JCarter426 1,220 Posted February 6, 2016 File Name: JC's Minor Fixes for K2 File Submitter: JCarter426 File Submitted: 06 Feb 2016 File Category: Mods TSLRCM Compatible: Yes This is a collection of various things that I found annoying enough to alter. It started with that crazy window on Nar Shaddaa, by the landing pad, that would mysteriously render anything that was behind it invisible. It turned out to be as simple as a missing TXI. But it was at this point that I decided to start collecting little things like that into a single mod, to be released to the general public when it became more substantial. Due to the nature of this mod, I haven't bothered to make a proper installer with the TSL Patcher. Just install whatever you want to install. Don't install what you don't want to install. Some of these fixes are included in TSLRCM, while others are not. Either way, it's compatible. Other mods may not be compatible; contact me if you have any questions. Contents as of v1.2: ASTEROIDSReplaced some background asteroid textures using high resolution renders ofother asteroids from the game.- EBO_Astr.tga- PER_As02.tgaATRISAdded missing shader for Atris' head.- P_AtrisH01.tga- P_AtrisH01.txiBASTILAAdded missing shader for Bastila's clothes. Although I don't think that solvesthe entire problem with them.- P_BastilaBB01.tga- P_BastilaBB01.txiBATTLE OF TELOS TURBOLASERSTurbolaser palette for the battle of Telos swapped to match their colorselsewhere in the game. Citadel Station and Republic fighters will now firegreen; the Ravager and Sith fighters will now fire red. The loadscreen for221TEL has been corrected in the same manner.- load_221TEL.tga- tel_blst1.tga- tel_blst2.tgaCITADEL STATION SKYBOXCitadel Station skybox completely redone, based on high resolution rendersof the Citadel models with 3ds Max. New texture resolution is 4096x4096.- TEL_BDrp.tgaCOMMONER CLOTHINGFixed some issues with the fourth male commoner clothing variant.- n_commm04.tgaDILLANDillan's head edited to make her hair less horrible looking.- n_tatcoma_f.tgaEBON HAWK TEXTURESAll Ebon Hawk textures replaced with the highest resolution texture I couldfind in the game assets. By Ebon Hawk textures I mean the ship's exterior.- DXN_EBOHWK.tga- KOR_EHOK.tga- NAR_EBOHWK.tga- PER_EH1.tgaFIGHTER TEXTURESRepublic and Sith fighter textures replaced with the highest resolutiontextures I could find in the game assets.- tel_sftr.tga- tel_rftr.tgaGRASS TEXTURESAlpha channels for some grass textures improved. Shouldn't have any missingbits anymore. I haven't done them all yet, though.- DXn_grassfx.tga- DXN_jungfx.tgaKHOONDA MILITIA ARMORReskinned the female Khoonda armor texture to remove the awkward painted-onbreasts and strangely symmetrical dents.- PFBE10.tgaKIOSK 2 MODELRemoved parts of the PLC_Kiosk2 model. There were some random metal thingsjust hovering in the air, and I always thought the droid head looked a bitanachronistic. I mean, more like the droids of the film era than the onesin the game. It still has some terrible texture issues, but I didn't feelprepared to tackle them.- plc_kiosk2.mdl- plc_kiosk2.mdx- JC_Invisib.tgaKREIAAdded a fix for the Kreia models. I know there are others, but I decided todo my own. Not compatible with the others, obviously. So just don't installthe P_Kreia**** files if you don't want that.- P_Kreia1hBB.mdl- P_Kreia1hBB.mdx- P_KreiaEvil0hBB.mdl- P_KreiaEvil0hBB.mdx- P_KreiaStunt.mdl- P_KreiaStunt.mdxLIGHTSABER PART ICONSSwapped the icons for two of the lightsaber components. They were clearlymisplaced.- lspart01.uti- lspart02.utiLUXAFixed a problem with Luxa's teeth and tongue. For some bizarre reason theyused a different texture than the rest of her head. The UVW mapping did notmatch this texture, causing errors on that part of the model. I hex edited themodel and reset everything to use the same texture.- JCLuxa.tga- n_lala_xuh.mdl- n_lala_xuh.mdxMANDALORIAN FLAGSReplaced the Rakatan imagery on the flags around the Mandalorian camp withthe Mandalorian Neo-Crusader symbol. Loadscreen for 403DXN has been updatedto reflect this.- load_403DXN.tga- PLC_RakatFlg.tga- PLC_RakatFlg2.tga- PLC_RakatFlg3.tgaMIRASome small adjustments to Mira's clothing. Green where there shouldn't begreen, mostly, now removed. Not compatible with any other mods that alterMira's clothing, of course.