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SKIN:4x Upscale+ Character Textures & Model Fixes

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4x Upscale+ Character Textures & Model Fixes


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


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Description: 

This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had.

The process followed is generally:

  1. run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures.
  2. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc).
  3. touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression).
  4. manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc).
  5. strategically add painted detail (such as highlights and shadows along the shoulders and neck of Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc).
  6. painting personal choices (like changing P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit).
  7. recreating entire textures (such as Player Character male scoundrel dark side underwear PMBASD01).
  8. fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as PFBD collar); fix edge seams from one area to another; close gaps (like Mission's arms).
  9. manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. 
  10. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. 
  11. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04).
  12. recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format


For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work.

A few models required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing.

For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue.

For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance.

For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting.

Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread.

There will be three versions of this mod to choose to download:

  1. 4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 5.2GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource.
  2. 4x .tpc version. Created by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 1.8GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity.
  3. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 530MB, which should be much easier on PC systems.

All versions include the same .mdl & .mdx files.

I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. Most of the screenshots have been taken in TSL, because I find that it renders the characters better and has higher resolution screen grabs. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader. 


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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. 


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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.


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Uninstall: 

Delete unwanted files from the game's Override folder.


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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


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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.


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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

KotOR upscale completed list v0_52.xlsx


  • Submitter
  • Submitted
    02/06/2025
  • Category
  • K1R Compatible
    No

 

For anyone wondering why I listed it as not compatible with K1 Restoration Project, I found that there were four texture files that conflict:

PMBE06.tga
PMBBS01.tga
PFBE06.tga
PFBBS01.tga

It will be up to you, the user, to decide if you want to use the lower resolution (but painted black) textures that come with K1R; or if you want to use my higher resolution textures. It will simply be a matter of overwriting the files when you drop them into the Override folder. Beyond that I didn't see any conflicts with .mdl, .mdx, .tpc, or .txi files. But if anyone comes across any issues, please let me know.

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Thanks for this highly anticipated release!

Could I ask what will you be working on next for the next version? And could I suggest a cumulative approach for the new material so that it won't be necessary to redownload the base modification?

Cheers!

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7 hours ago, Salk said:

Thanks for this highly anticipated release!

Could I ask what will you be working on next for the next version? And could I suggest a cumulative approach for the new material so that it won't be necessary to redownload the base modification?

Cheers!

You're welcome. I hope that you can find some use of it for the Community Patch.

I think for what I work on next, I'm going to concentrate on upgrading some of my older mods. Give 'em the ol' HD treatment. Plus I feel the need to work on some of the Revenge of Revan textures that I contributed; upscale them too. That's one of the reasons why I started this huge upscale project: to make the models better for other character textures. So, I'll just be picking away at the models and textures that I haven't finished for this mod, in whatever order I need them.

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8 hours ago, redrob41 said:

I think for what I work on next, I'm going to concentrate on upgrading some of my older mods. Give 'em the ol' HD treatment.

Your Luxa Hair Fix mod in particular might need some attention, last time I played it were some model issues (don't quote me on this, but I think her death animation was broken in some of the options avaliable).

 

And with your Specialized Combat Suits Modder's Resource, I'm not sure if it's a problem with the Combat Suit model or the new texture but the Czerka Combat Suit has a problem wherein a bit of green was visible in the back of the armpit where it was supposed to be yellow.

 

In this screenshot here, I noticed you most likely fixed the blue finger bug with the Outcast clothing but you didn't label it as such. I almost thought you missed it until I zoomed in closer for a better look at the finished result.

 

And lastly, with the release of this mod will your previous Party Model fixes and HD Bastila mod be made redundant now? With this mod fixing models and adding HD textures, most of that mod seems to be obsolete now with the advent of this mod.

 

Interestingly, there is also an unofficial sequel to your old mod called Party Model Fixes For K1, Part II which fixes even more models and even adds new body models for Mission so that she isn't using the same "adult" model every other NPC uses.

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On 2/8/2025 at 5:15 AM, N-DReW25 said:

Your Luxa Hair Fix mod in particular might need some attention, last time I played it were some model issues (don't quote me on this, but I think her death animation was broken in some of the options avaliable).

I hadn't noticed this, but I didn't really test it in-game very thoroughly with all the animations. I'll check it out.

On 2/8/2025 at 5:15 AM, N-DReW25 said:

And with your Specialized Combat Suits Modder's Resource, I'm not sure if it's a problem with the Combat Suit model or the new texture but the Czerka Combat Suit has a problem wherein a bit of green was visible in the back of the armpit where it was supposed to be yellow.

