JCarter426

JC's WIP (Now taking requests)

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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:

 

ASTEROIDS

Replaced some background asteroid textures using high resolution renders of
other asteroids from the game.

- EBO_Astr.tga
- PER_As02.tga


ATRIS

Added missing shader for Atris' head.

- P_AtrisH01.tga
- P_AtrisH01.txi


BASTILA

Added missing shader for Bastila's clothes. Although I don't think that solves
the entire problem with them.

- P_BastilaBB01.tga
- P_BastilaBB01.txi


BATTLE OF TELOS TURBOLASERS

Turbolaser palette for the battle of Telos swapped to match their colors
elsewhere in the game. Citadel Station and Republic fighters will now fire
green; the Ravager and Sith fighters will now fire red. The loadscreen for
221TEL has been corrected in the same manner.

- load_221TEL.tga
- tel_blst1.tga
- tel_blst2.tga


CITADEL STATION SKYBOX

Citadel Station skybox completely redone, based on high resolution renders
of the Citadel models with 3ds Max. New texture resolution is 4096x4096.

- TEL_BDrp.tga


COMMONER CLOTHING

Fixed some issues with the fourth male commoner clothing variant.

- n_commm04.tga


DILLAN

Dillan's head edited to make her hair less horrible looking.

- n_tatcoma_f.tga


EBON HAWK TEXTURES

All Ebon Hawk textures replaced with the highest resolution texture I could
find 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.tga


FIGHTER TEXTURES

Republic and Sith fighter textures replaced with the highest resolution
textures I could find in the game assets.

- tel_sftr.tga
- tel_rftr.tga


GRASS TEXTURES

Alpha channels for some grass textures improved. Shouldn't have any missing
bits anymore. I haven't done them all yet, though.

- DXn_grassfx.tga
- DXN_jungfx.tga


KHOONDA MILITIA ARMOR

Reskinned the female Khoonda armor texture to remove the awkward painted-on
breasts and strangely symmetrical dents.

- PFBE10.tga


KIOSK 2 MODEL

Removed parts of the PLC_Kiosk2 model. There were some random metal things
just hovering in the air, and I always thought the droid head looked a bit
anachronistic. I mean, more like the droids of the film era than the ones
in the game. It still has some terrible texture issues, but I didn't feel
prepared to tackle them.

- plc_kiosk2.mdl
- plc_kiosk2.mdx
- JC_Invisib.tga


KREIA

Added a fix for the Kreia models. I know there are others, but I decided to
do my own. Not compatible with the others, obviously. So just don't install
the 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.mdx


LIGHTSABER PART ICONS

Swapped the icons for two of the lightsaber components. They were clearly
misplaced.

- lspart01.uti
- lspart02.uti


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.

- JCLuxa.tga
- n_lala_xuh.mdl
- n_lala_xuh.mdx


MANDALORIAN FLAGS

Replaced the Rakatan imagery on the flags around the Mandalorian camp with
the Mandalorian Neo-Crusader symbol. Loadscreen for 403DXN has been updated
to reflect this.

- load_403DXN.tga
- PLC_RakatFlg.tga
- PLC_RakatFlg2.tga
- PLC_RakatFlg3.tga


MIRA

Some small adjustments to Mira's clothing. Green where there shouldn't be
green, mostly, now removed. Not compatible with any other mods that alter
Mira's clothing, of course.

- P_MiraA.tga


ONDERON BLOCKADE

Fixed several texture errors concerning the Onderonian ships. Also redid
the blockaded ships in the distance using high resolution renders of the ship
models.

- mg_cs.tga
- mg_ms1.tga
- mg_ms2.tga
- mg_ms3.tga
- MG_OFtr.tga
- mg_sbk.tga


PAZAAK CARDS

Swapped the colors on the pazaak card placeable and item around so nobody's
cheating anymore.

