ebmar

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ebmar last won the day on November 14

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381 Jedi Grand Master

About ebmar

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  1. What exactly is xbox_downsample 128/256 doing? Is it relevant to use it in K1's texture? Or even if it is; is it too with PC version of TSL? 🤔

    Hope someone could chime in and gave an insight about it; many thanks in considering! :cheers:

    1. Show previous comments  6 more
    2. DarthParametric

      DarthParametric

      I suspect your eyes are playing tricks on you and there was no difference.

      Besides, I would conjecture that this is not actually an engine flag, but an export/conversion flag, for use by whatever internal tool they used to craft TPCs/TXBs. It makes no sense that if you wanted a texture on Xbox to be 128x128 that you would export it as 256x256 and then tell the engine to only go as high as the 128x128 mip. Why have a texture four times the size of what you need? That's just a waste of memory on a system that has no memory to spare.

      If you have any specific examples of TSL textures with the semantic, list them and I will see what the TXB equivalent is.

      Edit: Yes, as I expected (at least based on a sample size of one).

      DXN_bark.tpc - 512x512, 172KB

      DXN_bark.txb - 256x256, 44KB

    3. ebmar

      ebmar

      Quote

      I suspect your eyes are playing tricks on you and there was no difference.

      That is undeniable, lol- as I can't print out any data processed from my eyes. 😂

      Quote

      Besides, I would conjecture that this is not actually an engine flag, but an export/conversion flag, for use by whatever internal tool they used to craft TPCs/TXBs... Why have a texture four times the size of what you need?

      Ah- think I have started to have a connection here; thanks for the insight! :cheers:

      Quote

      If you have any specific examples of TSL textures with the semantic, list them and I will see what the TXB equivalent is.

      I was about to list DAN_Wn02.tpc, but soon as I read this

      Quote

      DXN_bark.tpc - 512x512, 172KB

      DXN_bark.txb - 256x256, 44KB

      I think I have gain a basic understanding about what's the downsample is about. So, I have been informed that TXB is the texture format that was used in the Xbox version of Knights of the Old Republic.

      Well, inside DAN_Wn02.tpc there is a downsample of 128 whilst the texture itself scaled at 256. So, without inspecting the TXB's of DAN_Wn02, could I assume that the exported texture in Xbox will be 128x128 instead of 256x256? 🤔

    4. DarthParametric

      DarthParametric

      Quote

      So, without inspecting the TXB's of DAN_Wn02, could I assume that the exported texture in Xbox will be 128x128 instead of 256x256?

      Yes, that is indeed the case.  DAN_Wn02.txb is 128x128, 24KB.

  2. ebmar

    2DA Editor Alpha

    Well, I have just getting familiar with this tool and one feature that I liked the most is the "copy-paste" which it did not insert the copied line to a new row, but instead replaces the intended one. Although few adjustments needed but this tool can saves us five-to-six steps of workaround compared to using the KotOR Tool's "2DA Editor"; efficiency at best. If there're any cons there'd be either the Exit hotkey button [Ctrl+Q] and the Exit option itself that didn't work. Will need to close the app with standard X [Close] mark. Nevertheless, an amazing tool that needs to be around!
  3. Mods that were featured in the wallpaper: Sharen Thrawn's "Realistic Nar Shaddaa Skybox" Logan23's "Revenge of Revan (Demo) - Custom Quarren's texture 41 variant" Custom EP's Pazaak Den's window texture Tools used with the wallpaper: Fred Tetra's "KotORTool" bead-v's "MDLedit" and "KOTORmax" Chuck Chargin Jr./ndix UR's "MDLOps" Werner Rumpeltesz's "PlainEdit.NET" VarsityPuppet's "2DA Editor Alpha" ndix UR's "tga2tpc"

    © LucasArts & Obsidian Entertainment

  4. ebmar

    Mod of the Year 2018 Nominations Are Open!

    Wow; thank you, @N-DReW25. I'm not expecting that to be honest. Seriously, an honored for me to have the mod nominated. 🙏 Welp, you wouldn't like my next plan on her for sure then, lol. As time goes by I had a change of preferences on some design; characters for one. So, keep the expectations low next term! 😁
  5. Greetings, fellow Jedi! May the Force be with you all. I need help with guessing; what texture is used with the windows inside the Ent. Promenade: Pazaak Den and Cantina? Here's a screenshot of it for details: As seen in the screenshot there is indeed a texture which blends with the windows. I have found a promising instance tagged as NAR_Wn02, but it seems it wasn't the texture; as any change made with the said tag, no change matters. I hope someone that had experience with the said texture can chime in and help me point to it; either to the room model or straight to the texture itself. Many thanks for considering this. Update: Welp, of all the possibilities- the texture tagged as DAN_Wn02. Using the whereami band I can finally locate the module's name and pointing the particular mesh by opening the room model [306_NAR variant]. Thank you for all considered been made! 🙏
  6. ebmar