I had started to re-create some of those Combat Suits after I upscaled all the vanilla textures, but I hadn't finished them all yet. I'll try to get back to it someday and provide all new 2048x2048 versions. I can check out the Czerka texture then. I would hope that I had fixed the UVWs already in my new 4x mod, so that the old 512x512 textures should work with the new models. There's always room for improvement.

On 2/8/2025 at 5:15 AM, N-DReW25 said:

In this screenshot here, I noticed you most likely fixed the blue finger bug with the Outcast clothing but you didn't label it as such. I almost thought you missed it until I zoomed in closer for a better look at the finished result.

There are a lot of little changes and fixes, both UVW & texture, that I didn't specifically point out in the screenshots. I spent months trying to clarify all the changes, both in screen shots and in the text in the spreadsheet. I didn't want to spend even more time trying to catalogue everything. I'm glad that you noticed though. I also texture fixed the shoulder seam on the female rags, but didn't document it.

On 2/8/2025 at 5:15 AM, N-DReW25 said:

And lastly, with the release of this mod will your previous Party Model fixes and HD Bastila mod be made redundant now? With this mod fixing models and adding HD textures, most of that mod seems to be obsolete now with the advent of this mod.

For the most part that previous Party model fixes is either duplicated or improved upon by this new 4x mod. The old mod is still required for the Bastila head texture. The 4x mod supplies a 1024x1024 upscale that is faithful to the original art style; just the seams have been fixed; and added the transparency on hair and eyelashes. The old party fix mod supplied a 2048x2048 texture that adds a lot of photo realistic detail. I do plan on combining my Party model fixes with my old K1 underwear mod and upscale everything as well. I'm just adding some photo real details to Mission's head texture right now. I might do the same with the male party members. Once that's done, both of those old mods will be obsolete. Juhani Catlike Head will remain a separate mod, but I'll upscale that as well. 

On 2/8/2025 at 5:15 AM, N-DReW25 said:

Interestingly, there is also an unofficial sequel to your old mod called Party Model Fixes For K1, Part II which fixes even more models and even adds new body models for Mission so that she isn't using the same "adult" model every other NPC uses.

I hadn't seen this mod before, as I've only had time to work on my own stuff. No time to check out the great work by other modders here. I like this mod's Mission armour models being resized for her. I haven't done any adding of backfaces like that mod does. I've only been editing the existing UVW & XYZ coordinates using Taina's Replacer tool (which can't handle adding or subtracting polygons). I hear there have been some nice improvement to tools for compiling models from Blender, but I've never used them. Hopefully someday I will have some free time to give it a try.

You can always try mixing and matching PapaZinos' models with my 4x textures. Maybe they will be compatible enough.

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@redrob41,

I'm in the process of installing this modification but since I have an override folder full of files, I need to compare and check what files get to be overwritten. Since I have already most textures upscaled, the comparison there ends in personal preference although I have a question at this regard: is it safe to use your models and possibly keep a third party HD texture for it or could that cause any kind of problem? You have answered it already in the OT and I simply forgot about it.

The second question is still about models: it seems there are some models that are going to overwrite the K1 Community Patch files and here I'm quite wary of replacing anything that comes from the Community Patch. I don't know how many such files there are but the first couple I encountered are c_drdwar.mdl and c_drdwar.mdx. In the read me I read that you recommend to install the K1 CP before this modification, but I'd like to have a confirmation that I'm understanding right.

I understand it may be quite tedious work to inform us of whether this modification's files include/duplicate the Community Patch's fixes done for such models, but it would be a great help - at least for me - to figure this out.

Incidentally, I counted the number of model files in my Override folder that would be overwritten by this modification: 55. Quite the number to sort through, but that's my problem.

Cheers! 

