metamorphosis Posted November 30, 2017 Posted November 30, 2017 OverviewDDS is a file format which contains a texture already in a format that a graphics card can accept (typically compressed and containing prerendered mipmaps). Many but not all games use these files as they effectively reduce both loading (as the files are smaller) and processing (as the files are already in a format acceptable to the graphics card) times. KOTOR2 is one of these games. Unfortunately it's dds support is non-standard, and not complete. Non-pot (power-of-two) texture dimensions are not possible like they are for modern dds files, and the format which obsidian uses for it's dds files is non-standard. Therefore you may only use the bioware dds convertor and not more modern, better alternatives, and also NO dds file viewer will be able to view the files generated by this convertor.With that out of the way... why bother?MotivationI did the Quake Epsilon Build many moons ago, and knew from that that converting textures to dds sped up loading times by 400%. While I enjoyed the newer, better texture packs the community had brought to KOTOR2, I got fed up with the loading times and set about finding out which textures could be converted and which couldn't - starting with all of them, and whittling the number down from there. The resultant conversion made the game loading times acceptable. I've now played through the whole game and corrected all DDS files which would not work as DDS and had to be TGA.What texture packs did I test/convert?To save time I haven't put the full names of each of these packages, but anyone familiar with them will know what they are: [TSL]_Thigh-High_Boots_For_Twilek_Body_MODDERS_RESOURCE.7z 3e15c472ba7241be78633e643c0bdc2d-boma-beast-teeth-fix.zip 5bf7b645027a9bf2c4d9564b1685f0be-rv_thegrid_harbinger.rar 06f5b38ce8be16ff1a7d9d1c26ad64c9-revansflowingrobefixtsl.zip 063746f3b90e1f326fc6e5ccd17afb85-canonical_jedi_exile_12.rar Animated_and_Skybox.exe animated_galaxy_map_version_2.rar AtrisHolocron.rar ba29eaa51ee94c618207a62e7bb592cc-texture_for_atris_holocrons.rar (the static version of this can be converted to DDS, the animated can't) DAN2013 - only for additional textures.exe dantooine_retexture_angelus6_pack_4.rar Darth sapiens Nihilus.rar Darth sapiens presents HD 2K Visas Marr.rar (this one is already DDS, except for the one TGA file - which must stay as TGA) DI_HRBM_2.7z dm_cyber_swords.rar dm_qrts.rar dm_tfu_sion.rar Dxn2012 - only for additional textures.exe Dxun High Resolution-955-1-0.rar EbonHawkHDTP_Latest.zip EHTE 1.0.zip f528b3385eecd8f71be383e613c7d556-telos_backdrop.zip FireandIceHDWhee.zip FS_Fit_Handmaiden.7z HBGR-OTE.exe HD Cockpit Skyboxes - High.zip hd rusty HK47.zip HK-50 and HK-51 Reskin.rar HQRavagerBackdrop.zip