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Kexikus

Member Since 14 Oct 2014
Offline Last Active Today, 05:43 PM
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Download:Different Music for Anchorhead and the Ebon Hawk

15 January 2017 - 05:25 PM

http://deadlystream.com/forum/index.php?app=downloads&module=display&section=screenshot&id=1000

 

File Name: Different Music for Anchorhead and the Ebon Hawk

File Submitter: Kexikus

File Submitted: 15 Jan 2017

File Category: Mods

K1R Compatible: Yes

 

In the first Knights of the Old Republic game Anchorhead and the Ebon Hawk share the same background music. This mod allows you to change this.

 

There are four options available that replace either the Anchorhead or the Ebon Hawk music (see below for prieviews of the music):

 

1) Czerka music for Anchorhead:
This replaces the Anchorhead music with the Czerka theme music also heard in the Czerka offices.

 

2) Dune Sea music for Anchorhead:
This replaces the Anchorhead music with the Dune Sea music.

 

3) Custom music for Anchorhead (FOLLOW THE ADDITIONAL INSTALLATION INSTRUCTIONS BELOW!):
This replaces the Anchorhead music with a custom music file of your choice. A possible option here would be the Tatooine theme from Star Wars: The Old Republic but you can use whatever you want.

 

4) Custom music for the Ebon Hawk (FOLLOW THE ADDITIONAL INSTALLATION INSTRUCTIONS BELOW!):
This replaces the Ebon Hawk music with a custom music file of your choice. A possible option here would be the Ebon Hawk theme from KotOR 2: The Sith Lords but you can use any music of your choice.

 

Options 1) to 3) are mutually exclusive but you can combine option 4) with any of the others.

 

Also note that you need a save from before going to Tatooine to get the new Anchorhead music and a save from before leaving Taris to get the new Ebon Hawk music.

 

INSTALLATION:
Run TSLPatcher.exe and choose the option you want to install. Then follow the instructions given. If you chose option 1) or 2) you're done at this point. Otherwise follow the instructions for the custom music files below.

 

INSTALLING THE CUSTOM MUSIC FILE:
If you chose option 3) or 4) you need to get your custom music file into the game. Most of the work here was done with the installer but one last step remains.
First of all, choose the music you want to use. It needs to be a stereo .mp3 file for the game to recognize it. If your file is no .mp3 yet, choose any audio file converter and convert it.
Then rename that .mp3-file to "mus_area_anch.mp3" if you chose option 3) or to "mus_area_hawk.mp3) if you chose option 4).
Finally take your renamed .mp3-file and place it into the "streammusic" folder in your Knights of the Old Republic installation.
That's it. Your custom music will now play ingame.

 

Uninstallation:
Take the all the .mod-files from the "backup" folder created during the installation of this mod and copy them to the "Modules" folder of your KotOR installation. If it exists, also copy ambientmusic.2da from the "backup" folder to the "Override" folder of your KotOR installation.
Note that if any other mod installed after this one also altered one of these .mod files you will uninstall those changes as well!

 

Compabilitiy:
Thanks to TSLPatcher this mod is compatible with everything that does not change the track name of the music played in Anchorhead or the Ebon Hawk. It is compatible with mods that replace the actual music file (although you might no longer hear those if you install this mod).

 

Music previews:

 

Czerka Theme:

 

Dune Sea:

 

SWTOR Tatooine Theme:
https://www.youtube.com/watch?v=Y63QfXBf6D8

 

TSL Ebon Hawk Theme:
https://www.youtube.com/watch?v=gJfORv7qQ0s

 

Credits:
Mod by Kexikus
TSL Patcher by stoffe

 

THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.

