ebmar

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ebmar last won the day on January 24

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699 Jedi Grand Master

About ebmar

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    Coffee Drinking Jedi

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  1. ebmar

    tpcview

    A solid go-to tool! A perfect match for tga2tpc indeed. I agree with @DarthParametric that the author should at least -- But can't really see myself giving a review less than a ***** for this beauty. Thanks!
  2. Happy New Year 2020, DeadlyStream! May the Force be with you all.
  3. eb_HNY_2020.thumb.jpg.aea3791cf7251aff125c526ac0ba5d6c.jpg

    1. DarthParametric

      DarthParametric

      Who parties in heavy armour? Time to break out the bikinis. Although I guess the Rakata kind of already wear a one piece.

    2. ebmar

      ebmar

      If only I have more time [not actually planning this; working on it like half an hour ago and very much inspired by JC's Toolbox spawner], I'd have them punch their fist to the air a.k.a ANIMATION_FIREFORGET_VICTORY1, lol. And heavy armours is the new bikinis anyway, hahah.

      Edit: now that I think of it - it shouldn't be that difficult. Could have them the same OnHeartbeat script spamming the animation like forever. :pc:

    3. Sith Holocron

      Sith Holocron

      Is 2020 the year you finally play TSL?

  4. View File [K1] Temple Main Floor - Missing Lamps Fix [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb Submitter ebmar Submitted 12/31/2019 Category Mods K1R Compatible Yes
  5. Wow! Impressive progress on this one! Glad that I followed the thread [so that I can track this down], knowing that you don't/won't bother to update it with separate post for each of these updates. I haven't actually downloads any of these builds, but I'll try one later tonight. It looks very promising indeed!
  6. Version 1.0.0

    150 downloads

    [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb
  7. Here to confirm that it does working indeed - The animation went very smoothly and well timed. Cool stuff, @Alvar007! Thank you for the handiwork. Big thanks also to DarthParametric for compiling the supermodel and JCarter426 for the resource.
  8. Woke up to this being released at the top of my feed. What a time to be alive, hahah. 2020 here I come!
  9. Thank you much for the insights! Appreciated by a lot. Looking very forwards to make it useful.
  10. That sounds promising! So I looked at K1CP's k_pebn_remove which is Ebon Hawk - Unknown World crash-landing module's OnEnter, and saw this - PlayRoomAnimation("m12aa_01q", 7); and it looked like something that I'd need in conjunction with conditionals. Is that the right script to use with? And if I'm about to do that, would it be as simple-as-it-looks by changing the string SRoom with the custom skyboxes model?
  11. I have tackled that [and thought if there's any script function to change the LYT/model reference? That'd be wondrous], the problem is this - I don't know, I expected the way the NPC placed in B should be like it had to with A, just before entering C. I thought the game did it dynamically[?], or should I have a SAV edit having a copy of A's SAV as B's in the first place. Will try though. 🤔
  12. Greetings, and Happy Holidays, fellow Jedi! I have a question which - There is a custom module [B] which is copy-paste from vanilla [A], and the only difference is the skyboxes texture it uses [and that I assume no alternatives other than to make a custom module it based on]. I wanted the PC to warp to B from [C] -which is a custom module also- but upon arriving, the NPC placement is different from A and looks like it's having different state of boolean too. Can anyone help me with guessing what could be wrong or missing to make it work as expected? The procedure of warping should be something like this: A --> C --> B Much thanks for considering this.
  13. Adding what JC have elaborated earlier - Such as player's armour. With textures like PMB-- and PFB-- [and pretty much everything that has B modeltype in the appearance.2da] they will need the TXI to properly show the environment map or transparency state controlled by the texture's alpha channel, and I'm quite sure that the area textures needs them too. Though, with exception - such as Mandalorians and pretty much every droids that has F modeltype [full body model], their envmap column by default appointed to CM_Baremetal, therefore, the game handles them independently. Another stuffs that don't need additional TXI is customized lightmaps [still, with vanilla naming convention], as each of their TXIs are stored in the game files [BIFs \ lightmaps--.bif \ Extra Texture Info]. If you don't feel like making the TXIs from scratch, feel free to grab and include them with your mod from this modder's resource, @Selphadur. Though that only covers creatures and armour, but will prevent some problems from occurring, at the very least.
  14. Now this - looks 🔥! Seems like a game-changer right there. I'd definitely following this one up, and mindfully consider having this in my future playthrough.
  15. Greetings, @NikaAlexandrov! Hope you don't mind me migrating our discussions, as I prefer to do the troubleshooting on this support thread, as it meant to. So, to answer your question - You will need either Fred Tetra's KotOR Tool or VarsityPuppet's 2DA Editor Alpha. Updated With KotOR Tool - 1. Open the program, access the 2da button in the upper-left tab and then Ctrl+O to load the appearance.2da located in your Override 2. Look at row 378 which label column pointed as Unique_Trask, and see; does its texa and texb columns appointed to N_RepSold? 3a. If not, you could try changing whatever value in there to N_RepSold, and then Ctrl+S to save the change - see if it works 3b. If yes, then try to remove the TGA and leave only the TPC version [which came from this mod] - see if it works With 2DA Editor Alpha - 1. Open the program, and then Ctrl+O to load the appearance.2da located in your Override 2. Look at row 378 which label column pointed as Unique_Trask, and see; does its texa and texb columns appointed to N_RepSold? 3a. If not, you could try changing whatever value in there to N_RepSold, and then Ctrl+Shift+S, overwrite the former to make the change - see if it works 3b. If yes, then try to remove the TGA and leave only the TPC version [which came from this mod] - see if it works