KOR2013.exe MAL2013.exe malachor-v-lightning.rar Mandalorian Worn-Out Armour Reskin.rar Marauder Fix Pack.zip More Vibrant Skies.rar NAR2013.exe Onderon High Resolution-956-1-0 - only for additional textures.rar Onderon-OTE.exe Peragus Large Monitor Adjustment.rar Peragus_II_by_Trench.rar pikesabers.rar PRGS-OTE.exe RAV2013.exe scruffyatton.zip SH_CzerkaSignAndDesk.7z TSL High Quality Blasters.zip TSL Remastered a1-1 - only for additional textures.zip Telos Overhaul Project TSL_Darth_Malaks_Armour_PMBM05_Reskin-9-1-0.7z TSL_Head_Model_Fixes_by_RedRob41.zip TSL_HQStarsAndNebulas_1_3.zip TSLGalaxyMapFixPack.zip TSLRCM_185.exe UI Redesign.7z Zeison_Sha_Jal_shey_reskin.zip As a general rule, what kinds of textures will convert?Almost anything, except for:* Textures which are used as animations* Some textures which contain transparency (some work, some don't)* Some textures which are texture atlases, like the ebon hawk texture atlases (some others, like the swoop bikes, are converted fine)* Some textures which are stretched in-game (some grass/rock textures) don't work properly when convertedAll character models can be DDS. Overall it's hit-and-miss. I had to go by trial-and-error to find out which worked and which didn't, and the above rules don't always work. One mandalorian blaster texture wouldn't work, for no apparent reason, when all others did! And while I've taken my time, I haven't stopped to inspect every single blaster in the inventory, so there is a small possibility I may've missed one or two.What is needed to convert textures?Firstly all textures must have width and height which are powers-of-two eg 512, 1024 etc. I don't think anything in-game should be 4096, that's killing it, asides from some skyboxes, but up to 2048 is fine. Mostly I rounded up to the nearest power of two when the texture wasn't a power of two, resized then used photoshop's 'sharpen edges' filter to remove the resultant edge-blur. This worked very well. Total image sharpening is not recommended. However if you have a resizer that does Lanczos filter resizing, any additional sharpening should not be necessary. Only for images where the original size was very much closer to a lower power of two (eg. 560, would resize down to 512), did I resize down - and then, no sharpening is needed.Then simply convert the files using Bioware's dds convertor.Finally, move the specific TGA files out of your override folder, and put the replacement DDS files in there, instead.How would I know if a given file doesn't work as DDS?Either it will be invisible, look like rainbow-coloured static, or be completely white or completely black, in-game. I had to play through the entire game to correct all of these - as some dantoine textures, for example, are used in telos's citadel, and will