ebmar

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Everything posted by ebmar

  1. Thor110 might have best answers to resource in question [as the author], but in general perhaps this particular post can helps -- I believe that's somewhat relevant with what you're trying to do. Best of luck! ðŸŧ
  2. ebmar

    Carth Onasi

    The jacket looks awesome!👍
  3. You mean the modules folder, right? The warning only trying to say that the patcher skip copying the module if you already have tat_m18aa.MOD in that folder, whereas if you didn't have the said file [such as a clean install] the patcher then will copy a vanilla-then-to-be-edited one taken from the mod's archive. The patching's still happening despite the warning though, so you should have nothing to worry about. But fair enough with that question, just something for you to remember. So in regard to that -- they're compatible.
  4. As for me -- you can always ask for permission from both the author for using the files/setup taken directly from them. I mean, since you already said that you have it from. Granted, it's not impossible for someone happened to create similarity to what others did, and for that I believe it's fine to release one [without direct permission] -- at least on modding practice, far as my concern. And that's from etiquette perspective. What makes them legit or not from what I see is whether they can provide support to their work. If they can, then it's good -- if not then they better don't. As from practical perspective I guess it'd be better if you create something that at least at the same level -- both in compatibility as well as quality -- as what it means here at least you don't make new problems that didn't occur previously. Lastly, consider releasing this or any of your mods using TSLPatcher as possible -- regardless of how difficult for you to pull that one off, you'll find it more rewarding than the other way around. Cheers, and good luck! ðŸŧ
  5. TL;DR -- [Update: 05/10/2021/PM] The Sith Empire Name: Santilium [Darth Santilium] Level: 75 Class: Sith Warrior Advanced Class: Sith Marauder Discipline: Annihilation Status: Active Server: Satele Shan Name: Paramitha [Apprentice Paramitha] Level: 36 Class: Sith Inquisitor Advanced Class: Sith Assassin Discipline: Hatred Status: Active Server: Satele Shan Name: Jarrotth [Jarrotth, Hired Gun] Level: 36 Class: Bounty Hunter Advanced Class: Mercenary Discipline: Arsenal Status: Active Server: Satele Shan Name: Alyssdar'vathi'nayya [Cipher Agent Alyssdar'vathi'nayya] Level: 32 Class: Imperial Agent Advanced Class: Sniper Discipline: Marksmanship Status: Active Server: Satele Shan Name: Naga Massi [TBA] Level: 1 Class: Sith Warrior Advanced Class: Sith Juggernaut Discipline: TBD Status: On-hold Server: Satele Shan The Galactic Republic Name: Rin Jaani [Rin Jaani Knight of the Republic] Level: 33 Class: Jedi Knight Advanced Class: Jedi Sentinel Discipline: Watchman Status: Active Server: Satele Shan Name: Deadstream [Lieutenant Deadstream] Level: 31 Class: Trooper Advanced Class: Commando Discipline: Gunnery Status: Active Server: Satele Shan Name: Joleemia [The Outlaw Joleemia] Level: 21 Class: Smuggler Advanced Class: Gunslinger Discipline: Sharpshooter Status: Active Server: Satele Shan Name: Mintaram [Jedi Mintaram] Level: 21 Class: Jedi Consular Advanced Class: Jedi Shadow Discipline: Serenity Status: Active Server: Satele Shan Name: Kev Maravi [TBA] Level: 1 Class: Jedi Knight Advanced Class: Jedi Guardian Discipline: TBD Status: On-hold Server: Satele Shan Name: Turr Bao [The Outlaw Turr Bao] Level: 19 Class: Smuggler Advanced Class: Gunslinger Discipline: Sharpshooter Status: Active Server: Satele Shan Stay tune to be updated and/or make sure to follow the thread for notifications -- will be updating this post frequent as I could! 😁 Acknowledgement: @DarthParametric -- for guiding me since level 7 with my main Santilium, which all and all make it easier for me to likes the game even more @Sith Holocron -- for hosting this thread! ðŸŧ
  6. [Update: 03/31/2021/AM] Just to let you know that the project's not dead -- well, it actually is a couple weeks back since I haven't touched it from when. 😂 Will want to keep it short here. So there's a change of concept to most -if not all- of the room. The central area that was planned to have fountains will be replaced by a field-sized lounge that has an island bar at the center -- The idea comes from @DarthParametric originally, and with thorough discussions as well of careful considering -- can say that this one's final [conceptually]. ðŸĪž Also with his generous help we can finally get a beautiful TOR-ported-own-modification island bar at the center there. There are changes follows with the then drinking-lounge/bar, so it is now will be a *cough* stripper-stage -- You can see there as well a new-sleek-table-lip again made by DP, to help Pazaakers or drinkers or whoever they will be to comfortably keep their hands on the table. There are also lightbeams from the lamp that we get the idea from Kashyyyk's to make this sleazy-dirty place prettier [and make some senses]. There are couple of changes made but I forgot which, but for sure they're an improvement from the former. Will get back to you soon with another update -- one with significant progress, hopefully. Cheers. That's all for today -- catch you later, and may the Force be with you!
