KOTOR 2 Community Patch, it may not work correctly without them installed. The main reason this mod was made: to provide an HD character texture pack that keeps those fixes and additions in mind. Recommended Mods / Tools The Sith Lords Restored Content Mod — TSLRCM KOTOR 2 Community Patch Remove Duplicate TGA-TPC
  2. View File Vanilla Characters HD Vanilla Characters HD is an HD character texture overhaul for Star Wars: Knights of the Old Republic II – The Sith Lords. This mod was made specifically for use with The Sith Lords Restored Content Mod and the KOTOR 2 Community Patch. It is intended to upscale the vanilla character textures while preserving compatibility with the fixes, restored content, and additions from those mods. It covers character-related textures for: Humans Aliens Droids Beasts Clothing Body textures All textures were upscaled using Topaz Gigapixel AI at 4x. Most textures are 2K, while some textures that were originally upscaled to 4K have been resized down to 2K for better optimization. The goal is to make KOTOR 2’s vanilla characters, clothing, bodies, droids, aliens, and creatures look cleaner and sharper while keeping the original art direction intact. Main Features Made for TSLRCM and the KOTOR 2 Community Patch Covers humans, aliens, droids, and beasts Includes all clothing and body textures Most textures are 2K resolution Some textures resized from 4K to 2K for better optimization Upscaled using Topaz Gigapixel AI x4 No model changes No character redesigns Requirements This mod was made for use with: TSL Restored Content Mod KOTOR 2 Community Patch Remove Duplicate TGA-TPC (To Remove duplicate tpc files) These are strongly recommended before installing this mod and may not work correctly without them. Installation Download and extract the mod archive. Place the included Override folder into your main KOTOR 2 directory. If prompted to merge folders or replace files, choose yes. Alternatively, you can place the included tga/tpc files directly into your existing Override folder. File Note There's two versions, the main file which is optimized tpc files and the optional file which is uncompressed tga files, only choose one Compatibility This mod was specifically made to work with TSLRCM and the KOTOR 2 Community Patch, it may not work correctly without them installed. The main reason this mod was made: to provide an HD character texture pack that keeps those fixes and additions in mind. Recommended Mods / Tools The Sith Lords Restored Content Mod — TSLRCM KOTOR 2 Community Patch Remove Duplicate TGA-TPC Submitter Saul0097 Submitted 06/02/2026 Category Skins TSLRCM Compatible Yes  
  3. Version 2.1

    566 downloads

    Vanilla Planets HD is a texture upscale mod for kotor 2 the sith lords. Now includes files for M4-78 Droid Planet and Cathalan Improvement Project. Check Version 2.0 changelog for details on other planets. This mod upscales all planet and area textures using Topaz Gigapixel at 4x resolution. The goal is to keep the game as close to the original vanilla look as possible, but with cleaner, sharper, higher-resolution textures. I made this because while I really like ShiningRed’s planet texture mods, some surfaces looked a little too reflective and glossy for my taste. I wanted HD textures that keep the original look. Main features Upscaled planet and area textures using Topaz Gigapixel at 4x resolution. Covers all major planet and area textures. All screens and displays are included Keeps the look as close to vanilla as possible. No reshade, lighting edits, shader changes, or major visual redesigns. Designed for players who want sharper textures without changing the original KOTOR II style. all areas are included: Peragus and harbinger Telos Ebon Hawk interior Dantooine Dxun Malachor V Korriban Nar Shaddaa Onderon Shared Planet textures part 1 (Very important) Shared Planet textures part 2 (Very important) tslcrm and k2cp (install after other files and if using tslrcrm and kotor 2 community patch) Optional: M4-78 Droid Planet Cathalan Improvement project textures Installation Instructions There are 14 files total. Download and extract the files you want to use. Install tslcrm and k2cp file after the others, it requires tslrcm and kotor 2 community patch. Extract the included Override folders into your main Knights of the Old Republic II directory. You can also place the TGA files directly into your existing Override folder. Updating From an Older Version If you are updating from an older version, delete PLC_FrcDist01.tga from your Override folder. This file was removed because it could cause a crash when starting a new game and loading into Peragus. Replace files if prompted. Requirements This mod does not cover skyboxes, backdrops, or cockpit window views. I intentionally left those untouched because there are already three amazing mods that cover them really well. Those mods will be linked in the Requirements and Recommended Mods sections. Recommended Mods For the best overall visual setup, I recommend using this mod alongside High Quality Skyboxes II TSL Backdrop Improvements TSL HD Cockpit Skyboxes Ebon Hawk HD - 4X or HD Ebon Hawk by J (for ebon hawk exterior) Remove Duplicate TGA-TPC (to remove duplicate tpc files) Community / Support For KOTOR 1 and KOTOR II modding help, tech support, mod requests, resources, tutorials, project discussion, and mod updates, join my discord server, Kotor Workbench: Kotor Workbench modding server Modders and non modders are both welcome.
  4. Version 1.0.0