work as dds on dantoine, but not in the way they're used on the citadel!!!Okay, so which files can be converted?The following textures (in tga format) can be converted to dds without issue - for some you may have to resize them to power-of-two dimensions: 002_EBO_Inside1 002_EBO_Inside3 235tela_lm0 C_Boma_d C_Boma_V_d C_HK50 C_HK51 C_Laigrek_D CM_Chrome d2xfnt_d16x16b d2xfont16x16b d2xfont16x16b_ps d3xfnt_d16x16b d3xfont16x16b d3xfont16x16b_ps DAN_Birds DAN_BkC1 DAN_BkC2 DAN_Fl04 DAN_Flag2 DAN_flr01N DAN_flr02 DAN_Flr3 DAN_Flr5 DAN_flr06 DAN_flr09 DAN_flr10 DAN_flr11 DAN_flr12 dan_grate01 dan_grate02 DAN_HCl1 DAN_HLt1 DAN_HLt2 dan_light03 DAN_lit01 DAN_lite01 DAN_MTm1 DAN_MTm2 DAN_MWl7 DAN_MWl8 DAN_MWl10 DAN_MWl11 DAN_NEF1 DAN_NEF2 DAN_NEF4 DAN_NEF5 DAN_NEF7 DAN_rock04 DAN_sk1 DAN_sk2 DAN_sky0001 DAN_sky1 DAN_sky0002 DAN_sky2 DAN_sky0003 DAN_sky3 DAN_sky0004 DAN_sky4 DAN_sky0005 DAN_sky5 DAN_sky6 DAN_trim01 dan_trim02 dan_trim03 DAN_trim04 DAN_trim05 DAN_unwal02 DAN_unwal05 DAN_unwal07 DAN_unwal08 DAN_wall01 DAN_wall02 dan_wall06 DAN_wall07 DAN_wall08 DAN_wall10 DAN_window01 diafnt16x16b_ps dialogfont16x16b dm_cyberninja1 dm_cyberninja2 dm_cyberninja3 dm_elec01 dm_electrostaf1 dm_guidbeac_l1 dm_pikesaber1 dm_qrtstaff_001 dm_qrtstaff_002 DM_Sion_F DM_Sion_LP duro_mask DXN_bark DXN_BCe1 DXN_BCm1 DXN_BDr DXN_BFr1 DXN_BGr1 DXN_BGr2 DXN_BGr3 DXN_BGr4 DXN_BGr5 DXN_blast03 DXN_BRa1 DXN_branch_01 DXN_brnch1 DXN_brnchS DXN_BTk1 DXN_BTr1 DXN_BWa1 DXN_BWa2 DXN_BWa3 DXN_BWa4 DXN_BWa5 DXN_BWa6 DXN_BWa7 DXN_BWa8 DXN_Cl01 DXN_Cl02 DXN_clif2 DXN_clif3 DXN_clif4 DXN_clif5 DXn_cliff_01 DXN_Crt DXN_dirt1 DXN_dirt2 DXN_Dmg DXN_Dmgx DXN_DnglVine1 DXN_DnglVine2 DXN_Dor DXN_DPch DXN_Dr02 DXN_Dr03 DXN_Drt1 DXN_Drt2 DXN_Drt3 DXN_Dtl DXN_Fl01 DXN_Fl02 DXN_FrkLift DXN_gras2 DXN_grass DXn_grassfx DXN_Grs3 DXN_grs4 DXN_grs5 DXN_grs6 DXN_grs6x DXN_grs6xx DXN_Grt2 DXN_ivy01 DXN_Jnktga DXN_Jnsky1 DXN_Jnsky2 DXn_leaves DXN_Lit2 DXN_lite03 DXN_Lt03 DXN_Lt04 DXN_Lv01 DXN_LvFall DXN_metal01 DXN_metal11 DXN_Mt01 DXN_Mt02 DXN_Mt03 DXN_Mt04 DXN_Mt05 DXN_MWal DXN_MWl2 DXN_Rbbl DXN_Rbblx DXN_Rdr DXN_sb01 DXN_sb02 DXN_sb03 DXN_sb04 DXN_sb05 dxn_SFl01 dxn_Shrub dxn_SPn01 dxn_STr02 dxn_STr03 dxn_Stx01 DXN_tek1 DXN_Tek3 DXN_TekA2 DXN_TekB2 DXN_Tmp1 DXN_Tmp2 DXN_Tmp3 DXN_Tnt1 DXN_Tnt2 DXN_Tnt3 DXN_Tnt4 DXN_tr01 DXN_Tr02 DXN_treeline DXN_treeline2 DXN_trim02 DXN_Trm1 DXN_trm03 DXN_TTps DXN_TTrm DXN_Vine1 DXN_Vine02 DXN_Vines DXN_Wal1 DXN_Wal2 DXN_Wal2_64 DXN_Wal3 DXN_Wal4 DXN_Wal5 DXN_Wal6 DXN_Wal7 DXN_Wal8 DXN_Wal9 DXN_Wal10 DXN_Wal11 dxn_waterfall dxn_watrfal2 DXN_Wire DXN_Wtr1 EBO_Door1 EBO_Per EBO_Sky01 EBO_Sky02 EBO_Sky801DRO HAR_Bed HAR_blst03 HAR_Cr01 HAR_Dr01 HAR_Dr02 HAR_Dr03 HAR_Ds01 HAR_Ds02 HAR_Fl01 HAR_Fl02 HAR_Gr01 HAR_Lt01 HAR_Lt02 HAR_Lt03 HAR_Pn01 HAR_Pn02 HAR_Pn03 