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Posted

I got back to Kotor and Kotor 2 modding and texturing after many years and just want to share some of my work. 

Screenshot 2026-10-08 100721.png

17854089-star-wars-knights-of-the-old-republic-screenshot-m26_01.png

All those years, I didn't realize the "hoversled" PLC had the wrong textures applied. 

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Screenshots from the K1 Official Game Guide book I thought looked interesting.

Screenshot 2026-09-23 012942.png

Screenshot 2026-09-23 012315.png

Screenshot 2026-09-23 012230.png

Screenshot 2026-09-23 011914.png

I also fixed the Gammorean's axe model/UVs.  

KotOR0002a.tga

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Posted

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. 

Screenshot 2026-10-09 220037.png

Screenshot 2026-10-09 220033.png

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Posted
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. 

Screenshot 2026-10-08 100721.png

17854089-star-wars-knights-of-the-old-republic-screenshot-m26_01.png

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.

 

BetaMiss.png.535bf90dcae9bb104384ec347c9BetaMiss1.png.2801219fe5018cd7a7455208a3

 

On 10/8/2026 at 7:11 PM, FF97 said:

Screenshots from the K1 Official Game Guide book I thought looked interesting.

 

Screenshot 2026-09-23 012942.png

 

Screenshot 2026-09-23 012315.png

Screenshot 2026-09-23 012230.png

Screenshot 2026-09-23 011914.png

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

442794095_tarisduel.png.7567facef33a7b2f

 

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

BetaKarl.png.dbb031b682f1068f101a4572311

BetaKarl2.png.b6fabf35c03de0191c3bc5b8af

 

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

BetaTrask.png.9bd3d702c4da861f99f5b4d4c2betatrask2.png.06e512d21481db35f8dba5a01

 

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?

Posted

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. 

Screenshot 2026-10-10 190313.png

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.

 

BetaMiss.png.535bf90dcae9bb104384ec347c9BetaMiss1.png.2801219fe5018cd7a7455208a3

 

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

442794095_tarisduel.png.7567facef33a7b2f

 

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

BetaKarl.png.dbb031b682f1068f101a4572311

BetaKarl2.png.b6fabf35c03de0191c3bc5b8af

 

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

BetaTrask.png.9bd3d702c4da861f99f5b4d4c2betatrask2.png.06e512d21481db35f8dba5a01

 

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.post-5816-1118531074.jpg.5306abe3f5eef8238ed9783e49bd0501.jpg

1.jpg

The "old Jedi" corpse model features bloody wounds in early screenshots, whereas the finished game shows signs of decomposition.

4995583-star-wars-knights-of-the-old-republic-screenshot.jpg

Posted

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.

Posted
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.

Screenshot 2026-10-10 191956.png

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.

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