FF97 Posted Thursday at 08:11 AM Posted Thursday at 08:11 AM I got back to Kotor and Kotor 2 modding and texturing after many years and just want to share some of my work. All those years, I didn't realize the "hoversled" PLC had the wrong textures applied. Screenshots from the K1 Official Game Guide book I thought looked interesting. I also fixed the Gammorean's axe model/UVs. KotOR0002a.tga 1 Quote
FF97 Posted yesterday at 12:50 PM Author Posted yesterday at 12:50 PM My "Vanilla Plus" Revan Retexture WIP: 1 Quote
StellarExile Posted yesterday at 03:07 PM Posted yesterday at 03:07 PM 2 hours ago, FF97 said: My "Vanilla Plus" Revan Retexture WIP: Could you do party members as well? Quote
Sith Holocron Posted 19 hours ago Posted 19 hours ago On 10/8/2026 at 4:11 AM, FF97 said: All those years, I didn't realize the "hoversled" PLC had the wrong textures applied. Will that fix be uploaded soon? 1 Quote
FF97 Posted 16 hours ago Author Posted 16 hours ago Yes, among other minor model fixes for PLC and NPC models. I wondered why some NPC Models like the Gand and Gran appeared very dark in-game in comparison to their textures. After opening the files in Blender, I found out they don't use #FFFFFF as Diffuse and Ambient color values. 1 2 Quote
N-DReW25 Posted 2 hours ago Posted 2 hours ago On 10/8/2026 at 7:11 PM, FF97 said: I got back to Kotor and Kotor 2 modding and texturing after many years and just want to share some of my work. Looking good! You know, I actually reskinned Mission Vao to resemble her appearance in one of these beta screenshots. Your edit appears to focus on the oldest beta, whereas my one is based on the second oldest beta which had the final model but the same old texture. On 10/8/2026 at 7:11 PM, FF97 said: Screenshots from the K1 Official Game Guide book I thought looked interesting. Are those photos of a prima guide book you took? I managed to snag a bunch of screenshots via the Way Back Machine's Library and the quality of mine are abysmal. Spoiler Now that you're fixing Kotor models, I may have some things you may wish to take a look at. My K1 Pre-Release Pack tries to make the game look more like the Beta (this is where my screenshots come from), and something I've noticed is that there are module problems between the beta version and the release version. Spoiler In the above spoiler is a comparison of Karal Kaar as an Ithorian in the beta via the prima guide and the K1 Pre-Release Pack turning Karal into an Ithorian. As you can see, the boxes from the beta behind Karal Kaar are missing in the final game. Spoiler In the spoiler above is beta Trask, in the screenshot of beta Trask you can very clearly see overhead pipes which are not present in the final version. However, if you were to go into the Starboard Section where the escape pods are you'll see that the overhead pipes are present there. And one last thing, what is your status on permission on your recent fixes and previous mods? Would you allow modders to use your work in their own mod on the condition that you are credited as the original author or should modders instead reach out to you and ask directly so that you can give permission on a case-by-case basis? Quote
FF97 Posted 1 hour ago Author Posted 1 hour ago Yes, I would love to see my fixes included in someone's mods or Kotor/TSL mod lists. You have my permission as long as you credit me! Bao-Dur's Remote actually has an unused bump map texture. However it's horrible in multiple aspects. For example: The reflections on the sensor lights are "engraved" into the normal map etc. 1 hour ago, N-DReW25 said: Looking good! You know, I actually reskinned Mission Vao to resemble her appearance in one of these beta screenshots. Your edit appears to focus on the oldest beta, whereas my one is based on the second oldest beta which had the final model but the same old texture. Are those photos of a prima guide book you took? I managed to snag a bunch of screenshots via the Way Back Machine's Library and the quality of mine are abysmal. Reveal hidden contents Now that you're fixing Kotor models, I may have some things you may wish to take a look at. My K1 Pre-Release Pack tries to make the game look more like the Beta (this is where my screenshots come from), and something I've noticed is that there are module problems between the beta version and the release version. Reveal hidden contents In the above spoiler is a comparison of Karal Kaar as an Ithorian in the beta via the prima guide and the K1 Pre-Release Pack turning Karal into an Ithorian. As you can see, the boxes from the beta behind Karal Kaar are missing in the final game. Reveal hidden contents In the spoiler above is beta Trask, in the screenshot of beta Trask you can very clearly see overhead pipes which are not present in the final version. However, if you were to go into the Starboard Section where the escape pods are you'll see that the overhead pipes are present there. And one last thing, what is your status on permission on your recent fixes and previous mods? Would you allow modders to use your work in their own mod on the condition that you are credited as the original author or should modders instead reach out to you and ask directly so that you can give permission on a case-by-case basis? Well, there are some other interesting things I noticed about early beta Kotor 1 which are completely changed in the final version. For example: T3 Droids are much bigger. The "old Jedi" corpse model features bloody wounds in early screenshots, whereas the finished game shows signs of decomposition. Quote
Vriff Posted 1 hour ago Posted 1 hour ago Interesting about the remote bump map textures, those don't even work in Aspyr TSL without my engine fix. If you notice those bloom effects in the pre-release screenshots, those also actually do work for the most part on period correct hardware, but are broken on modern hardware. Synchro has an engine patch that restores those as well. FYI, you may notice some things look weird ingame simply because the driver support has been dropped for some of the effects. Quote
FF97 Posted 1 hour ago Author Posted 1 hour ago Also: Carth Onasi has a bloody injury on his left thigh—the fabric of his trousers is torn at that spot. This detail is still present in the texture, but the model uses the UVs from the other side. 2 minutes ago, Vriff said: Interesting about the remote bump map textures, those don't even work in Aspyr TSL without my engine fix. If you notice those bloom effects in the pre-release screenshots, those also actually do work for the most part on period correct hardware, but are broken on modern hardware. Synchro has an engine patch that restores those as well. Quote FYI, you may notice some things look weird ingame simply because the driver support has been dropped for some of the effects. Well, Aspyr is a "Hit AND Miss" situation in my opinion. Things like Widescreen support for TSL are quite impressive to finally be implemented officially, but other things such as shader bugs, bad lighting and lightsaber errors are disappointing. And to the best of my knowledge, the remote normal maps/bump maps weren't being used prior to Aspyr either. Many models have an unused normal map texture that isn't referenced in the .txi file, or they don't have "Tangent Space" enabled. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.