HAR_Pp01 HAR_Rd01 HAR_Rd01-dirty HAR_Rd02 - dirty HAR_Rd02 HAR_Tc01 HAR_Tr01 HAR_Tr02 HAR_Tr03 HAR_Tr04 HAR_Tr05 HAR_Tr06 HAR_Tr07 HAR_Tr08 HAR_trim02 HAR_trim04 HAR_wall02 HAR_wall07 HAR_Wl01 HAR_Wl02 HAR_Wl04 HAR_Wl05 HAR_Wl06 HAR_Wl07 HAR_Wl08 HAR_Wl09 HAR_Wn01 HAR_Z01 ia_ClassZS_001 ia_ClassZS_002 ia_ClassZS_003 ia_ClassZS_006 if_finesse01 if_finesse02 iw_dblsbr_010 iw_dblsbr_040 iw_dblsbr_041 iw_dblsbr_042 iw_dblsbr_043 iw_lghtsbr_011 iw_qtrstaff_001 iw_qtrstaff_002 iw_qtrstaff_003 iw_qtrstaff_009 iw_qtrstaff_010 iw_shortsbr_010 iw_vbroswrd_001 iw_vbroswrd_002 iw_vbroswrd_003 iw_vbroswrd_004 iw_vbroswrd_005 iw_vbroswrd_006 JTL_fl07 JTL_fl7a JTL_HCl3 JTL_Mon1 JTL_Mon3 JTL_tr02 KOR_dmg2 KOR_dmg3 KOR_dmg7 KOR_flr01 KOR_flr05 KOR_rock5 KOR_rocks KOR_sky01 KOR_sky02 KOR_sky03 KOR_sky04 KOR_sky05 KOR_wal08 KOR_wal09 kotor2logo lbl_map298tel lbl_map301nar lbl_map905mal lbl_map906mal lbl_mibox00 lbl_micombat_p lbl_miscroll_f lbl_miscroll_h lbl_miscroll_hi LDA_dor03 LEH_blwall03 LEH_blwall04 LEH_blwall05 LEH_brwall03 LEH_floor05 LEH_glass01 LEH_grwall01 LEH_light01 LEH_light04 LEH_light05 LEH_scre01 LEH_scre02 LEH_scre03 LEH_wall01 LEH_wall02 load_007ebo load_012ebo load_020EBO load_101PER load_151HAR load_152HAR load_153HAR load_225tel load_307nar load_350nar load_853nih load_856NIH load_907mal load_908mal load_909mal LRK_dor01 LRK_dor04 LRK_flr03 lta_dor03 LTS_door02 M36_floor2wall M36_flr01 M36_rockwall2 MAL_dor03 MAL_floor1 MAL_floor2 MAL_floor4 MAL_trim1 MAL_wa02 MAL_wa03 MAL_wa04 MAL_wall4 MAL_wall5 mal_wn01 map_border N_darthniha N_darthnihh n_duros06 N_Mandalorian01 N_Mandalorian02 N_Mandalorian03 N_SionA N_SionH N_TwiAssA01 N_TwiAssB01 N_TwilekFB01 N_TwilekFC01 NAR_Bar3 NAR_Cel NAR_cl01 NAR_Cmp NAR_D_flr01 NAR_D_flr02 NAR_D_flr03 NAR_D_WL01 NAR_D_WL02 NAR_D_WL03 NAR_fl01 NAR_fl02 NAR_fl03 NAR_fl04 NAR_fl05 NAR_fl06 NAR_fl07 NAR_fl08 NAR_fl10 NAR_flwl NAR_FSym NAR_grnd NAR_HCl3 NAR_JTrm NAR_JTrm3 NAR_JTrm4 NAR_JTrm5 NAR_JTrm6 NAR_JTrm7 NAR_JTrm8 NAR_lt02 NAR_Met1 NAR_Met2 NAR_Met3 NAR_Met4 NAR_Pipe nar_pnt01 NAR_sky1 NAR_skyB NAR_tr01 NAR_tr02 NAR_tr03 NAR_tr04 NAR_tr05 NAR_tr06 NAR_tri1 NAR_tri2 NAR_twr1 NAR_twr2 NAR_vent NAR_Vnt1 NAR_wl01 NAR_wl02 NAR_wl03 NAR_wl04 NAR_wl05 NAR_wl06 NAR_wl07 NAR_wl08 NAR_wl09 NAR_wl10 NAR_wl11 NAR_wl12 NAR_wl13 NAR_wl14 NAR_wl16 NAR_wl17 NAR_wl18 NAR_wl19 NAR_wl20 NAR_wl21 NAR_wl22 NAR_wl23 NAR_Wll1 NAR_Wll2 NAR_Wll3 NAR_wnd2 NAR_wndo NIH_fl NIH_fl02 NIH_fl03 NIH_fl04 NIH_lt01 NIH_lt02 NIH_tr02 NIH_tr04 NIH_tr05 NIH_wl07 NIH_wl08 NIH_wl09 NIH_wl10b OND_bd01 OND_bed1 OND_bkg1 OND_bu OND_can_sign OND_dor1 OND_dor2 OND_dor3 OND_dor4a OND_dor4b OND_dor4temp OND_dor5 OND_eng1 OND_fl01 OND_fl02 OND_fl03 OND_fl04 OND_fl05 OND_fl06 OND_fl07 OND_fl08 OND_fl09 OND_fl10 OND_fr01 OND_gr01 OND_gs01 OND_gs02 OND_gt01 