- JCw_Pazaak.tga
- PLC_Pazaak.tga
- w_BlstrPstl_014.mdl
- w_BlstrPstl_014.mdx


RAVAGER

Ravager texture redone, based on a snapshot from one of the prerendered Bink
videos. By Ravager texture I mean the ship's exterior, which appears during
the Battle of Telos.

- TEL_Rav.tga


TELOS SHUTTLE TEXTURE

Replaced the texture of the shuttle in the Telos swoop track with the usual
one. The original was low quality and had an orange stripe, bleh.

- TEL_SShtl.tga


TELOS SHUTTLE MOVIE

Fixed an animation error in the Telos shuttle departure video. Duros in the
background 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 with
the High Quality Movie Patch.

- TELMov03.bik


VASH

Vash's head edited to make her hair less horrible looking.

- N_jedmast2h.tga


VIS FILES

VIS for 301NAR edited so the swoop platform doesn't disappear as you are
entering or exiting the alley adjacent to the landing pad, and so the crates
on the landing pad and the landing pad rails are always visible from the swoop
garage.

804DRO similarly fixed. But it doesn't do anything if you don't have an M4-78
installed.

- 301nar.vis
- 804dro.vis


MISCELLANEOUS RESOLUTION FIXES

Replaced these with higher resolution textures found elsewhere in the game
files.

- TEL_wl06.tga


MISCELLANEOUS SHADER FIXES

Added 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.txi


INVISIBLE TEXTURES

These are invisible textures that I use for when I hex edit a model to remove
some part of it. Editing through hex editing does not allow for files names
with a different number of characters, hence the multiple files,  but it
ensures nothing else about the model is changed.

Since these are all JC_ files it's safe to install them, and I would suggest
you install them even if you don't see them listed as files you need, just to
be safe. They are identical to files from my other mods, so you needn't worry
about 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

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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.

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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. :)

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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.

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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?

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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.

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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. :D

I asked for the Mandalore Shuttle retexture a year ago and the person who was working on it didn't finish it.

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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.

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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 :)

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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

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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.

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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 :D

 

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.

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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. :P

 



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.

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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.

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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!

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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. :D 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.

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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:

 

ASTEROIDS

Replaced some background asteroid textures using high resolution renders of
other asteroids from the game.

- EBO_Astr.tga
- PER_As02.tga


ATRIS

Added missing shader for Atris' head.

- P_AtrisH01.tga
- P_AtrisH01.txi


BASTILA

Added missing shader for Bastila's clothes. Although I don't think that solves
the entire problem with them.

- P_BastilaBB01.tga
- P_BastilaBB01.txi


BATTLE OF TELOS TURBOLASERS

Turbolaser palette for the battle of Telos swapped to match their colors
elsewhere in the game. Citadel Station and Republic fighters will now fire
green; the Ravager and Sith fighters will now fire red. The loadscreen for
221TEL has been corrected in the same manner.

- load_221TEL.tga
- tel_blst1.tga
- tel_blst2.tga


CITADEL STATION SKYBOX

Citadel Station skybox completely redone, based on high resolution renders
of the Citadel models with 3ds Max. New texture resolution is 4096x4096.

- TEL_BDrp.tga


COMMONER CLOTHING

Fixed some issues with the fourth male commoner clothing variant.

- n_commm04.tga


DILLAN

Dillan's head edited to make her hair less horrible looking.

- n_tatcoma_f.tga


EBON HAWK TEXTURES

All Ebon Hawk textures replaced with the highest resolution texture I could
find 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.tga


FIGHTER TEXTURES

Republic and Sith fighter textures replaced with the highest resolution
textures I could find in the game assets.

- tel_sftr.tga
- tel_rftr.tga


GRASS TEXTURES

Alpha channels for some grass textures improved. Shouldn't have any missing
bits anymore. I haven't done them all yet, though.