PS: Hoping to be somewhat of help, I was thinking of reporting some of my findings about incompatibilities with other modifications when it comes to model files:

Clashes with K1 Community Patch:

(formany of these there is your own comments at the K1 CP's github page that would indicate that the models included in your modification can safely overwrite the K1 CP's models)

c_drdwar.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/46)

c_hutt.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/80)

L_alien02.mdl/mdx (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/)

L_alien05.mdl/mdx (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/)

L_commf.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095)

L_commm.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095)

N_CommF01.tpc -> N_CommF01.tga

N_CommF07.tpc -> N_CommF07.tga

N_CommM01.tga to N_CommM08.tga -> N_CommM01.tpc to N_CommM08.tpc

n_commkidf.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c)

n_commkidfd.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c)

n_darthmalak.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f2dd8728d439b20d72baeeb3e8c5564ad23af6e2)

n_darthrevanf.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d)

n_darthrevanm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d)

N_Repsold.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/)

N_RepSold_F.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/)

n_wookief.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295)

n_wookiem.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295)

n_yoda.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/479)

P_BastilaBB01.tpc -> P_BastilaBB01.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545)

P_BastilaBA02.tpc -> P_BastilaBA02.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545)

p_zaalbar.mdl/mdx

pfbes.mdl/mdx

pfbfl.mdl/mdx

pfbfm.mdl/mdx

pfbfs.mdl/mdx

pfbhl.mdl/mdx

pfbhm.mdl/mdx

pfbhs.mdl/mdx

pfbjl.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

pfbjm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

pfbjs.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

rep_off_f.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f4f7d0ec7df15c049980a4a5b69012d328f9dc06)

Clash with Alvar007's Gamorrean Animations Pack:

c_gammoran.mdl/mdx

Clash with Alvar007's Custom Selkath Animation:

n_selkath.mdl/mdx

Clash with PapaZinos' Party Model Fixes For K1, Part II

P_CarthBB.mdl/mdx

P_JoleeBA.mdl/mdx

p_zaalbar.mdl/mdx

P_MissionBA.mdl/mdx

P_MissionBB.mdl/mdx

Clash with WildKarrde's Transparent Environment Suit Faceplates for K1

spacesuit01.mdl/mdx

watersuit.mdl/mdx

 

Edited by Salk
Ongoing update

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More feedback and questions as I go through the files: 

1: The N_Comm_low_M2.tga (and to a less extend also N_Comm_low_M3.tga) texture's face does not seem to match the original. Was an intended replacement? And in that case, why?

2: In the N_Comm_low_M4.tga texture I noticed that the eye seems shifted to the right compared to the original placement. I'm not sure whether it's relevant or not, considering I know very little to nothing about textures and models. Please feel free to diisregard any of my feedback that proves useless.

3: N_Comm_low_M5.tga seems to suffer from the same issue of N_Comm_low_M2.tga and that's perhaps not surprising considering that the face is the same. Even in this case, it seems that it's replaced by a different kind of face. Nothing drastic, but I wonder why that happened.

4: The face in N_Comm_low_Mb.tga (and in other textures using the same face) shows a complete reversal in the prominency of the eye. In the original texture, the eye is very small. In the upscale, it's very big.

5: I have a model file for the rakata that has the following comment about it "Changed slightly the rotation of the Rakata model to make the transition from talking animation to standing position considerably better". I have attached here the file in case you may want to check whether your own model fixes this particular issue as well. And if not, you may want to incorporate that fix into your own model?

6: In the n_spaceman_low.tga texture I see what seems to be a wrench on the left of the screen which is not present in the original texture. Could you please tell me where it comes from?

7: I have already a set of HD textures for the N_Swoopgang0x series which I honestly prefer (speaking of which I will leave a more general kind of feedback at the end of this session, hoping it may be of some use), but I noticed that my set has the weird green tint that you have instead succeeded to remove from your own set. That green tint is harmless or not? In-game I never noticed any kind of artifact, but I cannot say that I am a very observant person. I attached an image of how one of those upscaled textures look like (which is exactly how they look in the original texture). 

8: In my override I have already a .txi file P_BastilaH04. In mine it says "clamp 3" while in the one you provide there is "blending punchthrough". Do you know what the difference might be?

9: The K1 CP includes the models for alien2 and alien5 which are actually coming from JC's Dense Aliens. I noticed that JC's model files are significantly bigger in size. Which files should I keep?

10: DarthParametric released a modder resourse for the fat male and female body here. I have it in my override folder because my game makes use of it. My own textures for the fat models though have gloves rather than hands. I suppose I can still safely replace it with yours?

 

n_rakata.mdl n_rakata.mdx

N_Swoopgang01.tga

Edited by Salk
Ongoing update

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Hey Salk, I was hoping that I wouldn't have to get into this kind of forensic detail on what I have changed, since it takes away time from actually working on textures. But I'll do my best. Instead of using the quote function over and over again, I will just type in my responses in gold color underneath your earlier comments.