- P_MiraA.tgaONDERON BLOCKADEFixed several texture errors concerning the Onderonian ships. Also redidthe blockaded ships in the distance using high resolution renders of the shipmodels.- mg_cs.tga- mg_ms1.tga- mg_ms2.tga- mg_ms3.tga- MG_OFtr.tga- mg_sbk.tgaPAZAAK CARDSSwapped the colors on the pazaak card placeable and item around so nobody'scheating anymore.- JCw_Pazaak.tga- PLC_Pazaak.tga- w_BlstrPstl_014.mdl- w_BlstrPstl_014.mdxRAVAGERRavager texture redone, based on a snapshot from one of the prerendered Binkvideos. By Ravager texture I mean the ship's exterior, which appears duringthe Battle of Telos.- TEL_Rav.tgaTELOS SHUTTLE TEXTUREReplaced the texture of the shuttle in the Telos swoop track with the usualone. The original was low quality and had an orange stripe, bleh.- TEL_SShtl.tgaTELOS SHUTTLE MOVIEFixed an animation error in the Telos shuttle departure video. Duros in thebackground would just walk in place once he got to the door previously.I've only applied the fix to the the HD version (1600x680) that came withthe High Quality Movie Patch.- TELMov03.bikVASHVash's head edited to make her hair less horrible looking.- N_jedmast2h.tgaVIS FILESVIS for 301NAR edited so the swoop platform doesn't disappear as you areentering or exiting the alley adjacent to the landing pad, and so the crateson the landing pad and the landing pad rails are always visible from the swoopgarage.804DRO similarly fixed. But it doesn't do anything if you don't have an M4-78installed.- 301nar.vis- 804dro.visMISCELLANEOUS RESOLUTION FIXESReplaced these with higher resolution textures found elsewhere in the gamefiles.- TEL_wl06.tgaMISCELLANEOUS SHADER FIXESAdded missing shaders for these textures.- DAN_Wn02.tga- DAN_Wn02.txi- MAL_wn01.tga- MAL_wn01.txi- ond_eng1.tga- ond_eng1.txi- PLC_Hyper.tga- PLC_Hyper.txiINVISIBLE TEXTURESThese are invisible textures that I use for when I hex edit a model to removesome part of it. Editing through hex editing does not allow for files nameswith a different number of characters, hence the multiple files, but itensures nothing else about the model is changed.Since these are all JC_ files it's safe to install them, and I would suggestyou install them even if you don't see them listed as files you need, just tobe safe. They are identical to files from my other mods, so you needn't worryabout compatibility with those.- JC_Inv.tga- JC_Inv.txi- JC_Inv1.tga- JC_Inv1.txi- JC_Inv01.tga- JC_Inv01.txi- JC_Inv001.tga- JC_Inv001.txi- JC_Invisib.tga- JC_Invisib.txi Click here to download this file Quote Share this post Link to post Share on other sites
milestails 264 Posted February 6, 2016 Always liked this collection. Quote Share this post Link to post Share on other sites
JCarter426 1,220 Posted February 16, 2016 Hello, everyone. This thread will contain my random fiddling, just like my WIP thread on LucasForums. But first I have some business to discuss with you. I'm currently in the process of uploading my mods, many of which were lost with Filefront, to Deadly Stream. Now, some of you may be familiar with my Toolbox, an assortment of in-game developer tools and cheat items for K2. I'll repeat the trailer video here for those of you that aren't: Rather than upload the old version of the Toolbox, however, I've decided to update it and release the new version (1.3). In addition, I will be finalizing the K1 version, which has been stuck in beta for years because of bugs and my unwillingness to fix them. I have a compelling reason to fix them in the coming months, as well as add new features to both versions, and it's the latter matter which brings me here. I'm looking for ideas for new features to add to Toolbox. There are a number of functions I'm already adding, but there are bound to be many that would never cross my mind, as there have in the past. And many of these past requests led to features that I myself find very handy - scripts that I streamlined to become more user friendly and versatile, which otherwise I would have coded from scratch every time, the hard and time consuming way. I have a habit of scripting the quick and easy path. So, if there are any functions you want, or if you have any ideas for new tools, or maybe if you know a way to make something already in the Toolbox easier to use, apply below. Also, if there are any of my mods that were lost and still aren't online anywhere, just let me know and I can upload them. That's all for now. 1 Quote Share this post Link to post Share on other sites