  7. I mean if it's more like -- let's say someone edits a creature object/UTC or any template objects inside one module; so for the change to take place immediately that specific module should need to be loaded the first time before entering, and won't work if the change made from a load of an already saved game [inside that module]. But if you say it does its best to recreate behavior of the vanilla engine then it's pretty much similar I'd gather. ðŸĪ”
  8. Looks promising, and congratulations for reaching the milestone! ðŸŧ Just a question though the answer might provide anyone here with insights as well -- did you utilize modular setup for objects like they did in Odyssey or something more real-time?
  9. Try checking G_FinalChoice -- from what I recall they use it to determine which one is LS path [set to 2] or DS' [1]. As DP mentioned above they're triggered on the Temple roof, and from my documentation the LS one fired with k_punk_bastesc, while DS' with k_punk_bastjoin.
  10. And they seem to be only happening in TSL, as they are not there in K1's -- far as I can recall. Interesting -- have that noted to when similar problem arises on my end. Will see if it actually does something, cheers! ðŸŧ
  11. Diggin' the new light panel at the base -- looks great! Curious with what's happening in the last picture -- where there's light sneaking from the inside... something's going on there, hahah. Edit: late to noticed that it's in your earlier screenshot posted here -- fancy!
  12. [Update: 02/24/2021/AM] Some progress made -- and yet again, still with the bar/drinking lounge, hahah. Guess I got a weird connection with this particular area -- Lately I've been interested in TOR world-design as well being influenced by it, and using some screenshots/footages around I decided to change the table-top to imitate what they did -- more/less. Though not that close, but this one'll do for me. However, I haven't really pleased with the bar/counter one -- guess will have to fiddle more to get the result closer at least with the tables. Some adjustments as well with the mark-out walkways, not really visible but it's there. The change will also be applied to all the tables in the module, and I'd probably add the mark-out walkways to the other rooms as I really liked the concept. Just hoping I could nailed it right, lol. That's all for today -- catch you later, and may the Force be with you!
  13. Looks perfect to me. Congrats for nailing it! You as well!
  14. Most impressive! I'll take the initiative for a screenshot taken from the footage giving backing to a better look at it -- Don't have any questions regarding the project for now, only to give you my support on this. ðŸŧ Never thought I'd seen the day that KotOR can finally have dynamic lighting and stuffs -- so cool! Oh! Actually there's one question -- graphics-wise, will/can you probably add something like post-processing effects with it? I know there's already an external program for that, though maybe you want to add yours that integrated with the engine. 😁
  15. [Update: 02/21/2021/AM] Bits of progress with the bar/drinking lounge -- As suggested by DP I have changed the mark out walkways' colour, and can't be agree more with him -- I do like the new one! As an addition to that I have also changed its pattern, as well readjusting the curves/corners/angled sections. I did pleased with the result, and looking to move to another part which is... hmm, not sure, I can pretty much populating the area now but -- oh! Reshaping all the table trims to match with the bar ones. Anything I'd do in the near future would still cleaning up the place aesthetically anyway. That's all for this update -- catch you later, and may the Force be with you!
  16. Hello, and welcome! ðŸŧ Sounds fun! It is feasible. I'd recommend you to start from having KotOR Tool first -- it's a handy utility to extract the game files; including several sound-effects/SFX which can't be accessed directly through the game directory. Voice-overs/VO can be obtained via streamwaves [K1]/StreamVoice [TSL], background-music/BGM through streammusic [K1/TSL], and some other SFX and/or soundsets from streamsounds [K1/TSL] folder. Second, to have SithCodec with you, always. I'll just quote @JCarter426 as the author for elaboration -- -- with that in mind, few audio in the game contain the said headers and most of them are VO as well as BGM. In the game files they're disguised as WAV, though originally are MP3. Third, to know what audio setup the game's natively use -- SFX: Mono WAV at 22050Hz. e.g. pl_starmap_open.WAV -- SFX used for Star Map when opened [K1] VO: Mono WAV at 32000Hz. e.g. NGLOBECAND03473_.WAV -- one of Canderous' VO [K1] BGM: Stereo WAV at 44100Hz. e.g. evil_ending.WAV -- music for dark-side ending [K1] SithCodec should do more than enough to decode/encode the audio. For editing and stuffs you could pretty much use anything you like. That's all as beginning. I might've missed something there -- just ask if you have any questions. Cheers!
  17. Will try! Were about to use that colour actually but in doubt, kind of. I use the current one to match with what's in the counter as a reason. Got that noted! I'll try to improve on that part. Thanks for the feedback. ðŸŧ Ah, then just near it slaps on a bullet mark/decal on the wall -- perhaps put a backstory behind it? Neat idea!
  18. Yeah, was trying to pour myself into it also and -- there it goes. 😛 OK, I admit to made mistake particularly by altering the animation. Dang, I shouldn't have changed it, hahah. I'll fiddle with it again later. Thanks for the feedback! Now there you see it folks... Cool, and thanks! I'm as excited as you too. ðŸŧ Feedback taken! Thank you. I do also think the place need to be brighten, though not sure how much. I'll play with it at some point.
