ebmar

Members
  • Content Count

    1,085
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by ebmar

  1. Face, body or any objects turning all white means the texture can't be loaded by the game for some reasons -- and one of them is an invalid TGA format. What program did you use to export and edit it? Edit: Disregard. Late to noticed that you're using PS -- sorry, hahah. Anyway, if you don't mind perhaps you can attach the relevant files for us to inspect. I mean, it could be anything. Like invalid fields for DS transition in heads.2DA, and with the portrait could be something with portraits.2DA. So I think for a good start is to see if the exported TGA is valid or not. And what SH said with the size of portrait is relevant too. Another thing could be with how you convert the JPG to TGA.
  2. Style 3 all the way! Simply because it provides a clear view of the surroundings, hence make it easier [for me] to compare the before-to-after results. Also impressive-looking stuffs there.👍
  3. Thank you for the information. I'm so lucky to stumbled upon this thread prior to my attempt that somehow related with. You just saved one's soul, hahah. While here I also want to attach a visualization of this idea, for one to easily understand what actually happened --
  4. Yeah, I can't really do anything with that. If you want you can try adjust lowering the high as your liking. And as for the volume, yeah - it gets normalized hence the cranked-up volume. Again, you can lower it down as you'd prefer. And again, when speaking about [professional] audio quality it all comes down to the resources. We can only do so much with the acting/voicing, but it's really those wares that does all the magic, hahah.
  5. Try this one, Salk -- nm35aavict23000_[Salk]_LowCut.mp3 See if there's any improvement with that. What I did was to cut the lower frequencies because I heard a bit too much around that area. Well -- that's just me with my ears, lol. As for the actor's; the quality of audio sounds professionally done -- well, as expected I guess. Can't really tell with the acting part, but I think it's pretty fittingly-good. But that cut at the end was a let down. Adding few silenced bytes could do, though not sure.
    Fantastic! Just gave the tool a run-test and turn out quite nicely. As a module extractor, this tool did an amazing work. Every assets extracted and re-organized very neatly. At the other hand, as a module cloner -- label-wise, every area infos, models, and lightmaps are cloned properly. Though improvements could been made with cloned lightmaps TXIs to be exported too, as well as the [area] textures'. An option to export them as TGA/TPC could have been nice also. If it's not too much to ask then [batch] hex-ing the Model Name to match the filename would be perfect, hahah. Nevertheless, many thanks to the author for this tool -- it certainly helps anyone that attempt to create a clone/reskinned module. Cheers!
  6. [Updated to v2.0.0: September 24, 2020] What's new? 2 version of the panel -- transparent screen and solid-non-transparent version New panel frame trimesh made by DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by Sith Holocron Panel board bitmap made by ©FrankDiorio, as shown on his website [then niubniubsuniverse-dot-com]. Available to use but not for resale TOR-ported animated bits redistributed by DarthParametric
  7. Good question, and can't blame one for that. Long story short, before I know how the patcher works, I thought more/less the same as you -- the installation might not working as intended, and without knowledge for once I copied the MOD file inside a mod archive and then paste-overwrite the existing one inside my modules folder. Fun times, lol. So in general it's best for one to understand it like this -- as DP stated above It still should inject the appropriate changes into that MOD. What happened under the hood is the installer make changes to the already existing relevant MOD/unk_m44aa.mod file on your end, and does not copying what's inside the mod's archive. The opposite happened when -let's say- you have a clean install of the game and this mod being installed first. You will then have empty modules folder filled only with RIMs, without any MODs. What this mod does then it will copy the [vanilla] MOD inside its archive to yours, and then inject the appropriate changes onto it. It's a necessary procedure for the mod to work properly. And to answer the question -- I can only say to install this mod at the latter stage of your build, which means after K1CP and any other mods if necessary. Hoped that helps. Cheers!
  8. [Update: 09/15/2020] Indeed it is. So, after long hours of development; trial-and-errors, stress-and-joy, and not to forget the heart-warming assistance yet deadly-constructive-critics both from @DarthParametric and @Sith Holocron -- I got a Release Candidate for the now v2.0.0 [too much stuff changed for a v1.2.0, lol]. What's new in the upcoming version? Front -- Behind -- Some technicals: # node trimesh DP_commPanel by DarthParametric // New frame of the panel made by DP # bitmap sheb_compnl_scrn by Sith Holocron // Screen base/layout made by SH Diffuses that animated on screen were ported from TOR by DP, and kindly redistributed towards me to use with The buttons and its layout were downloaded from niubniubsuniverse[dot]com -- then/now https://dioramaworkshop.com/decals/ // ©FrankDiorio. Available to use but not for resale. Few edits here and there to blend with the game-world more suitably The panel texture/PLC_comPanel currently still in vanilla scheme, albeit upscaled to x1024 from x256 using PS'. To be honest I'm comfy with how it looks, because I can't think [or made one just to be fair, lol] of anything that suited for To-be expected issues: With current transparency setup, traffics seen from one of the room inside the Medical Unit will not be rendered, though they are from the Bumani office -- Lightsaber planes as well with the hilt also -- There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. As an option will be included the solid-non-transparent version of the screen so, those issues would not be known. Something to be argue, perhaps -- but I have always wanted the screen to be a little bit transparent, despite of the issues. So for preferences' sake the option is there. Cheers. That's all for an update -- if it's released I'll do an update with this post, but if anything changes then there will be another one, lol. Catch you later!