Dant95 2 Posted February 17, 2016 Love your work on JC's Minor Fixes as it become one of the essential mod for me. I don't know if it's ok to make a request or suggestion about your future version of Minor Fixes mod. My request/suggestion is Mandalore's shuttle on Dxun and Onderon has a very low texture, especially on Dxun. Perhaps there's a higher resolution of texture in game assets or a room for an improvement. Thank you for taking a requests. Quote Share this post Link to post Share on other sites
JCarter426 1,220 Posted February 23, 2016 Sure, I'd like to hear suggestions for fixes too. Unfortunately in this case, I believe that's the best quality texture available in the game files. The reason the resolution is so comparatively low is because it's a reused asset from the first game. Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted February 23, 2016 Perhaps a command for each character to do their signature move? For example, Mira fools around with her wrist launcher. Don't all the party members have something like that? Quote Share this post Link to post Share on other sites
Malkior 476 Posted February 23, 2016 Sure, I'd like to hear suggestions for fixes too. Unfortunately in this case, I believe that's the best quality texture available in the game files. The reason the resolution is so comparatively low is because it's a reused asset from the first game. I have a "fixed" version of that particular texture, if you were interested. I never had any companion mods to release with it though, so it's currently only on my Hard Drive. Quote Share this post Link to post Share on other sites
Todd Hellid 16 Posted February 23, 2016 Love your work on JC's Minor Fixes as it become one of the essential mod for me. I don't know if it's ok to make a request or suggestion about your future version of Minor Fixes mod. My request/suggestion is Mandalore's shuttle on Dxun and Onderon has a very low texture, especially on Dxun. Perhaps there's a higher resolution of texture in game assets or a room for an improvement. Thank you for taking a requests. I asked for the Mandalore Shuttle retexture a year ago and the person who was working on it didn't finish it. Quote Share this post Link to post Share on other sites
JCarter426 1,220 Posted February 23, 2016 Perhaps a command for each character to do their signature move? For example, Mira fools around with her wrist launcher. Don't all the party members have something like that?I'm not sure. In the first game, many of the party members' clothing models have unique animations - for example, Canderous stretches his neck - for Pause 2, but as far as I recall everyone in the second game does the same stuff. I think Mira's rocket launcher is not in there, though. Because it's a combat animation and I've only started going through those. So I could take a look. I have a "fixed" version of that particular texture, if you were interested. I never had any companion mods to release with it though, so it's currently only on my Hard Drive.Hmm, I may want to see that, then. Quote Share this post Link to post Share on other sites
tpiom 6 Posted February 25, 2016 I'm somewhat familiar with your work and know that you're pretty talented. The scenes you worked on for Kaydon Sentry's movie turned out very well. You added a lot of depth to the scenes.I'm wondering if you could perhaps, one day, restore cut content for K1 or K2 and do your magic on those scenes Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted February 27, 2016 Same here, or I wouldn't have used some of it's fixes for TSLRCM, the ones I could pass on as being part of it's purpose anyway XD Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted February 27, 2016 I recall reading somewhere OE used a low-res version of the shuttle, so taking the higher-res from the A package from KOTOR1 and adding it would upraise it, and that was the fix. Long ago and fuzzy memory though... might have been about something else. Quote Share this post Link to post Share on other sites