OND_guns OND_lt01 OND_lt02 OND_lt03 OND_orn OND_Pwall03 OND_rk01 OND_rk02 OND_sk1 OND_sk2 OND_sky1 OND_sky2 OND_sky3 OND_sky4 OND_sky5 OND_skyline01 OND_sun OND_sw01 OND_sw02 OND_sw03 OND_sw04 OND_t01a OND_tk01 OND_tr01 OND_tr02 OND_tr03 OND_tr04 OND_tr05 OND_tr06 OND_tr07 OND_wl01 OND_wl02 OND_wl04 OND_wl05 OND_wl06 OND_wl07 OND_wl08 OND_wl09 OND_wl10 OND_wl11 OND_wl12 OND_wl13 OND_wl14 OND_wl15 OND_wn01 OND_wn02 OND_wn03 P_AttnH1 P_AttnH1D1 P_AttnH1D2 p_bao_dura p_bao_durad01 P_hk47_01 P_Visasbb P_VisasH01 P_VisasHd01 P_VisasHd02 P_watersuit03 PER_As01 PER_Cl01 PER_Cl02 PER_Cpan PER_door02 PER_DR01 PER_DR01a PER_Dr02 PER_Dr03 PER_Dr04 PER_DR05 PER_DR05a PER_FL02 PER_Fl03 PER_Fl05 PER_Fl06 PER_Gr02 PER_Gr03 PER_gun01 PER_gun02 PER_gun03 PER_Hose PER_Kolto PER_locrat03 PER_lotrim04 PER_Lt01 PER_Lt02 PER_Lt03 PER_Lt04 PER_Lt05 PER_medmon_off PER_Pipe PER_Plnt01 PER_Pp01 PER_Pw01 PER_Text PER_Tk01 PER_Tk02 PER_Tr01 PER_Tr02 PER_Tr03 PER_Tr04 PER_trim01 PER_tube PER_vent PER_window01 PER_Wl01 PER_Wl02 PER_Wl03 PER_Wl04 PER_Wl06 PER_Wl07 PFBM01 PFBM02 PFBM03 pfbm05 PFBM06 pfhc05 PFHC05d1 PLC_Bones PLC_RepTab1_1 PLC_RepTab1_2 PLC_RepTab1_3 PLC_RepTab1_4 PLC_RepTab2_1 PLC_RepTab2_2 PLC_RepTab2_3 PLC_Skelhead PLC_Skeltor PLC_swoop PLC_SwpBike2 PLC_SwpMon01 PLC_SwScreen PMBM01 PMBM02 PMBM03 pmbm05 PMBM06 PMHC04A PMHC04AD1 PMHC04AD2 po_pfhc05 po_PFHC05d1 po_PMHC04 po_PMHC04d1 po_PMHC04d2 TEL_BDrp TEL_BScn TEL_CBx TEL_Drd TEL_Drd2 TEL_fl01 TEL_fl02 TEL_fl03 TEL_fl04 TEL_fl05 TEL_fl06 TEL_fl07 TEL_fl08 TEL_fl09 TEL_FLft TEL_Fr8tr TEL_Frtr TEL_HBms TEL_HBms2 TEL_HBms3 TEL_HBmsNA TEL_HCl1 Copy TEL_HCl1 TEL_HCl1NA Copy TEL_HCl1NA TEL_HCl2 TEL_HCl3 TEL_HDF TEL_HDr TEL_HF1 TEL_HF2 TEL_HF3 TEL_HF4 TEL_HF5 TEL_HF5ALT TEL_HF6 TEL_HJk TEL_HJk2 TEL_HJk3 TEL_HL1 TEL_HL2 TEL_HL4 TEL_HL5 TEL_HS TEL_HScf TEL_HT1 TEL_HW1 TEL_HW1_NA TEL_HW2 TEL_HW3 TEL_HW3_NA TEL_HW4 TEL_HW5 TEL_HW6 TEL_HW7 Copy TEL_HW7 TEL_HW8 TEL_HW8_NA TEL_HW9 TEL_HW10 TEL_HW44 TEL_HWn TEL_ja01 TEL_ja01_1 TEL_ja02 TEL_ja03 TEL_ja04 TEL_ja05 TEL_ja06 TEL_ja07 TEL_ja08 TEL_ja11 TEL_ja11a TEL_ja12 TEL_ja13 TEL_ja14 TEL_ja15 TEL_ja16 TEL_ja17 TEL_ja18 TEL_ja19 TEL_ja20 TEL_ja22 TEL_lt02 TEL_lt03 TEL_NWn TEL_NWn2 TEL_pip TEL_Rav TEL_RFtr TEL_SFtr TEL_shp1 TEL_shp3 TEL_shp4 TEL_SStn TEL_SStn2 TEL_SStn3 TEL_SStn4 TEL_SStn5 TEL_SStn6 TEL_SStn7 TEL_Stl2 TEL_Stl4 TEL_Stl5 TEL_Stl6 TEL_Stl7 TEL_streak tel_StSf TEL_tr01 TEL_tr02 TEL_tr03 TEL_tr04 TEL_tr05 TEL_tr06 TEL_tr07 TEL_tr08 TEL_wl01 TEL_wl02 TEL_wl03 TEL_wl04 TEL_wl05 TEL_wl05_SSBump TEL_wl06 TEL_wl07 TEL_wl08 TEL_wl09 TEL_wl10 TEL_wl10_1 TEL_wl11 TEL_wl12 TEL_wl13 TEL_wl14 TEL_Wn01 TEL_Wn02 TEL_Wn03 TMP_Wall_01 V_EHawk01 V_ehawk02 w_blstrcrbn_001 w_blstrcrbn_003 w_blstrcrbn_005 w_blstrpstl_001 w_blstrpstl_002 w_blstrpstl_003 w_blstrpstl_004 