 

Quoted from Salk: Hoping to be somewhat of help, I was thinking of reporting some of my findings about incompatibilities with other modifications when it comes to model files:

Clashes with K1 Community Patch:

(for many of these there is your own comments at the K1 CP's github page that would indicate that the models included in your modification can safely overwrite the K1 CP's models)

c_drdwar.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/46)

The K1CP mdl has a better rifle and spark emitter. My UVW map is better, but not very noticeable during game play; perhaps only during screen shots and only if you've got a sharp eye. I can't think of any reason why my texture couldn't work with the K1CP model, but I haven't tried it.

c_hutt.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/80)

I haven't looked at what K1CP changed, but it sounds like maybe the XYZ coordinates of the neck? My UVW map fixes a lot of stretching and seam mismatch. I touched up the mouth and tongue quite a bit.

L_alien02.mdl/mdx (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/)

L_alien05.mdl/mdx (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/)

The K1CP have ported the TSL assets for use in K1. Mine is a fix of the default mdl mdx and texture.

L_commf.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095)

L_commm.mdl/mdx (the K1 CP .mdl file is roughly double in size) (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/28bf0a80a128b06c50d659cdd352b0c66af2e095)

I haven't looked at what K1CP changed for the Lite Commoners. Mine have made significant UVW fixes. The textures are rebuilt from higher resolution body and head textures.

N_CommF01.tpc -> N_CommF01.tga

N_CommF07.tpc -> N_CommF07.tga

N_CommM01.tga to N_CommM08.tga -> N_CommM01.tpc to N_CommM08.tpc

The K1CP have ported the TSL assets for use in K1. Mine is a fix of the default textures. If you really want to, I suppose that you can port over my TSL versions of the 4x textures.

n_commkidf.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c)

n_commkidfd.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/089e77fa155bae591e3c059a9508e1870bcac84c)

I haven't looked at what K1CP changed for the female kid's head. Was it a problem with the eyelid's or something? For the body models, I made similar UVW & texture fixes as the commoner bodies. I don't think that I made any XYZ coordinate edits.

n_darthmalak.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f2dd8728d439b20d72baeeb3e8c5564ad23af6e2)

I haven't looked at what K1CP changed for Darth Malak; is it an animation fix? Mine has many small UVW fixes to reduce stretching.

n_darthrevanf.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d)

The K1CP added wider bones for shadows, and maybe some cape animation fixes? Mine has significant UVW edits so that there can be more detail added to the gloves and boots; as well as smaller UVW fixes to reduce stretching and fix seams and gaps. The boots and glove changes might make my model less compatible with other texture mods. I did not alter the bones or animations at all.

n_darthrevanm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/76d90816c073357abdca5dbda0d1735c783bb75d)

The K1CP maybe fixed some cape animations? Mine has significant UVW edits so that there can be more detail added to the gloves and boots; as well as smaller UVW fixes to reduce stretching and fix seams and gaps. The boots and glove changes might make my model less compatible with other texture mods. I did not alter the animations at all.

N_Repsold.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/)

I haven't looked at what K1CP changed for the Male Republic Soldier. Mine has minor UVW edits.

N_RepSold_F.mdl/mdx (https://deadlystream.com/files/file/1180-jcs-republic-soldier-fix-for-k1/)

The K1CP replaced the Female Republic Soldier model with a heavily modified male model. Mine uses the original model with some UVW edits to reduce stretching, fix seams. I focused more on texture edits to greatly improve the look, often using clipped portions of the male texture N_RepSold01, or recolouring portions of N_TSFOff_F01 texture from TSL.

n_wookief.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295)

n_wookiem.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/295)

The K1CP made UVW edits to the mouth box and tongue. Mine have made similar changes, but probably with more detail. I also made UVW edits to the teeth so that the canines and incisors are aligned better. My UVW fixes also make it possible to add detail to the texture so that there are crowns on the molars.

n_yoda.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/479)

The K1CP made UVW edits to the mouth box (and maybe tongue?). Mine has made those UVW edits and much more. I go into detail on the GitHub page that you linked to.