    104 downloads

    Formerly gamepad menu upscaled This mod upscales some of the forgotten/overlooked UI textures in KOTOR 2. It started as a simple upscale for the gamepad menu and controller icons because they looked pretty bad and low res when playing with a controller. I ended up expanding it to cover a few more UI textures that also looked low res, so I renamed the mod to Forgotten UI Textures. The textures were upscaled 4x with Topaz Gigapixel. What's included 3 separate files: Upscaled gamepad menu textures Upscaled swoop race overlays Upscaled TSLRCM main menu logo and main menu clouds Notes The swoop race overlays are all covered. The main menu clouds are included with the upscaled logo file. The main menu logo requires the Main Menu Model fix and it's prerequisites. AI Upscaled Icon Overhaul does not cover the gamepad specific icons included here. Installation Extract the zip file Choose which file/files you want to use Place the Override folder into your main KOTOR 2 directory Replace if prompted Requirements and compatibility Knights of the Old Republic II Compatible with The Sith Lords Restored Content Mod Community / Support For KOTOR 1 and KOTOR II modding help, tech support, mod requests, resources, tutorials, project discussion, and mod updates, join my discord server, Kotor Workbench: Kotor Workbench modding server Modders and non modders are both welcome.
  5. Version 1.0.0

    112 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 Authors of The Sith Lords Restored Content Mod and Droid Planet Authors of Cathalan Improvement Project Community / Support For KOTOR 1 and KOTOR II modding help, tech support, mod requests, resources, tutorials, project discussion, and mod updates, join my discord server, Kotor Workbench: Kotor Workbench modding server Modders and non modders are both welcome.
  6. View File Vanilla Planets HD Vanilla Planets HD is a texture upscale mod for kotor 2 the sith lords. Now includes files for M4-78 Droid Planet and Cathalan Improvement Project. Check Version 2.0 changelog for details on other planets. This mod upscales all planet and area textures using Topaz Gigapixel at 4x resolution. The goal is to keep the game as close to the original vanilla look as possible, but with cleaner, sharper, higher-resolution textures. I made this because while I really like ShiningRed’s planet texture mods, some surfaces looked a little too reflective and glossy for my taste. I wanted HD textures that keep the original look. Main features Upscaled planet and area textures using Topaz Gigapixel at 4x resolution. Covers all major planet and area textures. All screens and displays are included Keeps the look as close to vanilla as possible. No reshade, lighting edits, shader changes, or major visual redesigns. Designed for players who want sharper textures without changing the original KOTOR II style. all areas are included: Peragus and harbinger Telos Ebon Hawk interior Dantooine Dxun Malachor V Korriban Nar Shaddaa Onderon Shared Planet textures part 1 (Very important) Shared Planet textures part 2 (Very important) tslcrm and k2cp (install after other files and if using tslrcrm and kotor 2 community patch) Optional: M4-78 Droid Planet Cathalan Improvement project textures Installation Instructions There are 14 files total. Download and extract the files you want to use. Install tslcrm and k2cp file after the others, it requires tslrcm and kotor 2 community patch. Extract the included Override folders into your main Knights of the Old Republic II directory. You can also place the TGA files directly into your existing Override folder. Updating From an Older Version If you are updating from an older version, delete PLC_FrcDist01.tga from your Override folder. This file was removed because it could cause a crash when starting a new game and loading into Peragus. Replace files if prompted. Requirements This mod does not cover skyboxes, backdrops, or cockpit window views. I intentionally left those untouched because there are already three amazing mods that cover them really well. Those mods will be linked in the Requirements and Recommended Mods sections. Recommended Mods For the best overall visual setup, I recommend using this mod alongside High Quality Skyboxes II TSL Backdrop Improvements TSL HD Cockpit Skyboxes Ebon Hawk HD - 4X or HD Ebon Hawk by J (for ebon hawk exterior) Remove Duplicate TGA-TPC (to remove duplicate tpc files) Community / Support For KOTOR 1 and KOTOR II modding help, tech support, mod requests, resources, tutorials, project discussion, and mod updates, join my discord server, Kotor Workbench: Kotor Workbench modding server Modders and non modders are both welcome. Submitter Saul0097 Submitted 05/20/2026 Category Mods TSLRCM Compatible Yes  
  7. J