w_blstrpstl_005 w_blstrpstl_011 w_blstrpstl_012 w_blstrpstl_015 w_blstrrfl_001 w_blstrrfl_002 w_blstrrfl_003 w_blstrrfl_004 w_blstrrfl_005 w_bowcstr_001 w_bowcstr_002 w_bowcstr_003 w_dsrptpstl_001 w_dsrptpstl_002 w_dsrptpstl_004 w_dsrptrfl_001 w_dsrptrfl_002 w_dsrptrfl_003 w_hldoblst_001 w_hldoblst_002 w_hldoblst_003 w_hldoblst_004 w_hvrptbltr_001 w_hvrptbltr_002 w_hvrptbltr_003 w_hvyblstr_001 w_hvyblstr_002 w_hvyblstr_003 w_hvyblstr_004 w_hvyblstr_005 w_ionblstr_001 w_ionblstr_002 w_ionblstr_003 w_ionrfl_001 w_ionrfl_002 w_ionrfl_003 w_ionrfl_005 w_lsabrebrnz01 w_rptnblstr_001 w_rptnblstr_002 w_rptnblstr_003 w_rptnblstr_005 w_sonicpstl_001 w_sonicpstl_002 w_sonicpstl_003 w_sonicpstl_004 w_sonicpstl_005 w_sonicpstl_006 w_sonicrfl_001 w_sonicrfl_002 w_sonicrfl_003 w_sonicrfl_004 w_staff01 x_blstrrfl_002 x_bowcstr_001 x_dblswrd_001 x_hvyblstr_001 x_stunbaton_001 x_vbrdblswd_001 Please note, load_101PER (from Peragus Large Monitor Adjustment) must be resized down to 1024x1024 (like the other loading screens) in order to work as a dds file in-game.And which files cannot be converted to DDS (must stay as TGA)? 002_EBO_Main1 002_EBO_Main2 002_EBO_Main3 blackdot CM_Baremetal CM_Bright CM_BronzeMetal3 CM_Door CM_FakeGold3 CM_fl05 CM_Green CM_LSF CM_lt03 CM_Manaan CM_metalDull CM_metalDullGreen CM_metalDullOrange CM_NWn2 CM_panel01 CM_roughDullGreen CM_roughDullOrange CM_SpecMap CM_tr05 CM_wl07 cntrl_ps3_eng cntrl_ps3_fre cntrl_ps3_ger cntrl_ps3_ita cntrl_ps3_spa cntrl_xb360_eng cntrl_xb360_fre cntrl_xb360_ger cntrl_xb360_ita cntrl_xb360_spa cus_button_a cus_button_aps cus_button_b cus_button_bps cus_button_x cus_button_xps cus_button_y cus_button_yps cus_gpad_bg cus_gpad_fper cus_gpad_fper2 cus_gpad_gen cus_gpad_gen2 cus_gpad_hand cus_gpad_hand2 cus_gpad_help cus_gpad_help2 cus_gpad_map cus_gpad_map2 cus_gpad_save cus_gpad_save2 cus_gpad_solo cus_gpad_solo2 cus_gpad_solox cus_gpad_solox2 cus_gpad_ste cus_gpad_ste2 cus_gpad_ste3 DAN_bark02 DAN_bark04 DAN_Flr2 DAN_grass07 dan_grass07-2 DAN_Grss DAN_ivy01 DAN_ivy02 DAN_leaf02 DAN_leaf03 DAN_NETr2 DAN_NETr3 DAN_NEW1 DAN_NEW2 DAN_NEW3 DAN_NEW5 DAN_NEW6 DAN_Rbbl DAN_rock06 DANfx_grass dm_cyb_glow_b1 dm_cyb_glow_b2 dm_cyb_glow_g1 dm_cyb_glow_g2 dm_cyb_glow_o1 dm_cyb_glow_o2 dm_cyb_glow_p1 dm_cyb_glow_p2 dm_cyb_glow_r1 dm_cyb_glow_r2 dm_cyb_glow_y1 dm_cyb_glow_y2 DRO_Ehok DXN_BBas DXN_BShp DXN_EBOHWK DXN_EBONHWK DXN_EH1 dxn_engin01 dxn_engin01b DXN_flora1 dxn_FreightL02 DXN_Frtr DXN_jungfx dxn_Sithlander DXN_Tmp1b DXN_Tmp2b DXN_TTrm2 DXN_Wtr1b EBO_neb fx_beam01 fx_beam02 fx_beam03 fx_crystal01 Fx_Drain fx_fireball fx_flame Fx_Lightning fx_reflectmap fx_ritual01 GAL_Onderon_2 grass Gui_ebon_01 HAR_Stars item_box item_boxa iw_blstrcrbn_001 iw_blstrcrbn_003 iw_blstrcrbn_005 iw_blstrpstl_001 iw_blstrpstl_002 