P_BastilaBB01.tpc -> P_BastilaBB01.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545)

P_BastilaBA02.tpc -> P_BastilaBA02.tga (https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/545)

The K1CP made changes to the .tpc file to fix the transparency to become Bare Metal shine, I believe? Mine also adds Bare Metal shine, either through txi file or within the tpc file. The K1CP duplicates BB01 and renames it BB02 so that both textures are the same. Mine upscales each separately and keeps the two individual textures. You can always rename my 4x textures the same way.

p_zaalbar.mdl/mdx

The K1CP made fixes so that there isn't a gap between his head and torso. Mine also addressed this by adjusting the XYZ coordinates and snapping the vertices together. I also made many UVW edits (there is more detail on the GitHub page)

pfbes.mdl/mdx

pfbfl.mdl/mdx

pfbfm.mdl/mdx

pfbfs.mdl/mdx

pfbhl.mdl/mdx

pfbhm.mdl/mdx

pfbhs.mdl/mdx

I think that I made similar changes as the K1CP (regarding UVW & XYZ fixes), but with additional UVW fixes. The F and G female armors also have XYZ fixes to reduce collar clipping.

pfbjl.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

pfbjm.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

pfbjs.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/22b5b7c98682ae9257fb24cbc5f673a74d2eb4b3)

The K1CP "Added corrected shadowcasting meshes for the skirt of the female Revan/Star Forge robes model". Mine does not. Mine makes UVW & texture fix additional detail on boot tops and gloves.  Glove changes may not be compatible with other mods.  

rep_off_f.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f4f7d0ec7df15c049980a4a5b69012d328f9dc06)

The K1CP fixed the left eyelid. Mine also fixes the left eyelid (maybe not the exact same way), plus many UVW fixes to reduce stretching, and fixed some bone weights.

 

Quoted from Salk: More feedback and questions as I go through the files: 

1: The N_Comm_low_M2.tga (and to a less extend also N_Comm_low_M3.tga) texture's face does not seem to match the original. Was an intended replacement? And in that case, why?

For all of the Lite commoners, if I were to do a simple pass through an A.I. Upscale program, the results are minimal improvement. Certainly not worth the extra file size. So, I copied parts of faces from other textures and rebuilt/repainted them.

For N_Comm_low_M I used most parts from  N_Comm_w_m. They were stretched to fit the low_M face.

For N_Comm_low_M2 I used the ear & hair from N_Comm_w_m; the mouth, beard, nose, cheek, eye, eyebrow, & forehead from N_comAMH02. I had to make some manipulations to make them fit the low_M2 face, and it isn't a perfect match, but the resolution and detail is much improved; especially for a character that most people ignore and walk past in the Taris Upper City.

For N_Comm_low_M3 I used the ear & hair from N_Comm_w_m; the mouth, moustache, nose, cheek, eye socket, eyebrow, forehead, iris & sclera from N_comAMH02. Again, it isn't an exact match, but it looks much better.

2: In the N_Comm_low_M4.tga texture I noticed that the eye seems shifted to the right compared to the original placement. I'm not sure whether it's relevant or not, considering I know very little to nothing about textures and models. Please feel free to diisregard any of my feedback that proves useless.

For N_Comm_low_M4 I chose to have more variety, since the original M4 & M3 are nearly identical except for mustache & sideburns. I used the ear & hair from N_Comm_w_m; most of the face from N_ShaardanH01; heavily modified to fit the M4 face. 

3: N_Comm_low_M5.tga seems to suffer from the same issue of N_Comm_low_M2.tga and that's perhaps not surprising considering that the face is the same. Even in this case, it seems that it's replaced by a different kind of face. Nothing drastic, but I wonder why that happened.

For N_Comm_low_M5 I chose to have more variety, since the original M5 & M4 are identical. I used the ear & hair from N_Comm_w_m; most of the face from N_comAMH01; heavily modified to fit the M5 face.

4: The face in N_Comm_low_Mb.tga (and in other textures using the same face) shows a complete reversal in the prominency of the eye. In the original texture, the eye is very small. In the upscale, it's very big.

Hmm, maybe for those first two MB & MB2 I could have done a better job on the eyes.

These screenshots were taken in 3DS Max, not in-game. Hopefully it gives you a better idea of how I changed things. I can sum it up by saying that I used artistic & creative license, rather than just running textures through an A.I. Upscaling program.

Spoiler

Lite commoner M compare 5x2.png

5: I have a model file for the rakata that has the following comment about it "Changed slightly the rotation of the Rakata model to make the transition from talking animation to standing position considerably better". I have attached here the file in case you may want to check whether your own model fixes this particular issue as well. And if not, you may want to incorporate that fix into your own model?

I have not done that to mine and was unaware of that mod.

Also, in regard to the Gammorean & Selkath models, I haven't changed any animations. If you prefer the fixed animation models, then please do use them. Hopefully there aren't too many differences in the UVW maps so that my textures will still work with the other models.