JCarter426 1,220 Posted February 27, 2016 I'm somewhat familiar with your work and know that you're pretty talented. The scenes you worked on for Kaydon Sentry's movie turned out very well. You added a lot of depth to the scenes. I'm wondering if you could perhaps, one day, restore cut content for K1 or K2 and do your magic on those scenes There is some restoration work I'm looking at, but nothing quite on that scale... at least not yet. I recall reading somewhere OE used a low-res version of the shuttle, so taking the higher-res from the A package from KOTOR1 and adding it would upraise it, and that was the fix. Long ago and fuzzy memory though... might have been about something else. Both versions are 512x512, as far as I can tell - compare that to the Basilisk's 1024x1024. There still could be a higher resolution texture somewhere in the game files, though, so I'll keep looking. Quote Share this post Link to post Share on other sites
JCarter426 1,220 Posted February 28, 2016 Minor update. Just a couple things I should've done in the the last version that I forgot about. Next version will be more substantial, but it won't be for a while, so I didn't want to just sit on this stuff that's already done. For those of you that have v1.1, the only NEW file in this version is TELMov03.bik, in the new Movies folder. The bigger thing is the readme. Yes, the readme of all things. I added a list of all the changes and the associated files, so that should make it easier to install what you want to install and only what you want to install. Always liked this collection. Same here, or I wouldn't have used some of it's fixes for TSLRCM, the ones I could pass on as being part of it's purpose anyway XD Thanks, guys. I know you both have been longtime followers of this... it's good to hear these are fixes other people want too,, so I know I'm not just crazy. I want to use this mod because I really enjoy some of your changes but because it's a manual install, it overwrites certain files. Will you be updating this to use a TSLPatcher, a much cleaner way of installing mods? I haven't done it yet because I figure what parts of the mod people want to install will vary by what other mods they have and their individual tastes and so on, but it's something I will consider. I hope the update in the readme as mentioned above make things easier in the meantime. I'd like to hear further thoughts on this, though. It wouldn't be difficult to write an installer that doesn't overwrite specific files if they're already present, but that also means if I ever updated those files, the installer would ignore them. So perhaps I would need multiple installers or some similar scheme. Quote Share this post Link to post Share on other sites
milestails 264 Posted February 28, 2016 Great idea on the readme. That will make things much easier for people. Quote Share this post Link to post Share on other sites
Kexikus 995 Posted February 28, 2016 Thanks for the read-me. That'll make the installation and compability with other mods so much easier Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted February 28, 2016 TSLPatcher will allow multiple installations with the same .exe. Of course, patching with it can be a pain sometimes (I really wouldn't bother with .dlg's), people would need to run the installer multiple times to install (manual would be easier) etc. So yeah, it might not be worth it. Quote Share this post Link to post Share on other sites
milestails 264 Posted February 28, 2016 Oh wow! TelMov03.bik is a glaring issue when comparing the vanilla movie to the one in this mod. In vanilla, the Duros literally does walk in place once through the door. Your eye for detail is astonishing! Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted February 28, 2016 I don't see a list of the changes. Am I missing it? Quote Share this post Link to post Share on other sites
