Graphics enhancement and compatibility tool for Jedi Knight: Dark Forces II

Add file Report MotS Graphical Extension Pack 0.10 (JkGfxMod) (2019-05-11)
Filename
MOTSGFX2019-v010.7z
Category
Patch
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FastGamerr
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Updated
Size
41.28mb (43,285,935 bytes)
Downloads
321 (1 today)
MD5 Hash
480a3745c18b35f6467e1fae4cb30d41
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Description

The MotS version of the companion compilation pack for the JkGfxMod (version 0.0.10 at minimum) and the Jedi Knight Neural Upscale Texture Pack - features higher detail models from JKE, darthbabe96 and the JK community in addition to readjusted lightsabers and muzzle flashes.

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MotS Graphical Extension Pack 0.10 (JkGfxMod) (2019-05-11)
Comments
TP555-1981
TP555-1981

Hi

Im get in the First Mission , in the big Hangar , under 30FPS , avg. 22 , but when im just use a MipMap Patch and the JKGFXMOTS2019.goo File.

Without MipMap Patch 40FPS
With MipMap Patch and the Mots Enhanced , it runs too Normal

But the Frame Rates are just lower , when the Models Show up , when all Gone , i have full FPS

Mayby try to optimize your Model Textures for no LOD (MipMap Patch) !

Or is my PC , too bad to handle this ??

i5 2400 , 16GB Ram , GTX950 2GB !
Settings , 2560x1080x32 !

I have tested with the MipMap Patch (ips Patch for JKM,exe) , and with this here (Unpatched IPS JKM.exe) , just use the unoffical 2008 Patch

The JKGFXMod 0.0.8 or 9 , dosn't have a Fix for MipMap (LOD)

Community.pcgamingwiki.com

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FastGamerr Author
FastGamerr

Hey!

Sorry, I've got to admit that I don't know much about LOD/mipmap stuff. :\

Here's hoping that someone who knows how to enable better LODs and mipmaps with JK/MotS resources (3DO for the 3D models, MAT for the textures) will take a shot at this!

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TP555-1981
TP555-1981

Re

Like this , and the same is for the Models , from far Away view !

Jkdf2.net

But that needs alot of Power hmm !

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FastGamerr Author
FastGamerr

The current version of JkGfxMod (0.0.10) seems to improve the performance/framerates pretty nicely - on my computer, at least. Check it out if it can help with this issue! Github.com

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FastGamerr Author
FastGamerr

For possible issues with weapon bobbing, extract the .GOO file in this container to your MotS\Resource directory:

Dropbox.com

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PutridPete
PutridPete

Sorry to be a nuisance again like I was on your other mod's comment section, but I ran into an issue.

So, near the end of level 8 and 9 in Mysteries of the Sith, there is a crash that happens every time while running the game through inject.exe. I'm not sure if it happens in other levels, beyond those two, since I cant progress further in the game right now without disabling jkgfxmod altogether now. Now, I started a new save just to be sure that it wasn't because of the bobbing fix file. I made it to level 9 after level skipping and had the same crash regardless.

I was able to finish level 8 by running the game without it, and was able to re-enable it at the start of level 9, but again, it crashed near the end as well, around the part where there's a walkway that explodes and falls down.

Other than the MOTS unnoficial patch, I'm also using this mod with jkgfxmod. I also contacted the author of jkgfxmod in case it's something on his end: Github.com

Anyway, thought I'd let you know about this hiccup in case there's something that can be done from your end and so you can be aware.

Thanks again for like the 12th time today!

Cheers!

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PutridPete
PutridPete

Quick update: I tried re-downloading the game from GOG and setting up everything from scratch and it ended up working just fine. I started wondering why. Then I remembered: I had patched the executable for MOTS to apply a FOV fix, as well as mipmapping. So, I backed up the original exe file and patched a copy; tried running it again and it crashed. So that seems to be the cause of the issue.

So just a headsup to everybody, the patches I applied were this ones: Shinyquagsire23.github.io

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FastGamerr Author
FastGamerr

Hi again! No problem, it's good to know about issues like these. I really have to get around to playing through MotS with this mod myself!

One thing that I noticed with one of my own injected texture packs combined with a custom JK level from 2012 was that the level crashed as soon as I was trying to approach a door that used a certain texture. So when I removed the injected textures, the crashing disappeared (later on I isolated the bug-causing texture in question and the crashes also stopped). So sometimes with these bugs, one has to temporarily disable some of the JkGfxMod features (parallax mapping, in my case) to see if the bugs persist.

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THX-1138
THX-1138

Are the saber blades supposed to be like the ones in vanilla, thick at the base and thin at the end? Can't help but notice they aren't redone like in the DF2 version of this mod. Just trying to make sure it's not something on my end; everything else works great so far.

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FastGamerr Author
FastGamerr

Hmm. They're supposed to appear similarly as they do in JKGFX2019 ( screenshot of starting a new game with this mod: Media.moddb.com ). Did you load an old savegame, by any chance?

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THX-1138
THX-1138

No, it was a new game. The screenshot is as it looks in my game, so if that's how it's supposed to look I've installed everything correctly. I initially assumed it was supposed be more like Kyle's saber here: Media.moddb.com

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FastGamerr Author
FastGamerr

Interesting... as far as I know, the JKNUP Annex shouldn't change the saber script itself, so the sabers should appear in JK (with the annex) like they do in MotS with this mod.

I tried whipping up a quick solution to this issue, but so far it seems like it has successfully changed Kyle's saber but not Mara's. Try extracting the .GOO file inside this archive to your \MotS\Resource directory, and see how it looks!

Dropbox.com

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THX-1138
THX-1138

That seems to have done the trick: Media.moddb.com
At least Katarn's fixed. I appreciate the help!

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FastGamerr Author
FastGamerr

Alright, getting the same for Mara's saber is a bit trickier:

1) Download ConMan: Bit.ly
2) Use ConMan to open your \MotS\Episode\JKM.GOO file
3) Remove 00_marasaber.cog from the JKM.GOO file (in the cog section)
4) Download this new 00_marasaber.cog file and use ConMan to add it to your JKM.GOO file: Dropbox.com
5) Should work now!

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THX-1138
THX-1138

Got it working: Media.moddb.com ) Thanks ever so much! Sabers are looking fine now, like they were always meant to be.
I think whatever fix you applied for Kyle though shortened his saber by a couple inches, so just a heads up if that wasn't supposed to happen: Media.moddb.com

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FastGamerr Author
FastGamerr

Oh yeah, noticed that myself at some point. Since I tend to use the saber in 3rd person mode for most of the time, I didn't get around to addressing it yet. ;]

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spinaroundboy
spinaroundboy

JK Neural Upscale Special Effect Annex for Jedi Knight: Dark Forces 2 didn't work in MotS for me so I used ConMan to remove everything but the emisive sabers and projectiles from JKGFXMotS.GOO and that worked for me.

You obviously don't need the JKGFXEXT1 and MOTSGFXEXT1 folders in your JKGM/Materials folder any more after using this edited GOO file.

Dropbox.com

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GPChannelOffical™
GPChannelOffical™

how can i use this with the Steam version?

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Guest
Guest

..... or with origin version ???

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