- DXn_grassfx.tga
- DXN_jungfx.tga


KHOONDA MILITIA ARMOR

Reskinned the female Khoonda armor texture to remove the awkward painted-on
breasts and strangely symmetrical dents.

- PFBE10.tga


KIOSK 2 MODEL

Removed parts of the PLC_Kiosk2 model. There were some random metal things
just hovering in the air, and I always thought the droid head looked a bit
anachronistic. I mean, more like the droids of the film era than the ones
in the game. It still has some terrible texture issues, but I didn't feel
prepared to tackle them.

- plc_kiosk2.mdl
- plc_kiosk2.mdx
- JC_Invisib.tga


KREIA

Added a fix for the Kreia models. I know there are others, but I decided to
do my own. Not compatible with the others, obviously. So just don't install
the 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.mdx


LIGHTSABER PART ICONS

Swapped the icons for two of the lightsaber components. They were clearly
misplaced.

- lspart01.uti
- lspart02.uti


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.

- JCLuxa.tga
- n_lala_xuh.mdl
- n_lala_xuh.mdx


MANDALORIAN FLAGS

Replaced the Rakatan imagery on the flags around the Mandalorian camp with
the Mandalorian Neo-Crusader symbol. Loadscreen for 403DXN has been updated
to reflect this.

- load_403DXN.tga
- PLC_RakatFlg.tga
- PLC_RakatFlg2.tga
- PLC_RakatFlg3.tga


MIRA

Some small adjustments to Mira's clothing. Green where there shouldn't be
green, mostly, now removed. Not compatible with any other mods that alter
Mira's clothing, of course.

- P_MiraA.tga


ONDERON BLOCKADE

Fixed several texture errors concerning the Onderonian ships. Also redid
the blockaded ships in the distance using high resolution renders of the ship
models.

- mg_cs.tga
- mg_ms1.tga
- mg_ms2.tga
- mg_ms3.tga
- MG_OFtr.tga
- mg_sbk.tga


PAZAAK CARDS

Swapped the colors on the pazaak card placeable and item around so nobody's
cheating anymore.

- JCw_Pazaak.tga
- PLC_Pazaak.tga
- w_BlstrPstl_014.mdl
- w_BlstrPstl_014.mdx


RAVAGER

Ravager texture redone, based on a snapshot from one of the prerendered Bink
videos. By Ravager texture I mean the ship's exterior, which appears during
the Battle of Telos.

- TEL_Rav.tga


TELOS SHUTTLE TEXTURE

Replaced the texture of the shuttle in the Telos swoop track with the usual
one. The original was low quality and had an orange stripe, bleh.

- TEL_SShtl.tga


TELOS SHUTTLE MOVIE

Fixed an animation error in the Telos shuttle departure video. Duros in the
background 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 with
the High Quality Movie Patch.

- TELMov03.bik


VASH

Vash's head edited to make her hair less horrible looking.

- N_jedmast2h.tga


VIS FILES

VIS for 301NAR edited so the swoop platform doesn't disappear as you are
entering or exiting the alley adjacent to the landing pad, and so the crates
on the landing pad and the landing pad rails are always visible from the swoop
garage.

804DRO similarly fixed. But it doesn't do anything if you don't have an M4-78
installed.

- 301nar.vis
- 804dro.vis


MISCELLANEOUS RESOLUTION FIXES

Replaced these with higher resolution textures found elsewhere in the game
files.

- TEL_wl06.tga


MISCELLANEOUS SHADER FIXES

Added 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.txi


INVISIBLE TEXTURES

These are invisible textures that I use for when I hex edit a model to remove
some part of it. Editing through hex editing does not allow for files names
with a different number of characters, hence the multiple files,  but it
ensures nothing else about the model is changed.

Since these are all JC_ files it's safe to install them, and I would suggest
you install them even if you don't see them listed as files you need, just to
be safe. They are identical to files from my other mods, so you needn't worry
about 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
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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:

 

Luxa_Head_Source_TH.jpg

 

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.

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