  9. With this attempt you'll need a fresh module load, and you must not enter the area previously -- that assuming Jolee were spawned soon as entering the module [can't remember if I ever check that]. Try to load somewhere before going down the lift first time. Granted, NpcOverhaulK1 can probably be the culprit, but I never use that far enough so can't give any insight on. Things will probably breaks more than it currently is if you're going that way. Let's see if you can make it work with current solution first, and look for an alternatives later [not that anything practical I can think of, lol]. Though probably someone can chime in and grant you of this wish. Good luck!
  10. If anything this could be the one -- #12 KOTOR 1 NPC fixes Is it this mod? -- If indeed that is, you may want to check any instance of p_jolee001.UTC in your Override. And if there, try to remove it temporarily and see if you can proceed. For further details you can try following this post and on.
  11. This can be useful, but for now and the foreseeable future I'd advise you to go with Notepad++ instead; as quoted from DP in above -- -- [although I didn't notice the former plug-ins this time around. Dang, that looks handy -- will try one now!]
  12. I can partially agree with you by installing a unique DLG to the Override [that not shared in different modules such as lev40_carth], and hard-overwrites any of the same instances -- as I've been there trying to setup a patch for a massive DLG and ends-up breaking things, lol. If anything the way I see it -- the patching comes when someone decides to change the script/how the script works in a specific nodes, without adding new trees and/or branches to the DLG. Can also work for new cameras placement or anything that basically not changing the structure. I can't see things working if let's say -- I decided to have a mod that does the same as you but having more/less dialogue options/variations and decides to patch yours. Because one thing I know that TSLPatcher could not delete nodes -- it can only adds/edit ones. Edit: well, figured out one could add a conditional script that is unavailable so the node/s will not shown, but you get the point. Alternatively -and last resort, as it will turns you a villain here, hahah-, you can make your mod a semi-closed system by editing the script that fires the DLG - point to your customized one that have unique labelling e.g. scr_unk41_mision. That will make yours very specific, and if anything breaks you know the one script that does that. Anyway, congrats with the release -- looking forwards for more from you. Cheers!
  13. That often happens when -as the warning said so- the file's index value for a menu goes out of bounds. Typically if you're loading a UTC that Appearance_Type exceeds the row limits of the loaded appearance.2da. In most cases, to fix that you will need to have this settings [with the KotOR Tool] -- Tools \ Options... \ Other \ 'Check' the *Look in Game's Override folder for 2DA files* -- so that it will load the edited 2DA in the Override, rather than the one from the base game. That can also be caused by other fields, such as Subrace/SubraceIndex -- though can't recall which one is it, depends on which have the exceeded values. TL;DR -- do not edit the crashed file with KotOR Tool. Use it to extract the file, and then use K-GFF for the editing. It might be difficult at first, but you can try looking at other same-format files to see how they were set up.
  14. [Update: 08/24/2020] Development still going for v1.2.0. So stuffs been changed quite a lot lately. And for a quick brief -- the setup that's in the post above/[Update: 11/25/2018] has one big flaw [from what I see], that any creatures rendered behind the monitor will be invisible. I can't figure out how to fix that using texture-shaders or any degree of alpha-masking -- even using every value of # alphablending with the TXI [and all possible parameters] doesn't seem to helped. I can't/won't go on with that cons, and this is where the new update plays it part. What's new in the upcoming version? Now, creatures are rendered as well as the ships behind. With this one I had to edit the model, and separate the monitor's mesh with the panel. The monitor then will have blending additive which makes it possible for proper behind-objects rendering [with trade of glow-overlay, but I guess it wouldn't hurt. Intended to have as a matter of fact], and then the panel can have its shiny parts. The looks also been changed as we can see -- new face for the animated-monitor as well as the panel. One may have guessed where did I get the idea of the monitor's from, hahah. Yeah, that's right -- Peragus' medical one. I'm looking to fit the monitor with the frame [though I didn't really bothered with it -- I mean, it could have just been projected with the panel, right? Hence the floating. 😛]. But with my skillset right now, I wasn't sure -- we'll see. As for overall looks I think I'm confident to go with it. Still, can't say this one's a final -- subject's still prone to changes.