JCarter426 1,220 Posted February 28, 2016 TSLPatcher will allow multiple installations with the same .exe. Of course, patching with it can be a pain sometimes (I really wouldn't bother with .dlg's), people would need to run the installer multiple times to install (manual would be easier) etc. So yeah, it might not be worth it. Yeah, that's pretty much what I'm thinking. I'll keep thinking, though. Maybe I'll group everything into a few packages. Like all the straight fixes (missing shaders, alpha channel corections, higher resolution textures, etc) on one installer, and then stuff prone to compatibility issues on other installers. I'll keep thinking about it. The main issue is it's more convenient for me to throw everything in one package rather than churn out a dozen different mods. So if I then have to split that into a dozen different installers, that's... less convenient. Especially if a lot of you are going to do a manual install anyway. Oh wow! TelMov03.bik is a glaring issue when comparing the vanilla movie to the one in this mod. In vanilla, the Duros literally does walk in place once through the door. Your eye for detail is astonishing! Thanks. I've been working on stuff with this game for years, so catching this stuff is kind of inevitable. Also, there are other issues in the Bink videos I've noticed... but I'm still working out how to address them. One is particularly glaring and I'm not sure how to handle it yet. Anyway, there will probably be more of those in the future. I don't see a list of the changes. Am I missing it? It's the fourth section of the v1.2 readme (4. Contents). There's a brief description for all the changes, and then the files included in them. Quote Share this post Link to post Share on other sites
Sith Holocron 2,480 Posted February 28, 2016 I have to download the file in order to learn the contents. That seems counterintuitive. Quote Share this post Link to post Share on other sites
JCarter426 1,220 Posted February 28, 2016 Well, the contents are listed in the changelog too. The point of that section the readme is so people know which files effect which changes. Here's everything in v1.2, though: ASTEROIDSReplaced some background asteroid textures using high resolution renders ofother asteroids from the game.- EBO_Astr.tga- PER_As02.tgaATRISAdded missing shader for Atris' head.- P_AtrisH01.tga- P_AtrisH01.txiBASTILAAdded missing shader for Bastila's clothes. Although I don't think that solvesthe entire problem with them.- P_BastilaBB01.tga- P_BastilaBB01.txiBATTLE OF TELOS TURBOLASERSTurbolaser palette for the battle of Telos swapped to match their colorselsewhere in the game. Citadel Station and Republic fighters will now firegreen; the Ravager and Sith fighters will now fire red. The loadscreen for221TEL has been corrected in the same manner.- load_221TEL.tga- tel_blst1.tga- tel_blst2.tgaCITADEL STATION SKYBOXCitadel Station skybox completely redone, based on high resolution rendersof the Citadel models with 3ds Max. New texture resolution is 4096x4096.- TEL_BDrp.tgaCOMMONER CLOTHINGFixed some issues with the fourth male commoner clothing variant.- n_commm04.tgaDILLANDillan's head edited to make her hair less horrible looking.- n_tatcoma_f.tgaEBON HAWK TEXTURESAll Ebon Hawk textures replaced with the highest resolution texture I couldfind in the game assets. By Ebon Hawk textures I mean the ship's exterior.- DXN_EBOHWK.tga- KOR_EHOK.tga- NAR_EBOHWK.tga- PER_EH1.tgaFIGHTER TEXTURESRepublic and Sith fighter textures replaced with the highest resolutiontextures I could find in the game assets.- tel_sftr.tga- tel_rftr.tgaGRASS TEXTURESAlpha channels for some grass textures improved. Shouldn't have any missingbits anymore. I haven't done them all yet, though.- DXn_grassfx.tga- DXN_jungfx.tgaKHOONDA MILITIA ARMORReskinned the female Khoonda armor texture to remove the awkward painted-onbreasts and strangely symmetrical dents.- PFBE10.tgaKIOSK 2 MODELRemoved parts of the PLC_Kiosk2 model. There were some random metal thingsjust hovering in the air, and I always thought the droid head looked a bitanachronistic. I mean, more like the droids of the film era than the onesin the game. It still has some terrible texture issues, but I didn't feelprepared to tackle them.- plc_kiosk2.mdl- plc_kiosk2.mdx- JC_Invisib.tgaKREIAAdded a fix for the Kreia models. I know there are others, but I decided todo my own. Not compatible with the others, obviously. So just don't installthe P_Kreia**** files if you don't want that.- P_Kreia1hBB.mdl- P_Kreia1hBB.mdx- P_KreiaEvil0hBB.mdl- P_KreiaEvil0hBB.mdx- P_KreiaStunt.mdl- P_KreiaStunt.mdxLIGHTSABER PART ICONSSwapped the icons for two of the lightsaber components. They were clearlymisplaced.