 

Click here to download this file


Download:TSL Backdrop Improvements

29 November 2016 - 07:18 PM

http://deadlystream.com/forum/index.php?app=downloads&module=display&section=screenshot&id=949

 

File Name: TSL Backdrop Improvements

File Submitter: Kexikus

File Submitted: 29 Nov 2016

File Category: Skins

TSLRCM Compatible: Yes

 

This mod aims to improve the space scenes in Knights of the Old Republic II: The Sith Lords. This is done both to improve the visual quality as well as the continuity between cutscenes and playable areas.
The changes made to achieve this are thus also twofold: First there are new high resolution textures provided for almost all space backdrops and then there are model changes to create more extensive edits. For a full list of what has been changed, see below (contains spoilers).
Additionally there is an optional part of the mod that brings the galaxy map appearance of some planets in line with the new backdrops. See below for installation instructions.

 

There are some mods by other authors that already do an amazing job at improving certain backdrops, so I did not see the need to imitate their work. Instead, I highly recommend you install those mods as well. I will list them below.

 

COMPABILITY

 

This mod is not compatible with other mods that edit the same textures or models.
Notable exceptions are TSLRCM and M4-78 EP:
- This mod overrides 222TEL15.mdl and 222TEL15.mdx provided by TSLRCM. This will replace some VISUAL ONLY! changes by TSLRCM with my version. Check the screenshots to see which one you prefer.
- Also, this mod will override 003EBOq.mdl and 003EBOq.mdx from M4-78EP. In this case my mod includes the changes done by M4-78 EP, so you can safely override those files (make a backup though).

 

INSTALLATION

 

If you have TSLRCM and/or M4-78 EP installed, go to your Override folder and make backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx just in case.
Then copy all files from the "To Override" folder into your Override folder.

 

If you want to install the galaxy map changes as well, also copy the files from the "Optional Galaxy Map Changes" folder to your Override folder.

 

And finally I highly recommend you install the other backdrop improvement mods listed below.

 

UNINSTALLATION

 

Delete this mod's files from your Override folder and restore the backups of 222TEL15.mdl, 222TEL15.mdx, 003EBOq.mdl and 003EBOq.mdx (if you have TSLRCM and/or M4-78 EP installed).

 

RECOMMENDED MODS

 

- Improved Peragus Asteroid Fields by Vasilii Zaytsev
- Replacement Peragus II Artwork by Trench
- Telos Citadel Station Skybox by Quanon
- Alternatively you can use the TEL_Bdrp.tga and TEL_Bdrp.txi from TSL Remastered by sELFiNDUCEDcOMA

 

KNOWN BUGS

 

- The asteroids during the Peragus escape sequence appear out of nowhere. This is either due to my limited knowledge or due to limitations in our tools but I haven't been able to fix it yet. Should that bother you, remove 003EBOs.mdl and 003EBOs.mdx from your Override folder. Note however that you will also loose the Dxun backdrop for the Arrival at Dxun scene.

 

LIST OF CHANGES (SPOILERS!!!)

 

Spoiler

 

CREDITS

 

This mod was created by Kexikus.
With contributions by:
- Jeroenimo (http://www.moddb.com/members/jeroenimo): Several ship models used for backdrop textures
- Kreia: Interdictor class (Leviathan) ship models
- Malkior: Additional damage detail on Ravager backdrop
The starfields were created using spacescape.
The nebula photos are taken from NASA and hubblesite.org
The planet backdrops were created with the help of the following tutorials:
- http://the-prototype...ls/3518842&qo=3
- http://rodrigogua.de...utorial-9161677
- Make a Planet by Greg Martin (link no longer available)
Using cloudmaps from: http://www.shadedrel...ges/clouds.html
A big thank you to Sithspecter, Quanon and Fair Strides who helped me to get into world of 3d modelling for KotOR and also thank you everyone who answered my never ending questions^^

 

THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.

 

Click here to download this file


Looking for some files

24 November 2016 - 10:15 AM

I'm currently searching for some files that I haven't been able to find yet. I'm posting this because I was hoping someone here might be able to help.

