ebmar

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ebmar last won the day on April 10

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543 Jedi Grand Master

About ebmar

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    Coffee Drinking Jedi

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  1. ebmar

    MDLedit

    Greetings, Thread Master! I'm here to report that there seem to be a broken feature from the released version/v1.0.3 which is tangentspace compiler, by hypothesis. Here's the breakdown: If a model decompiled by v1.0.3 and then went changing the tangentspace flags from 0 to 1 on its ASCII; the bumpmap flag looks to be ticked on the UI while it actually wasn't working in-game It'd then working if the flag was re-ticked using the [officially] unreleased v1.0.102b I hope the information provided sufficient for some troubleshooting, and many thanks for considering this.
  2. Hmm, Czerka - I see what you guys are doing there... Hahah, so the texture name is LTA_scre02 and should looked like this when unwrapped: And about the nun Malkior mentioned earlier; I'm curious as if we can see her in-game too, hahah.
  3. Thank you for the insight! I've never certain that that was [presumably] lightmaps because surely can't tell only by how they looks. Perhaps what needs to be explore now is finding the relevant LM and change any green tint inside to preferred color. Again, thanks! That'd really helps. Update: yes! Indeed they're lightmaps - particularly are m26aa_14a_lm0 & m26aa_14a_lm2 [not sure which one actually is but both had green tint on them]: If wasn't asking I don't think I would dare to take the risk rummaging through the lightmaps section, hahah - thanks, DP!
  4. Greetings, fellow Jedi! Hope y'all doing fine. I need an assistance on guessing what these are: Are they AuroraLight or Lightmap? The area model in discussion is m26aa_14a. The problem is - I have changed every AuroraLight's Color Controllers there to my likings but they don't seem to linked with the glowy area around the yellow marks. So I guess I'm stucked and needing assistance to proceed further. Many thanks for considering this and may the Force be with you!
  5. ebmar

    [K1] Tach's Grunt Readjustments

    The competition is fierce here, lol.
  6. View File [K1] Tach's Grunt Readjustments Tach's Grunt Readjustments This mod made readjustments to Tach's taunt/grunt heard in the Upper Shadowlands and Lower Shadowlands. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - critiques, comments, suggestions, questions and feedbacks for the next update 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 playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button Uninstallation: put its backup back to the streamsounds folder. Overwrite when prompted Compatibility: will be compatible with mostly anything This mod will have direct effect anytime and anywhere it is installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: you can redistribute the mod and/or get creative with its content as you see fit - just don't sent them to Disney... Credits: All of ya! Special Thanks: DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful "TSLPatcher" and "ERFEdit" DeadlyStream for being a home; a place to hangout - to discuss and hosting my work Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb Submitter ebmar Submitted 04/01/2019 Category Mods K1R Compatible Yes  
  7. ebmar

    MOD:JC's Minor Fixes for K1

    Greetings, Mod's Author! Presumably there's an issue with these contents [from Straight Fixes]: LKA_leaf01.txi LKA_leaf02.txi LKA_leaf03.txi When I got to Kashyyyk the trees appearance looks unnatural - by my sightings; seems like they're layered on top of everything behind. I found out that they're using blending additive for their shader - as the mod's intent. So, went comparing them to vanilla and apparently not having TXI information on them. A question followed; any reason with why having blending additive? Just my thoughts: being certain only having texture alpha for transparency would sometimes lead to problems with meshes rendered behind the applied object would be missing - have you considered on using blending punchthrough instead? Many thanks for considering this report.
  8. Greetings, fellow Jedi! Hope y'all doing fine. On Ahto City there's a beautiful cantina with [supposedly] beautiful scenery there. Unfortunately, they're blocked by an arrogant wall of metal, lol. I pick up the area model which is m26aa_11a and delete the vertex which supposed to be the metal-wall so they looked like this: But I'm stuck with a platform/structure on the high seas there. They're positioned above the water levels so they have that redundant part that are shown as seen with the first and third images. The structure's texture in talk supposedly LMA_bboard01. So, what I'm requesting is: Could someone remove the metal-walls similarly like the images above and repositioned the background-structure so the upper part of it rises at the same level as the water. If they want to replace the metal-wall with something like LTS_window that would be greatly appreciated Any further improvement and/or improvisation as they [the author] see them fit also very much welcome. 😛 Many thanks for considering my request - and may the Force be with you!
  9. While ago when I was still on Tatooine I encountered this several times, particularly when I entered the Dune Sea [tat_m18aa] from Sand People Territory [tat_m18ab]. But earlier I tried to reproduce this again by entering from the Anchorhead and loading a save from the Dune Sea - it didn't shown. So what happened on my end is, there're two Wraids stuck unto each other it's like they didn't have waypoints[?] on them. Edit: I have K1R & K1CP installed with the playthrough.
  10. I didn't know of this game until today. Though it was canned - it has that one aspect I really want to see with modern Star Wars games; hand-painted textures. Edit: or well - at least it looks hand-painted, heheh.