iw_blstrpstl_003 iw_blstrpstl_004 iw_blstrpstl_005 iw_blstrpstl_011 iw_blstrpstl_012 iw_blstrpstl_015 iw_blstrrfl_001 iw_blstrrfl_002 iw_blstrrfl_003 iw_blstrrfl_004 iw_blstrrfl_005 iw_bowcstr_001 iw_bowcstr_002 iw_bowcstr_003 iw_dsrptpstl_001 iw_dsrptpstl_002 iw_dsrptpstl_003 iw_dsrptpstl_004 iw_dsrptrfl_001 iw_dsrptrfl_002 iw_dsrptrfl_003 iw_hldoblst_001 iw_hldoblst_002 iw_hldoblst_003 iw_hldoblst_004 iw_hvrptbltr_001 iw_hvrptbltr_002 iw_hvrptbltr_003 iw_hvyblstr_001 iw_hvyblstr_002 iw_hvyblstr_003 iw_hvyblstr_004 iw_hvyblstr_005 iw_IonBlstr_001 iw_IonBlstr_002 iw_IonBlstr_003 iw_ionrfl_001 iw_ionrfl_002 iw_ionrfl_003 iw_ionrfl_005 iw_rptnblstr_001 iw_rptnblstr_002 iw_rptnblstr_003 iw_rptnblstr_005 iw_sonicpstl_001 iw_sonicpstl_002 iw_sonicpstl_003 iw_sonicpstl_004 iw_sonicpstl_005 iw_sonicpstl_006 iw_sonicrfl_001 iw_sonicrfl_002 iw_sonicrfl_003 iw_sonicrfl_004 KOR_cliff01 KOR_Ehok KOR_wal07 lbl_miscroll_open_f lbl_miscroll_open_f2 LEH_EHawk01 LEH_ehawk02 LEH_hyper01 LKR_flr03a M36_rock MAL_EBO_Main2 MAL_floor3 MAL_Main2 MAL_wa05 MAL_wall2 MGF_hawk01 MGG_ebonhawk01 NAR_D_trim01 nar_ebohwk NAR_Stars OND_eng1b OND_gs02 OND_skyline02 OND_target01 PER_Blp2 PER_CPanel PER_EH1 PER_nebula01 PER_Rk01 PER_Stars PER_Stars02 pfbn01 pfbn02 pfbn03 pfbn04 pfbn05 pfbn06 pfbn07 pfbn08 pfbn09 pfbn10 pfbn11 pfbn12 pfbn13 pfbn14 pfbn15 PLC_CzSign PLC_Desk1 PLC_Desk3 PLC_SwScrn01 target_up TEL_BBrds TEL_BBrds2 TEL_BBrds3 TEL_BBrds4 TEL_Bra01 TEL_cp01 TEL_cp02 TEL_dirt TEL_dor TEL_dor01 TEL_dor1 TEL_dor2 TEL_dor5 TEL_dor6 TEL_dor07 TEL_dor08 TEL_dor10 TEL_dor11 TEL_dor12 TEL_dor13 TEL_dor14 TEL_dor15 TEL_dor16 TEL_dor17 TEL_dore TEL_gr01 TEL_gr02 TEL_gr03 TEL_Gr04 TEL_grass TEL_grassdirt tel_grassf tel_grassfx TEL_grss02 TEL_grss02b tel_grss3 TEL_hawk TEL_HCmp tel_hk50_back tel_hk50_front tel_hk50_side tel_hk51_back tel_hk51_front tel_hk51_side TEL_holo TEL_HSn1 TEL_HSn2 TEL_HSn3 TEL_HSn4 TEL_HSn5 TEL_HSn6 TEL_HSn7 TEL_HSn8 TEL_hut TEL_ja23 TEL_Lightning TEL_Mon1 TEL_Mon2 TEL_MonBrk TEL_MonBrkv2 TEL_MonDro01 TEL_MonDro02 TEL_mont TEL_NShtl Tel_NWn3 TEL_Ram2 TEL_Ramp TEL_RdLt TEL_riverbed01 TEL_rock TEL_rock02 TEL_rock03 TEL_rock04 TEL_rock04b TEL_rock05 TEL_rock07 TEL_sand01 TEL_sand04 TEL_sand05 TEL_sb01 TEL_sb02 TEL_sb03 TEL_sb04 TEL_sb05 TEL_shp2 TEL_shutcrsh TEL_shutin TEL_sky01 TEL_sky02 TEL_sky03 TEL_sky04 TEL_sky05 TEL_snw TEL_snw2 TEL_snwa TEL_snwb TEL_snwc TEL_snwd TEL_Stl3 TEL_Strs TEL_tap TEL_trunk01 w_dsrptpstl_003 Can I make DDS packs of the above textures and supply them, save you some time?No, that'd be up to the authors. If they give their permission, I can, otherwise, I can't really.I'd actually quite like to compile an all-in-one KOTOR2 HD texture pack, for beginners, but I doubt so many authors would give their permission.Anything else you