    HD Ebon Hawk - K1

    Version 1.0.0

    32 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
  8. 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 Authors of The Sith Lords Restored Content Mod and Droid Planet Authors of Cathalan Improvement Project Community / Support For KOTOR 1 and KOTOR II modding help, tech support, mod requests, resources, tutorials, project discussion, and mod updates, join my discord server, Kotor Workbench: Kotor Workbench modding server Modders and non modders are both welcome. Submitter Saul0097 Submitted 05/06/2026 Category Mods TSLRCM Compatible Yes  
  9. View File Forgotten UI Textures Formerly gamepad menu upscaled This mod upscales some of the forgotten/overlooked UI textures in KOTOR 2. It started as a simple upscale for the gamepad menu and controller icons because they looked pretty bad and low res when playing with a controller. I ended up expanding it to cover a few more UI textures that also looked low res, so I renamed the mod to Forgotten UI Textures. The textures were upscaled 4x with Topaz Gigapixel. What's included 3 separate files: Upscaled gamepad menu textures Upscaled swoop race overlays Upscaled TSLRCM main menu logo and main menu clouds Notes The swoop race overlays are all covered. The main menu clouds are included with the upscaled logo file. The main menu logo requires the Main Menu Model fix and it's prerequisites. AI Upscaled Icon Overhaul does not cover the gamepad specific icons included here. Installation Extract the zip file Choose which file/files you want to use Place the Override folder into your main KOTOR 2 directory Replace if prompted Requirements and compatibility Knights of the Old Republic II Compatible with The Sith Lords Restored Content Mod Submitter Saul0097 Submitted 05/06/2026 Category Mods TSLRCM Compatible Yes  
  10. 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  
  11. Version 0.52.0

    5,148 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
  12. J

    Floors - TSL

    Version 1.0.0

    226 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.
  13. 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.
  14. 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  
  15. Version 1.2.0

    943 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
  16. Version 0.52.0

    3,376 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
  17. 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  
  18. 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  
  19. 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
  20. Version 1.1.1

    1,236 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.
  21. Version 3.0

    589 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:
  22. 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  
  23. 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  
  24. View File K1 Upscaled Vanilla Weapon Textures Mahalo for checking out my mod! I promise I will get updated pictures down the road. This is a WIP port of my K2 Upscaled Vanilla Weapon Textures mod I made recently. I was originally planning on just porting over the entire mod and upscaling the Gaffi stick textures, but the ranged weapons got messed up 🙃 So for now, this mod will only contain the upscaled melee weapons! This is my to-do list for this mod: Upscale ranged weapon textures to 512px & make sure they work Upscale gaffi stick textures to 512px & make sure they work The mod itself should be pretty simple to install - just download the file, go into the folder of the weapons you want to replace, and drop the loose files directly into your Override folder (should be something like C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - KotOR2\Override, for example). Note that this won't be compatible with mods that change the models or retexture weapons, so if you want to use my textures be sure to overwrite the ones in your Override with the ones from this file! For major overhauls like High Quality Blasters or Quarterstaff Replacement where the weapons look physically different, textures from this file won't work with those models. Why should I use these textures over something like High Quality Blasters or Quarterstaff Replacement? Honestly, if the mods doesn't break anything in your game, you should just use those mods instead since they offer actually good weapon models and textures. This is more of an alternative for those who have problems with those kinds of mods or can't run those kinds of mods for whatever reason, or are looking to complement other high-res textures from those mods. Or you really, really like the vanilla textures and want to be a purist. Submitter Ol' Cappy Submitted 08/20/2022 Category Skins K1R Compatible Yes  
  25. Version 0.5

    326 downloads

    Mahalo for checking out my mod! I promise I will get updated pictures down the road. This is a WIP port of my K2 Upscaled Vanilla Weapon Textures mod I made recently. I was originally planning on just porting over the entire mod and upscaling the Gaffi stick textures, but the ranged weapons got messed up 🙃 So for now, this mod will only contain the upscaled melee weapons! This is my to-do list for this mod: Upscale ranged weapon textures to 512px & make sure they work Upscale gaffi stick textures to 512px & make sure they work The mod itself should be pretty simple to install - just download the file, go into the folder of the weapons you want to replace, and drop the loose files directly into your Override folder (should be something like C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - KotOR2\Override, for example). Note that this won't be compatible with mods that change the models or retexture weapons, so if you want to use my textures be sure to overwrite the ones in your Override with the ones from this file! For major overhauls like High Quality Blasters or Quarterstaff Replacement where the weapons look physically different, textures from this file won't work with those models. Why should I use these textures over something like High Quality Blasters or Quarterstaff Replacement? Honestly, if the mods doesn't break anything in your game, you should just use those mods instead since they offer actually good weapon models and textures. This is more of an alternative for those who have problems with those kinds of mods or can't run those kinds of mods for whatever reason, or are looking to complement other high-res textures from those mods. Or you really, really like the vanilla textures and want to be a purist.
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