    Title: Star Wars: First Assault Tech Beta - Overview

    Spoiler

     

    1. Show previous comments  1 more
    2. ebmar

      ebmar

      Quote

      Modern textures are still hand-painted. They are just far more realistic due to PBR.

      Thanks for the insight! I thought at first they're computer-generated or something. So, is that a specific intention for the game to have this looks rather than the more realistic ones? Or it's just technology speaking? I mean, if this game was developed right now, would it retained the looks as it was seen in the overview?

      Edit: I've just read what PBR is, yeah- it's reasonable for games to have the latest technology with them. Moreover if they want to compete in the AAA industries.

    3. DarthParametric

      DarthParametric

      Some games use completely procedural textures, especially for relatively simplistic things like stone, concrete, pavers/bricks, dirt, etc. But typically procedural elements form the base layer in the PBR workflow, and hand-painted details are added on top. So for a gun, for example, you'd slap on a procedural metal material on the appropriate parts, use some automated generators to get some initial wear and tear, and then you'd go in and manually paint all the really fine detail.

      Modern workflows are really based around using a high poly mesh to generate normal, cavity, occlusion, etc. data and then using that to dictate realistic textures and well as having the game engine fake the appearance of a higher poly count on the low poly model. For older games, like KOTOR, you'd just make your low poly model and then manually paint all the details in the texture. That often lead to something of a stylised effect, as the way you fake it purely in the diffuse is by using shading to simulate light falling across it (think folds in clothes). But that often clashes with the in-game lighting.

      Really what you are seeing as "hand painted" is just a lack of realistic lighting and materials. That's what PBR boils down to - making physically correct materials that accurately react to lighting just like they would in the real world (or at least a close approximation to it).

    4. ebmar

      ebmar

      Thank you for the details - that explains and answers a lot! :cheers:

      Quote

      Really what you are seeing as "hand painted" is just a lack of realistic lighting and materials.

      Yup, I believe you catch what I mean about "hand painted" and I understand them now. Earlier I was also thinking perhaps they're using the same-basic textures and the differences was only on how they're rendered to reflect lights, and your elaboration further corrects it and make it right.

  11. It's worth all the trouble.
  12. ebmar

    Jedi Enclave: Jedi Sparring

    Create an end-result folder anywhere you see fit and save every stuff you worked on below to that folder Open DeadMan's Quarterstaff model - w_Qtrstaff_003.mdl with MDLedit I do - ignore the "vertex normal calculation settings" error message Proceed Change the target game to KOTOR1 Within the Header node change the Model Name reference to w_Qtrstaff_001 by right-clicking the node and advance accordingly Save the binary Change the icon reference - iw_qtrstaff_003 to iw_qtrstaff_001 Put these files to the Override folder: w_Qtrstaff_001.mdl w_Qtrstaff_001.mdx dm_qrtstaff_002.tga dm_qrtstaff_002.txi iw_qtrstaff_001.tga I'm quite sure that should work - just let me know at which area the problems should occured.
  13. ebmar

    K1 Male Head Hair Glitch

    Cool! Glad to hear the good news. Few were intended to have CM_Baremetal or such, just make sure that with B model type [separated head - body model such as playable characters] they're all set as DEFAULT. You'll figure it out eventually. Presumably you're using Seikan's armor mod I believe you'll need TXI files for each texture to accommodate the removed shader. You can make one by generating a TXT [notepad/text] file, change the extension to TXI, open it with Notepad++ or anything similar and insert this: envmaptexture CM_Baremetal - save it and rename to match the texture's name, so now they go as pair whenever you install them [e.g. PMBJ02.tga - PMBJ02.txi].
  14. ebmar

    K1 Male Head Hair Glitch

    You could take a look at row 148, 149 and 150 there - on their envmap column what they're set to? They should be as DEFAULT to have the alpha/blending punchthrough for the head part and/or appropriate armor shader to work properly.
  15. ebmar

    MOD:[K1] Marlena Venn "Legends"

    Hello, friend! Thanks! Much appreciated. Yeah, I admit to had been overlooked the Dantooine's development, as been spending thoughts on the playthrough lately. I'll look to revisit it when chances're arises. Thanks for the feedback! Yes, that's an oversight by design from me. I envisioned her to draw the blaster when things go hostile [with "Kill Marlena" installed] at first, but with recent test it seem she's not going hostile so the blaster only act as a looted item. Come to think of it I'm gonna make her equip the blaster by hand with the next update - I mean; it'll make much senses as she was supposedly going "hunting" from going to the desert. Yes, it wasn't an extreme change like putting her on a different area or such. In vanilla she's positioned in vertical straight line from the module's [tat_m18aa] spawn point, and now with the mod installed she'll be moved for a few coordinates to the right as well as an orientation change.