    N-DReW's K1 Gameplay Improvement DEMO

    Thanks for the heads-up! Yes, I'm aware of that- looking by its nature, and as I don't a see any patcher in the package. Sure thing! I have been following the development from months ago, and looks like you've been adding more-and-more interesting and improved stuffs to the mod. Best of luck on making this zero-to-none with bugs.
  7. ebmar

    N-DReW's K1 Gameplay Improvement DEMO

    What you're doing with the [seems to be corpse's PLC?] placeables looks awesome! Hats-off with the creativity. I'm downloading the latest update now, and looking to have it installed in my next playthrough! Edit: Sorry for the double-post, I have asked the admins to delete the latter.
  8. ebmar

    Mod of the Year 2018 Nominations Are Open!

    Hi! I have made up my mind, and is so excited to participate; as this is my first! So, aside of submitting the nominees, I'd like to have some words with them, also. Best Texture Enhancement: @VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance" - Well, whaddaya' say? I can tell that lots of love and soul had been given to this creation. Amazing stuff; as it blends perfectly with the game either in modded state or vanilla. Best Content Restoration / Addition: @JCarter426's "JC's Fashion Line I: Cloaked Jedi Robes for K1" - This mod is a game-changer; undisputed. Along with its resource, it opened tons of new possibilities; particularly with K1's modding. As content addition, the mod is dreams-come-true in regards of robe's variety for the game. Most Helpful Community Member: Welp, I'm about to nominate myself on this category but it was auto-corrected to @DarthParametric instead, lol! No one's been more helpful to me than DarthParametric in helping to loving the game. Mod of the Year: It is fair for me to say that the Mod of the Year goes to VarsityPuppet's "Spectral Ajunta Pall Canonical Appearance". It is unique; as-is and I can't ask for a better fully working high-quality model, bump-map, diffuse texture, and content than his mod had offered. Things you want to achieve in modding- it's there. As a closure; Happy Holidays y'all! May the Force be with you.
  9. View File [K1] Lightsaber Icons 2K19 This mod replaces all lightsaber vanilla icons [Mantle of the Force and Heart of the Guardian are not yet included] with the new version. # Background # When I switch around the lightsabers I had noticed that the blue lightsaber icons wasn't blue enough. It was more purple than blue for my eyes, so I decided to make it blue, similar to the blade's color. The blue color of the icons were inspired by JCarter426's "JC's Lightsaber Visual Effects", the K1 version in particular. In the end not only the color that was changed, but the style of the glowy part too. Its resolution also doubled from 64x64 to 128x128 with extra kick in crispness. The rest of the icons get the same treatment for consistency. # About this Mod # Inside this mod are 16 items of new lightsaber icons- which all consists of: 5 lightsaber icons 1 Darth Malak's lightsaber icons [this one had different style than the rest] 5 short-lightsaber icons 5 double-lightsaber icons # Final Remarks # Most likely HotG and MotF will be included in the next update. I have not yet found their correspond icons in the game files. I also have plan to change all lightsaber's texture to something that is more hi-poly in the future; we'll see. 🤞 Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me, 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: If there were any similar instances of these files either in TGA or TPC format, I'd recommend you to take them off first; either deleting them or moving them to your own 'Backup' folder. After that, you can copy-paste all the files included [not the folder] to the 'Override'. Overwrite when prompted. Uninstallation: Remove the said files from the 'Override'. Compatibility: Will not compatible with any mods that replaces the same variant of lightsaber icons. Redistribution: You can redistribute this mod or re-release it to any website; just don't claim it as your own. You don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets to a mod you will be releasing, make sure to give credits to BioWare & LucasArts, as inside this mod are their bases. Anyway, credit to me is always a welcome, welcome. Credits: DarthParametric for the past-present knowledge which allows me to create customs for the game JCarter426 for the inspiring "JC's Lightsaber Visual Effects" Dark Hope, VarsityPuppet, redrob41, CarthOnasty, Sithspecter, DeadMan, Salk, Sith Holocron, Quanon, Kexikus, Silveredge9, and Logan23 by being main inspiration for most of the creation Fred Tetra for the 'amazing' KotOR Tool Darth Sapiens and Paul Ste. Marie for Bioware's DDS Compression Kit All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout and to discuss -eb Submitter ebmar Submitted 12/10/2018 Category Skins K1R Compatible Yes  
  10. Thank you for the heads-up! I got confused between meshes and models and textures most of the time lol. I'll revised the information above accordingly.
  11. Greetings, fellow Jedi! May the Force be with you all! I'm quite sure some may have known of this, but is certain the majority wasn't. There are two [more] "unused" bump-map texture inside the game files; for Dantooine's Jedi Enclave in particular- and they gave significant end-result which I believe is nice to have them activated. So, with vanilla models, the floor tagged as LDA_flr11 and LDA_flr12- as their native resolution is 256x256. Inside the game files there are several higher resolution for these two variant; I take the LDA_flr01 and LDA_flr02 for the replacement. They are sized at 512x512, and had alpha channel on the texture. For whom of you understand on using the KotOR Tool, I believe you will find it easy on assigning each envmap to the respective texture [there are example of TXI's setup by double-clicking certain texture]. One thing that is important is to assign bumpmaptexture for them respectively with the appropriate bump-map [LDA_flr01B for 11 variant, and LDA_flr02B for 12]. I'll get to the point which is the result of the attempt: It looked even more amazing in-game. By my perspective, is one of the [if not the] most beautiful scenery in the game This area is tricky. As seen by the floor that the reflection is indeed the outside of the Enclave [CM_jedcom]. I think it should be either CM_Dantne, CM_danint, or CM_dantii perhaps? Which by their looks more resemblance of what's inside the Enclave. But each of the area model share the same textures so, more laborious tinkering [using custom meshes models] will need to be done then Hope this findings could enhances your K1 experience!
  12. ebmar