 

The files I'm looking for are the following:

 

- The .dlg file for the short dialog when first arriving at Dxun and flying towards the blockade (right before the turret minigame)

- The .dlg file for the dialog during the escape from Peragus (the one where you can decide whether to fire on the asteroids or not)

- And also the script that starts the escape from Peragus scene

 

They should be in the Ebon Hawk modules, but I haven't been able to locate them, so any help would be very appreciated :)


Area fog

21 November 2016 - 08:02 AM

As you probably know, there is an effect called sun fog or area fog in the KotOR games. This gives model parts further away from the player a flat color overlay. But as you might have noticed, skybox models do not get that overlay even though they are the farthest away. So my question is now: Why?

 

I've been talking to Sithspecter and Fair Strides about this and here's Fair Strides answer:

 

 

 

Open the .are file in K-GFF (or the Toolset and go to the Module Properties from the View menu). There are several fields that are relevant here:

 

(I only list the Sun fields, but there are corresponding Moon fields that you need to make match the Sun ones for simplicity's sake)

 

SunFogOn = A 0 or 1 setting that determines if the Fog is even present.

SunFogNear = A float (decimal) value determining how near the player the fog is, so basically how far you can see before the fog is there.*

SunFogFar = How thick is the fog "circle"/"wall"?*

 

*: I don't know if these are in meters (which I believe they are) or percent (which wouldn't really make sense...), but that would be a simple amount of testing.

 

Interesting sidenote: You can change the fog's color through scripting. Sadly you can't turn it on or off through scripting, which is what I would have programmed in... :| :| :|

 

 

 

The problem is that I don't think that this is how it works or is at least incomplete in a way. And since there may be other people interested in this topic, I figured I'd create a topic for it :D

 

From what I could tell I think that there is no fog from where to player stands up to the distance specified in SunFogNear. Then there is probably a linear gradient and from SunFogFar on, the fog is fully opaque. And here's what makes me think that this is the case:

 

Attached File  swkotor2 2016-11-17 16-09-45-18.jpg   150KB   1 downloads

 

To explain the picture: What you see is the first Ravager module in TSL (851nih) with the vanilla fog settings. All I did was to add an additional backdrop model to the module. As you can see, there is a fog gradient for the metal structures in the foreground. Then there is the vanilla backdrop/skybox model which includes the star background, the sith fighters, the red lasers and the explosion. None of that model has any fog overlay. But my new model with the planet backdrop and the Sith warships on the sides appears completely grey, even though all parts of this model ar closer to the camera than the skybox model but farther away than the Sith fighters. So, if the fog was only determined by the distance to the player, then all of this should be visible just as the vanilla skybox.

 

My first guess was that some file specifies which models receive sun fog and which do not. But when I take my model and replace the vanilla skybox, it still appears completely grey due to the fog. So, I assume that something in the model file tells the game whether or not this model gets the fog overlay. The problem is that when I export the ascii-version of the vanilla model and recompile it with MDLOps, this vanilla model also turns completely grey. So I fear that this information is lost due to our available tools, but I was hoping that you know a solution to this problem.

 

For the time being, I edited the .are file. In vanilla, the values are SunFogNear = 0 and SunFogFar = 150. I changed SunFogFar to 5000 and the fog disappeared completely just as I would expect going with my understanding of the way sun fog is handled. This is also why I think that your description is incorrect as this change should have turned everything grey when applying your explanation. The other weird thing is that setting SunFogOn = 0 had absolutely no effect...

But I'd like to keep the vanilla fog anyway, so I'd rather figure out the model part instead^^


Kexikus' ongoing model making issues

11 November 2016 - 07:27 PM

Since I've been creating threads for my various issues concerning model making in the past weeks every few days, I figured I'd stop doing that and just start one thread to collect my future questions.

 

So, on to my first question:

I've been trying to rescale objects in my models several times during the last days and most of the time that worked perfectly. But sometimes I get the feeling that the scaling just didn't get applied. I can't say for sure if it doesn't get applied at all or with an incorrect scaling factor or something else entirely, but something seems to be wrong, since I have one model where parts are clipping ingame while they don't intersect in 3ds Max at all.

To do the scaling, I use the Uniform Scaling tool in 3ds, so maybe that's just not what I should use?

 

Any help would be very appreciated :)