vurt

KOTOR Visual Resurgence

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PLC_spdrA03? Are you sure that is not from some other mod, or you likely mean: PLC_spdrB01.tga. Because the former texture does not exist.


I see an issue with the seats too, they're in metal, not ideal ;)
Also what looked like a PCB board is the controls of the speeder, right in front of the seats, so i'll do something better for that. 

Wish i could find the window texture because its not part of the main texture and it doesnt look great. 

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Thanks! I will add these to the next update and with credits to you for these fixes. 

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4K version, looks much nicer than the former 1024. These textures are  very in-your-face and needs good quality ;)

Star Wars_ Knights of the Old Republic 2025-09-23 12_54_14.png

a gif comparison of default vs new wall textures 

comparison.gif

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5 hours ago, vurt said:

PLC_spdrA03? Are you sure that is not from some other mod, or you likely mean: PLC_spdrB01.tga. Because the former texture does not exist.


I see an issue with the seats too, they're in metal, not ideal ;)
Also what looked like a PCB board is the controls of the speeder, right in front of the seats, so i'll do something better for that. 

Wish i could find the window texture because its not part of the main texture and it doesnt look great. 

Sorry, typo. It was indeed PLC_spdrB01.tga I meant.

Eh, it would be good to have some sort of software that prints out what textures each game model uses, but, in this case, shoudn't it be PLC_spdrwin01.tga?

Cheers!

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6 minutes ago, Salk said:

it would be good to have some sort of software that prints out what textures each game model uses

It wouldn't be particularly hard. Wizard and I created a Powershell script to dump all the lightmap assignments in K1 to identify all the cases of missing lightmaps. You could do the same thing for diffuse textures.

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chatGPT to the rescue, it made me one in Python.

Quite useful, i now have a list of every model and which textures it uses. the whole txt file is almost 8MB.

might be useful for others so i attached it

model_textures_list.txt

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Another small advice. Unlike LDA_leaf02 and LDA_leaf04, LDA_leaf01 is very monochromatic (dark green) and this situation extends to the brenches as well. Would it be possible to return the original wood color to the brench itself and perhaps have the leaves be displayed in more shades of green?

On a side note, the textre LDA_leaftest03 seems to be missing from the package.

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yes i agree, it's been on the list to do. 

is leafTEST in use? 

i do leave out stuff called test since often that is just test textures i believe and most of the time not in use. i could be wrong and they used them without renaming them again. 

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Well, if we consider the model + texture list you uploaded then the leadTEST textures should be unused. On the other hand, I'm not sure we can rely too much on that list. Perhaps I can summon here @th3w1zard1and see if he can be kind enough to produce a fail-safe dump about confirmed used K1 textures?

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it seems i havent found all models yet and extracted them, so the list is incomplete.

i made another script, and asked it to find which extracted textures are NOT in the model_texture_list and there were 1371 textures listed. 

I think its the world files (whatever they are called), with the trees, rocks etc. those models i have not extracted + not sure they're even MDL files. 

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More feedback: in PLC_SevrdArm.tga, there are some issues (in the context of a very nice texture upgrade). One part of the texture (bottom left) should show the palm of one hand. It shows the back of it instead. Ther grey/brown part of the texture should be clothing (of the same kind used in N_CommM01.tga), but the reconstruction shows something much more solid than that. Around the hands / fingers, the texture should be human skin. Not sure the AI got it right and of course I'm not sure what part of the texture are actually going to be used by the respetive models. I have attached a picture, at any rate.

I was also wondering if perhaps your model could come with something a bit more sophisticated for LUZ_palm01.tga. The way it is now, it does not look anything more than a simple upscale that wouldn't improve much or perhaps at all over the original.

Cheers!

 

 

PLC_SevrdArm.png

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Great feedback. Fixed!

 

 

Uploaded a patch to the nexus page. 

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no, anything purple or red etc is removed in the color. but otherwise the same, its just more leaning towards green. 

i updated it again. there were 2 doors that just looked awful and had text on them that shouldnt be there, i made new lore friendly text for their displays. 

Star Wars_ Knights of the Old Republic 2025-09-25 10_07_18.jpg

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Yeah i know about the door... i'm remaking more of them including that one. 

i'll take a look at PLC_SubDroid.tga. 

Thanks!

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yes, kind of.

If you judge it by looking at the texture itself in its full view, but when you play the game these details are so small that they usually never come off as cloth. Even if you happen to be as close as you possibly can in the game to the armor. 

I can absolutely remake all armors and look at all tiny grey and silver details which are supposed to be metal and make them appear like metal on the texture, but it would mostly be for people who likes to open up the texture and look at it.

If you can show me armors in the game where you can grab a screenshot where something looks like cloth and should be metal, i will absolutely fix it though. 

What makes it look like cloth on the texture is usually something like a tiny wrinkle which makes it appear soft, in-game this wrinkle might more come off as a scratch or you might not be able to see it at all. A lot of it depends on how it appears over the mesh, flat, bent etc. 

A big chest piece which is silvery looking cloth instead of metal-like would be something i might have to fix. 

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while its not an in-game shot i do think you are right that this is a big piece that could come off more like leathery in-game. I will fix this one. Cheers.

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