    [K1] Lightsaber Icons 2K19

    Version 1.0.0

    20 downloads

    This mod replaces all lightsaber vanilla icons [Mantle of the Force and Heart of the Guardian are not yet included] with the new version. # Background # When I switch around the lightsabers I had noticed that the blue lightsaber icons wasn't blue enough. It was more purple than blue for my eyes, so I decided to make it blue, similar to the blade's color. The blue color of the icons were inspired by JCarter426's "JC's Lightsaber Visual Effects", the K1 version in particular. In the end not only the color that was changed, but the style of the glowy part too. Its resolution also doubled from 64x64 to 128x128 with extra kick in crispness. The rest of the icons get the same treatment for consistency. # About this Mod # Inside this mod are 16 items of new lightsaber icons- which all consists of: 5 lightsaber icons 1 Darth Malak's lightsaber icons [this one had different style than the rest] 5 short-lightsaber icons 5 double-lightsaber icons # Final Remarks # Most likely HotG and MotF will be included in the next update. I have not yet found their correspond icons in the game files. I also have plan to change all lightsaber's texture to something that is more hi-poly in the future; we'll see. 🤞 Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me, 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: If there were any similar instances of these files either in TGA or TPC format, I'd recommend you to take them off first; either deleting them or moving them to your own 'Backup' folder. After that, you can copy-paste all the files included [not the folder] to the 'Override'. Overwrite when prompted. Uninstallation: Remove the said files from the 'Override'. Compatibility: Will not compatible with any mods that replaces the same variant of lightsaber icons. Redistribution: You can redistribute this mod or re-release it to any website; just don't claim it as your own. You don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets to a mod you will be releasing, make sure to give credits to BioWare & LucasArts, as inside this mod are their bases. Anyway, credit to me is always a welcome, welcome. Credits: DarthParametric for the past-present knowledge which allows me to create customs for the game JCarter426 for the inspiring "JC's Lightsaber Visual Effects" Dark Hope, VarsityPuppet, redrob41, CarthOnasty, Sithspecter, DeadMan, Salk, Sith Holocron, Quanon, Kexikus, Silveredge9, and Logan23 by being main inspiration for most of the creation Fred Tetra for the 'amazing' KotOR Tool Darth Sapiens and Paul Ste. Marie for Bioware's DDS Compression Kit All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout and to discuss -eb
  13. ebmar

    [Query] Using DeNCS

    First, thank you both for the feedback! I am certain that was using K1's nwscript.nss in the same folder with DeNCS.jar; as I extracted the said NSS straight by the KTool. Dang. More likely; as I had these two different report from two different scripts: Decompiling...k_pend_trask_7.ncs: success Decompiling...k_pend_trask_d.ncs: partial-byte code does not match Hello, Salk! Many thanks for the information! I can see what's inside the decompiled script now. Thanks for the insight! It seems to only see the what's inside the script/decompiled code was sufficient enough, as we can actually copy-paste the code to a text-editor, and then recompile it again using KotOR Tool, isn't it? Or DeNCS most likely failed to decrypt the code so there will be missing codes from the original?
  14. ebmar

    [Query] Using DeNCS

    Thanks! I was downloading the 1.6.0 version as instructed in the readme but it seems what's your suggesting is the latest version; I'll go with that. Thank you for the instructive details! Very much appreciated. Update: Greetings, @DarthParametric- I hope you don't mind me summoning you. I'm having this message on my end: "Decompiling...k_pend_trask_d.ncs: partial-could not recompile" which resulting the generated NSS couldn't be compiled back to NCS with KotOR Tool. Am I missing something substantial here? 🤔