- lspart01.uti- lspart02.utiLUXAFixed a problem with Luxa's teeth and tongue. For some bizarre reason theyused a different texture than the rest of her head. The UVW mapping did notmatch this texture, causing errors on that part of the model. I hex edited themodel and reset everything to use the same texture.- JCLuxa.tga- n_lala_xuh.mdl- n_lala_xuh.mdxMANDALORIAN FLAGSReplaced the Rakatan imagery on the flags around the Mandalorian camp withthe Mandalorian Neo-Crusader symbol. Loadscreen for 403DXN has been updatedto reflect this.- load_403DXN.tga- PLC_RakatFlg.tga- PLC_RakatFlg2.tga- PLC_RakatFlg3.tgaMIRASome small adjustments to Mira's clothing. Green where there shouldn't begreen, mostly, now removed. Not compatible with any other mods that alterMira's clothing, of course.- P_MiraA.tgaONDERON BLOCKADEFixed several texture errors concerning the Onderonian ships. Also redidthe blockaded ships in the distance using high resolution renders of the shipmodels.- mg_cs.tga- mg_ms1.tga- mg_ms2.tga- mg_ms3.tga- MG_OFtr.tga- mg_sbk.tgaPAZAAK CARDSSwapped the colors on the pazaak card placeable and item around so nobody'scheating anymore.- JCw_Pazaak.tga- PLC_Pazaak.tga- w_BlstrPstl_014.mdl- w_BlstrPstl_014.mdxRAVAGERRavager texture redone, based on a snapshot from one of the prerendered Binkvideos. By Ravager texture I mean the ship's exterior, which appears duringthe Battle of Telos.- TEL_Rav.tgaTELOS SHUTTLE TEXTUREReplaced the texture of the shuttle in the Telos swoop track with the usualone. The original was low quality and had an orange stripe, bleh.- TEL_SShtl.tgaTELOS SHUTTLE MOVIEFixed an animation error in the Telos shuttle departure video. Duros in thebackground would just walk in place once he got to the door previously.I've only applied the fix to the the HD version (1600x680) that came withthe High Quality Movie Patch.- TELMov03.bikVASHVash's head edited to make her hair less horrible looking.- N_jedmast2h.tgaVIS FILESVIS for 301NAR edited so the swoop platform doesn't disappear as you areentering or exiting the alley adjacent to the landing pad, and so the crateson the landing pad and the landing pad rails are always visible from the swoopgarage.804DRO similarly fixed. But it doesn't do anything if you don't have an M4-78installed.- 301nar.vis- 804dro.visMISCELLANEOUS RESOLUTION FIXESReplaced these with higher resolution textures found elsewhere in the gamefiles.- TEL_wl06.tgaMISCELLANEOUS SHADER FIXESAdded missing shaders for these textures.- DAN_Wn02.tga- DAN_Wn02.txi- MAL_wn01.tga- MAL_wn01.txi- ond_eng1.tga- ond_eng1.txi- PLC_Hyper.tga- PLC_Hyper.txiINVISIBLE TEXTURESThese are invisible textures that I use for when I hex edit a model to removesome part of it. Editing through hex editing does not allow for files nameswith a different number of characters, hence the multiple files, but itensures nothing else about the model is changed.Since these are all JC_ files it's safe to install them, and I would suggestyou install them even if you don't see them listed as files you need, just tobe safe. They are identical to files from my other mods, so you needn't worryabout compatibility with those.- JC_Inv.tga- JC_Inv.txi- JC_Inv1.tga- JC_Inv1.txi- JC_Inv01.tga- JC_Inv01.txi- JC_Inv001.tga- JC_Inv001.txi- JC_Invisib.tga- JC_Invisib.txi 2 Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted February 29, 2016 You mean the lens flare that just suddenly stops in the Harbinger arrival cutscene? And what's the change in 804DRO? Quote Share this post Link to post Share on other sites
milestails 264 Posted February 29, 2016 HH, Thoughts on including the modified TelMov03.bik in TSLRCM? Quote Share this post Link to post Share on other sites
DarthParametric 3,795 Posted February 29, 2016 LUXA Fixed a problem with Luxa's teeth and tongue. For some bizarre reason they used a different texture than the rest of her head. The UVW mapping did not match this texture, causing errors on that part of the model. I hex edited the model and reset everything to use the same texture. Luxa is just a repurposed player head from K1: Looks like Obsidian forgot to re-texture a few sub-meshes, so they still use the original PFHA01 texture. I'm actually surprised that sort of thing slipped through testing, as VRAM would have been at an absolute premium on the original Xbox, what with its paltry 64MB pool of shared memory. Quote Share this post Link to post Share on other sites