6: In the n_spaceman_low.tga texture I see what seems to be a wrench on the left of the screen which is not present in the original texture. Could you please tell me where it comes from?

I painted that to fix the shoulder straps that attach to the back pack. The original just has a black patch there. 

Spoiler

Spaceman change.png

7: I have already a set of HD textures for the N_Swoopgang0x series which I honestly prefer (speaking of which I will leave a more general kind of feedback at the end of this session, hoping it may be of some use), but I noticed that my set has the weird green tint that you have instead succeeded to remove from your own set. That green tint is harmless or not? In-game I never noticed any kind of artifact, but I cannot say that I am a very observant person. I attached an image of how one of those upscaled textures look like (which is exactly how they look in the original texture). 

If you have a texture that you like, then by all means use it. That's the beauty of mods: choice and customization. For the Swoopgang textures, I manually painted a lot of that detail in. From what I can tell, the bright green areas are from the original artists under painting that never got fully painted by the end of their work on those textures. With low res textures on these older models, it isn't so noticeable. But with HD textures, it becomes a little more obvious to me.

8: In my override I have already a .txi file P_BastilaH04. In mine it says "clamp 3" while in the one you provide there is "blending punchthrough". Do you know what the difference might be?

This is a choice on my part. I don't know what the original's "clamp 3" is for, but "Blending Punchthrough" makes the alpha channel have transparency, but only on the model face that the UVWs are mapped to. This is used on many models that have hair strands, so I decided to use it on the HD version of Bastila, in order to give her hair more depth and believability. This is also different from the default transparency, which affects backfaces on the model, and would cause visual problems with a head model.

9: The K1 CP includes the models for alien2 and alien5 which are actually coming from JC's Dense Aliens. I noticed that JC's model files are significantly bigger in size. Which files should I keep?

Those models are basically ported over from TSL, as is explained in JC's mod. That means that the model files from TSL have been extracted and re-compiled to work in K1's game engine. The reason why they are larger file size is because they have more polygons. They also use two high res textures each, instead of the Lite versions that have a single low res texture each. Keep whichever one you like to look at. If you're a purist and want to get the K1 experience, use my mod. If you wish that the TSL aliens were available in K1, then JC has got you covered.

 

THE MAIN THING TO REMEMBER is that there are bound to be conflicts with other mods. If you try and list every conflict out there, then this is going to be a long, tedious process. If I tried to list every minute detail that I have painted or adjusted on these hundreds of texture files, it would take me another full year before I started working on the next batch. I just spent the better part of a day researching other mods to compare to mine; taking screenshots of Lite models and combining them into large images so that anyone could compare them. It takes time to do all that. In fact, I had to delay the release of my upscale mods by several months as I worked on screenshots and the spreadsheet trying to explain what I have done to each texture.

I am very grateful that people are taking an interest in my work. Thank you.

I'm tired, I hope I haven't rambled on too much. I'm going to bed now. 😴

  • Light Side Points 1

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Hello!

Thanks for taking the time to answer to the first post. I appreciate your taking time to do that when you are incredibly busy working on your project. Fact is, I thought I'd first gather all possible feedback and allow you to provide answers and additional informations when I was done with it, but of course I'm more than happy to review what you wrote and possibly answer oneof your own questions myself.

4 hours ago, redrob41 said:

n_darthmalak.mdl/mdx (https://github.com/KOTORCommunityPatches/K1_Community_Patch/commit/f2dd8728d439b20d72baeeb3e8c5564ad23af6e2)

I haven't looked at what K1CP changed for Darth Malak; is it an animation fix?

The K1 CP page says that a sound effect for the lightsaber that was originally missing has been restored. I don't think there has been any other kind of improvements to the model.

Unfortunately I cannot be of any more help than this because I've never really worked on models and I've a very limited experience with retexturing (mostly copy&paste jobs, not work from scratch).

Speaking of textures, I didn't truly have a chance to compare the upscales I already had in my own override with your own versions in-game, but rather just compare the images produced. I don't know how reliable this kind of comparison is, but in some cases I noticed that the textures I have had lost less detail compared to the original game texture. The saturation levels seem also a bit more correct in some of the textures I have. But again, I am no expert at reviewing images and most certainly cannot confirm anything from checking the differences in-game. I will do it, eventually, and provide screenshots as well, if needed. Said that, I'm extremely impressed by the quality work done so far and am looking forward to future updates. :cheers:

Cheers! 

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