should know?KOTOR2 will read files in both override and any of override's subfolders - so you can create a subfolder called DDS with all your .dds files if you like. Just don't include both TGA and .dds version of the same file - KOTOR2 will load them both (and your loading times will stink).Otherwise this should at least halve your loading times. Also, although the telos signs in the overhaul pack cannot be converted (since they're animations) I found that resizing some of them to lower powers-of-two resulted in them a. loading faster, b. playing faster/more fluidly as well as c. being displayed in a slightly jumpy way, like signs that are slightly crappy/glitchy - it looks better - try it. Of course, you can also alter the speed of animation in the .lxi file - but this is more fun!Closing argumentsIt was the first time I'd played through with the TSLCRM, and I'm glad I did - the game felt way more complete than it did the first time, ten years ago- but the ending still sucks. Oh well. Thanks to the whole community for coming up with all the great mods, textures and the sound packs. Great, well-rounded game. Now. 2 Quote
Thor110 Posted January 12, 2019 Posted January 12, 2019 I believe the issue with models not displaying animated textures could be a model issue and not a texture issue as during the conversion of model files for the Expanded Galaxy Project I found out that most of the models I converted no longer display animations. This means the problem for some of the weapons you mentioned could be due to issues with their respective model files, this could be fixed by converting them in the correct way. I hope to make more animated textures for the game for the Expanded Galaxy Project, so I will be looking into this and figuring out why some of the map models I converted do not display animations, my thoughts are that their respective surfaces must need a specific setting applied to them in order to display animations. Hopefully this is of some help, along-side the project I hope to overhaul every texture in the game with a new High-High resolution set of textures including animated textures moving the High texture pack down to the medium and leaving the low resolution textures intact. This information is very helpful as if converting to .dds will help I may do this for every texture in the game as well as properly converting and fixing all models in the game, which may be a large amount for the override but users could potentially remove the original models.bif and texture pack files as long as all of the new model files are in the override folder. Thank You for your great resource and information on converting to the .dds filetype as well as your reasoning behind why. Thor110 Quote
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