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ebmar last won the day on August 17

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636 Jedi Grand Master

About ebmar

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    Coffee Drinking Jedi

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  1. I see someone has been playing a lot with the mainmenu.gui lately, hahah.
  2. Darth Malak just got kicked out of the main menu with this awesome new-release mod by @DarthParametric - Though what I used as seen in the screenshot is the custom stripped-off 4:3 version of it [the Version D - Visor Glow option]. Conclusively, I loved the way Revan shown in the main menu, as I personally feels it blends really well with the surroundings. Another dreams come true!
  3. Midst playthrough I decided to work on something for Loremaster Gjarshi, at least to make him somehow bit of distinctive compared to the other [Black] Rakatans inside the Black Rakatans Settlement. I might release it as one of the Legends installment. The One will also have his appearance altered. The main reason to have them wearing white clothing is no other than for variation. As black in Black Rakatan refers to their skin color, as the Loremaster himself told us - - Appears also in the screenshot is DeadMan's Quarterstaff Replacement Pack.
  4. ebmar

    Trask Ulgo

    That looks astonishing! It's going to be interesting to see an actual in-game footage of this re-texture in action. Though I'm not really a fan of PBR/photorealism implementation for KotOR series in particular, this work is greatly appreciated. There's something behind here...
  5. ebmar

    HD Kreia Upscale

    Wow, this really is an amazing work - as I've always been a fan for this style of texture. Judging from the screenshot it did looked awesome, and I wonder how it'd appear in-game. Well, looking very forwards to it! Edit: You might try with 7-Zip to open and/or extract the archive, @Dark Hope - it works for me and the included files are fine. Though upon extracting process there was a warning message like this - therefore you can just ignore it then close the program afterwards.
  6. Far as I can recall it does working with hex editor only if the characters are at the same length. I see LTS_Bwall01i with JTS_Bwall1ai are identical in characters so it should have work. Yes, it is possible to change the texture name directly using MDLedit [that unreleased version is safer to use with models that has tangentspace flag enabled like most area does]. Either you want to convert the model to ASCII and then changing the texture name via a text editor or directly change the name via the program itself both should be working. You can access the - Edit \ Textures ... tab on the program then double-click the relevant texture you want its name changed. Though I usually surf through the specific Mesh for the texture then right-click > Edit values and change the texture name/Texture 1 from there.
  7. With this version of MDLedit you can straight ticking the bumpmap flag for the relevant texture via the program [which the official released version fails to do so], without having to convert the model to ASCII first. As for MDLOps I think it could have work as it should - though in practice I rarely use it. Normal map wise - pretty much like DarthParametric explained earlier; though you may want to add the scaling for the normal map by having something like this - isbumpmap 1 bumpmapscaling 1.0 You can have more details of it by visiting CarthOnasty's thread.
  8. [Updated to v1.0.2: September 12, 2019] What's new? Included the model fix kindly provided by the infamous Dark Lord of the Sith, @DarthParametric. It's a fix for holes in the meshes of the hilt which causes artefacts with the shadow casting Using higher-resolution to improve details in the textures. It is now scaled twice the size of the former The texture now is in native in-game TPC format for better performance and efficiency, with zero-to-none quality differences to the former TGA * Restructure to the mod's figure and is using MOD/modular install for the appropriate GFF, and utilize patching for the Override install The blade model is using variation 37 now to match the module numbering [korr_m37aa] Tweaks to the model selfillumcolor, so it now illuminates 100% white glow color for the blade part, whilst the former was set for about ~75% green [left-over from the original green vibroblade used as basis] [Updated to v1.0.2b: September 12, 2019 - 07:11 PM] New! - * Restructure to the mod's figure and is using MOD/modular install as a whole New! - Added Compatibility Install and Uninstall option exclusively for VarsityPuppet's Spectral Ajunta Pall Canonical Appearance and Rece's Ajunta Pall's Swords Revamped users
  9. That test 3 looks amazing, DP! Everything feels great and flawless. Though my nitpick about the participant animation is having Mission a TALK_FORCEFUL with the initial node - that should show her emotion better, I think. And I'd definitely second this idea - - that'd be awesome!
  10. Thank you for the clarification. That does answer my curiosity. Looking forwards to the update, and your positive feedback is greatly appreciated. Update: got the full feature working now, @Tyvokka! Very nice - and thank you, for the recent update. May the Force be with you. 🙏
  11. That sounds pretty neat. The credits should be addressed both to - A Future Pilot as the writer of the instructive tutorial, and DarthParametric for the very useful tools that everyone's going to need in the long run Make sure to have the end-result as [in-game] WAV using the WAV converter that is provided in the tutorial. Avoid using MP3 extension with the game -either for BGM, voice-overs and/or SFX- as from recent studies it causes issue for the area music is not looping their audio as it should. Looking forwards for updates of the project! :cheers:
  12. It can read the WAV only if you change the extension to MP3 first, then drag-and-drop the file to the playlist section. You may visit this tutorial for that - Recreating The Sith Trooper Voice Effect - https://deadlystream.com/topic/6414-recreating-the-sith-trooper-voice-effect/ There you will find some very useful tools you'll need to properly decompress the fake-header WAV that the game uses originally.
  13. Oh! That was close enough then, hahah. So, you can access the layout/LYT of the relevant module [m40ad] through here - Kotor I \ BIFs \ layouts \ m40ad.lyt If you need the VIS file you can also grab that here - Kotor I \ BIFs \ lightmaps12 \ m40ad.vis By name they should match - though in [in-game] application it could have been something else. I recall two of them modules did that. The definitive answer lies within the first few words there... Hahah, JK - may the Force serve you well, and looking forwards for an update from your mod! :cheers:
  14. The prefix you find for is LSI_XYZ and LZZ_XYZ. Leviathan and Sith Base -both Taris and Manaan- share the same textures for their areas. You will need [KotOR Tool] (https://deadlystream.com/files/file/280-kotor-tool/) to extract them from the game files. Edit: in case I catch you wrong - if you mean by map is the mini-map shown in the GUI/game menu, you may want to access them through this path: Kotor I \ ERFs \ TexturePacks \ swpc_tex_gui \ L \ lbl_mapm40ad This seem to be the right place. :thinkingface: - well, as long as you get this thread updated with progress report of your WIP - that's how I see it, hahah.