  15. [mus_s_darkside playing in background.]
  16. Does remaking the existing modules may didn't work for you? Just my 2c -- I think everyone be better off remaking the existing modules rather creating new ones, at least with resources/SDK that we had for now. I mean, modules not only about models and textures -- there are also lightmaps, paths [in PTH format if I recall correctly] and many other details that's close to impossible not seeing the day-light to create from scratch -- that if the goals actually to make them functioning in real-time, rather than only for display/proof of concept. Take this one for example. That's a reskin of RedHawke's ORD Mandell Mod. From what I see, it looks decent enough for a new planet, without having the feeling like it's a straight copy-paste to Dreshdae. Another outstanding example is this one by @Sithspecter [excuse me for using your post as a reference, SS] -- -- if I haven't told that it was a reskin of Manaan's Sea Floor - I wouldn't have guessed, really. Edit: another great example of reusing modules is @jc2's Lehon Mandalorian Expansion. He's remaking the Rakatan settlement as the Mandalorian stronghold in his mod. Though aesthetically look the same, other than that everything looks different with smart replacement of NPCs and placeables. Though locally I did modded the looks of the module, so it looked like this -- -- and that's only changing the skyboxes and the flag's texture. Not yet involved with lightmaps, AuroraLight and fog. TL;DR -- there are much more important things rather than fiddling and getting burned out with newly created areas/modules; such as gameplay, storyline, characters/NPCs, voice-overs and audio [BGM, SFX] are elements that can make a reused modules feels unique and fun to be play with. I mean, big name developers are also known for reusing their assets far as I'm concerned, hahah. Edit2: what I'm trying to say above was -- it's not entirely impossible, only it's a pain to do so. At this point we may have to reflect at Canderis' post above. Also I seemed to forgot that you were talking about doing a "KotOR III" -- I thought it was about new modules, even more a new planet that already send chills down my spine, hahah. I hope that can be useful -- since you asked for feedbacks. P.S. hope that I can contribute more on this one, but since I haven't finished TSL yet think I'm stuck at technical areas for now, lol.
  17. Yeah, I mean there's a better tool for texture installation, but yeah -- it's the only tool for mod creation presently. My bad for going off-topics and for the inconvenience. Point taken! Edit: anyway, thank you for the link - this probably a promising place to start. Edit2: dead end, so far. No reference about ME1 there -- all there is was ME3's, and both games seems like using different file formatting. Edit3: refers to the information I got from a reliable source, apparently we can't mod audio in ME1 for now, because no one has the source code on how audio works.
  18. Thank you for the feedback! Yeah, I've been using that but not lately -- as I found out that it broke the textures that installed with, also ALOT Installer supersedes its texture-installer functionality as well is more time-efficient with the installation. Granted, no toolsets around that has the compatibility to explore the game files compares to that, from what I see. Though looking from few mods that been made recently it still is the primary toolset. Yeah, I saw it, but not sure where-to, what-to, and how-to work with the related assets. Sure, been looking onto it.
  19. Since DeadlyStream supports discussion about other games that is non-Star Wars, as the section said so -- I tried to push my luck here with a question for Mass Effect's -- because I can't for the life of me finding an active forums that discuss [not that only host mods] on ME modding. Also, no harm on doing this here I guess, which intention is to take all the help I can get from this beloved forums. So, I want to change the BGM that plays on an area to a customized one, particularly around the Upper Markets located on the Citadel -- Upper Wards. Well, you know - the section where we observe the view of Citadel's wards with Ashley and Kaidan. If there's way, how can I do that? Much thanks for considering this.
  20. Thanks for the heads-up! Yeah, I forgot that it had been discussed before --
  21. I hoped you're using KOTOR 1 Community Patch in your playthrough because I believe they had resolved that [and in a more extensive way] as part of this issue.
  22. Well, matter of personal preferences then, I guess. Because that's the least thing I'll choose regarding metal-based/hard-surface texture, hahah. Just my imagination, but perhaps if you apply enough envmask on the dark area of the blade [and using the normal map so it don't look like it's laminated], something good might came out of it.
  23. That indeed looks cool! and should be very fitting for Ajunta Pall's blade/sword. Anyway, about -- Yeah, I think it can't really helped much [though I guess mycube can tackle that -- unless you want to use customs]. But I'm sure by taking advantage of using normal map [best feature one can get on this engine, texture-wise, I guess], the blade would look really great.
  24. From log perspective, that's fine. It means that the installer not copying the module from the archive, and go with the patching process instead. If you don't have the said module on your modules folder, then it'll copy a fresh one for the installation to proceed. And since you're using K1CP, that log was to be expected [if this was installed after it]. But still, to see the mod working or not you got to see it in-game.