  19. [Update: 02/19/2021/AM] Here's a quick tour inside the Hub -- My rig's not the pretty one so you might notice a performance drop, but that's from recording the game. Still, there'll be an in-game performance-hit at some parts of the module because it had to load most room simultaneously to make them visible, particularly at the central area. But if you have pretty decent rig I don't think that'd be a problem. Most [static] textures are around x512 at most, and the animated one can be ~x2048 -- they're all in TPC format. I've tried populating the module and... yeah, the performance drops a little bit more, lol. But still at decent playable-frame-rate I'm certain. I'm creating this with efficiency in mind, so I try to remove any extraneous bits that [I think] could overload the machine -- my machine, lol. Started from removing isolated faces on the model to using reasonable texture resolution. Progress-wise, I have worked on the bar/drinking lounge -- by adding a mark out walkways as suggested by @DarthParametric on DS' Discord, and few other addition as well. Also in the dancer-lounge you'll notice a fancy-looking dancing Twi'leks' signage, courtesy of @Sith Holocron -- with a little collaboration I did. That's all for now, and catch you later!
  20. [Update: 02/18/2021/AM] Progress made with the bar/drinking lounge. I have added a signage to the counter, as well a touch of comfortness by adding a nice-gritty[?] carpet. The table trims also have been reshaped, and few other stuffs mainly to make this place more compelling, lol -- I'm looking to work on this project pixel-by-pixel on a daily basis. Trying to get my memory back with some stuffs I used to know at the very least, 'cause not modding for months makes me forgot more than what I've learned, lol. Catch you later!
  21. Thanks for the input! Yes, that's what first comes in mind shortly -- always see that kind of elements to be the last and final thing to address. Nope, far as I can recall this project haven't been in promotion just until yesterday so -- but if anything at one point I'd probably going to learn doing that, quoting DP a moment ago -- Fingers-crossed! ðŸĪžðŸ˜› Thanks for the suggestion though! I didn't thought about it not until you suggested that so, I'll take it.
  22. As it stands now... still open for ideas! Hahah. Initially I was thinking about using the unused door at the left side right after the entrance in Yavin Station. Pretty much goes like this -- There's someone at the door, then we're engaged on a conversation which leads use to be invited by them to use their shuttle to the hub by interacting with the door. Then it'll leads us right to the hub's entrance. But, from a discussion with @DarthParametric just moments ago arises several ideas, and this one I inclined the most -- That way will get rid of the neediness to transit toward a particular planet just to get on the hub, which is nice. And then to travel to the hub I think we can talk to the droid that will be positioned inside the control room -- that one just before the cockpit, with assumption that they hold the hub's coordinates. Far as I can recall the room has no purpose there, so I guess we can make use of it somehow.
  23. Pretty much, yes! Was about to mention it on my post but did not at the end. That project was exactly the first one comes in mind when the idea arises. 😁
  24. This is basically a reskin of Javyar's Cantina, where we'll find bullet marks, stain, and broken panels on wall and the floor -- as oppose to the Upper City one that looks more preserved. Though many of its geometry, lighting etc. has been changed. More details below! Much thanks! ____________________________________________ Long-story-short, Iater last year I was in a discussion with @DarthParametric on DS' Discord about creating new module -- an entertainment promenade in K1 to be exact, which players could spend their time doing mini-games, battling characters, monster hunting, enjoying cool tunes and many more [that you'll decide! Why? Will find out about it soon!]. Out of agreement [LOL] I chose Javyar's Cantina as template and go ahead on working on the basis -- some basic modeling, reskin, and to follow -- populating the area with NPCs as well their fancy things. To make it shorter -- we had agreed and envisioned this to be a modders' resource in the long run, but my plan is to lay the foundations first -- a fully functional module that later can be easily integrate with modders' customized version of it [this where you decide what you want to do!]. So the end product will be a playable module and an empty module with resources. As it stands now the area has been finished about ~80% [that I'm quite happy of]. The only room that haven't fully worked on is the bar/drinking lounge. Here's some screenshots and details of each rooms -- Entrance Pazaak Lounge Central Hub Swoop Lounge Bar/Drinking Lounge Dancer Lounge I guess that's all for now. And if anyone have questions and/or feedbacks feel free to drop one. Cheers! P.S. this one by far is the most complex mod I've ever attempted [and without DarthParametric's help it wouldn't be at this point, really], and to add to that -- I haven't mod in about 4 months or so, so -- this one might take a while, hahah. ðŸĪŠ
  25. Update 01 // Main: 02/15/2021/PM Update 02 // Bar 01: 02/18/2021/AM Update 03 // Quick Tour Inside the Hub: 02/19/2021/AM Update 04 // Bar 02: 02/21/2021/AM Update 05 // Bar 03: 02/24/2021/AM Update 06 // Island Bar & New Dancer Stage: 03/31/2021/AM Stay tune to be updated and/or follow the thread for notifications! 😁