ebmar

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Everything posted by ebmar

  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. [Updated: December 10, 2018] Greetings, fellow Jedi! Hope you all doing fine. This will be an archive-thread-miniwiki to accommodate my curiousness in some aspects from KotOR; either with placeables, textures , models, anything- which is too valuable to lost for just a status update but is too exclusive for each of them to have a single thread, in my perspective. I have archived some past random questions with its essential responses, should their information would be useful and will be easy enough to have access to: [August 14, 2018] PlasticCrate_cylinder [August 16, 2018] LTS_Rwall01 [August 19, 2018] PLC_Statue2 [August 24, 2018] Taris' Upper City Cantina Entrance Wall Panel [August 28, 2018] Taris' Upper City South Fountains [M02ac_02b_02e] [August 30, 2018] Ebon Hawk's Unique Cubemaps [CM_eh] [September 12, 2018] Locate Area Model [September 12, 2018] Sith Soldier Bump Map Restoration [September 17, 2018] Bump-map Breaks Level Geometry Animation? [December 10, 2018] Jedi Enclave's "Unused" Bump-map ____________________________________________ That was some questions-responses that I thought would need a proper archiving should they delivered any useful information for future modding attempt. Also, I'm taking this opportunity to ask to the forums too. Will it be possible to change that grey area in the center of Taris' city-walk to some kind of a mini-pool with water model/textures in it? One example in mind that could be used as a reference is this mini-pool inside Davik's estate: Many thanks for considering this!
  11. 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.
  12. 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!
  13. 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
  14. Greetings, fellow Jedi! May the Force be with you all. I have the DeNCS I grabbed from this post, but its format is on JAR. I have no experience with JAR files before and I'm kind of lost. Can someone explain one-or-two basic move to have the DeNCS running? Many thanks for considering this!
  15. 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?
  16. 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? 🤔
  17. ebmar

    Dark Stalker on Endar Spire - Revised.jpg

    Is that a revisited version of Sith Stalker mod by jonathan7? Looks cool!
  18. How TSL applying the BGM as SoundFX is very intriguing; particularly with al_jazz- the BGM that played inside the NS' Entertainment Promenade. Definitely something that K1 don't have, and surely is an improvement from the former.

    Edit: Just figured this out- ambient sounds and background music are two different things but is similar. It seems K1 have them too, it's just that they don't have the variety as TSL does.

    1. JCarter426

      JCarter426

      My guess would be it's so you can't hear it from outside the room. The Entertainment Promenade is unlike the other cantina modules what with its two different lounge areas and the hallway in between.

      The cantina music on Telos is also played from a sound object rather than as BGM. I believe in that case, it was specifically so they could script it to turn off during some cut content with Corrun Falt... which isn't even in the game, but there you go.

    2. ebmar

      ebmar

      Quote

      My guess would be it's so you can't hear it from outside the room. The Entertainment Promenade is unlike the other cantina modules what with its two different lounge areas and the hallway in between.

      Yes! That's what I thought after walking back and forth inside/outside the Pazaak Den. I mean, they don't put the BGM in the module, but they build the atmosphere using the ambient/SFXs, and that is something that I am amazed from TSL; particularly Obsidian as the devs. K1 is as good as a mainstream video game, but TSL is something else; they dare to take the risks.

      Quote

      The cantina music on Telos is also played from a sound object rather than as BGM.

      Yup, I noticed that too. Somehow it creates an extra immersion and virtual surround sound which I believe is a cool thing to have.

  19. Greetings, fellow Jedi! May the Force be with you all. I had troubles extracting/playing the audio files from K2/TSL; particularly ones from the 'StreamSounds' folder. With K1, I can do the trick with changing the extension to MP3 and then drag-droppin' a file to the track grid [I'm using FLStudio on my attempt]. But not with TSL's. I have tried with using The Miles Sound System v7.1 to decompress but it says the program didn't have the codec to perform the action and I can't find the related codec as far as I'm searchin'. I also tried with the BAT tools I grabbed from this thread; it creates the converted MP3, but can't be played nor edited afterwards. Are there any solution for the matter? What I'm looking to do: Listen to the audio outside of the game [I'm a new-avid fan of Entertainment Module 081 Cantina's BGM lol]. I'm looking to have a replacement music for the Nar Shaddaa's Entertainment Promenade, so I think I will have to guess the corresponding file [TSL naming their files like some kind of hieroglyph]. Many thanks for considering this!
  20. Is that the script to have the audio works in-game? Because I already have the audio converted; either to MP3 and WAV but the game seems not to be reading both of them. In K1 it works with standard Stereo channeled-320kbps MP3 but TSL seems to be something else... 🤔 Edit: I got the audio working now; it should be exported back as 22050 Hz-Mono-WAV to be readable by the game. Thank you for the heads-up about its sample-rate! Update: It worked with Stereo-22050 Hz-WAV. Although the end-result is not significant because of the way TSL processed the audio. It seems they forced the output to Mono, so it acted like SFX, rather than BGM.
  21. Edit: Lol 55 seems to be the most favorite number there. I have no idea of what those numbers are... What's the purpose of faking a header? Was it anything functionally? 🤔
  22. It works! Didn't know Audacity had that feature, wow. Thank you for the information! I'm not sure FLStudio had this feature but- worth to take a look at I guess. 🤔
  23. [Updated: October 14, 2018] # 00. Disclaimer # As the current development is reaching above 30% marks and somehow it looks like it needed its own development thread observed by its potential; I have the confidence to provide this "Legends" series addition a "Work in Progress" thread. # 01. Background # "I'll add your head to those of the other Jedi I have killed, and take yet another lightsaber for my own." Dang. Another blabber-mouthed dudes here aside of Selven previously; said me to myself while facing this cruel-and-evil Mandalorian straight from the now crumbled Taris. And I'm not disappointed; actually he's tough as hell and I even had to load my saved-game for about 5 to 6 times before finally beat him. He fights hard, but as a Mandalorian Rally Master who had fought in the Mandalorian Wars, he looks too basic which convinced me that this metal-head needs a unique-menacing appearance that distinguish him from the rest of the packs. So, hence the mod's development. Vanilla Sherruk's appearance preview: Image is a courtesy of Wookieepedia. # 02. Planning # Change his overall appearance; his head and armor including the melee weapons that he was using. But I'm not going to overdo his looks it as I would still reserves his original colour scheme [dominant-red]. Alters his VOs effect so he would sound different compared to other Mandalorians, as he will using a custom-mask according to the plan. New inventories meaning new challenge. I'm not going to overdid it too because in vanilla he's already OP; maybe kind of tweak his feats and his equipment would be sufficient. Custom weapons means custom names. Haven't actually decided what they'd be and what they are called. # 03. Work in Progress # [Updated: October 14, 2018] [Outdated] Already have the latest concept of his appearance and just to start building from there: I am using SpaceAlex'sīģŋ "Unfinished K1 Enhancement Pack - PC Head Reskins" for the base texture of his head. Also featured is xander2077's "Vanilla Masks Overhaul - Breath Mask"īģŋ which in-fact I haven't got the permission to have it released along with the planned release. The backup-plan is to have him wearing the vanilla Breath Mask just in case I did not have the permission for it. [Outdated] The mask is removed now. The reason is; I have encountered the same problem similar to the Helmless-Starkiller attempt, which bug makes the mask removed from NPC's head occasionally- and I don't have an actual cure on that. I thought the bug was only happened exclusively to the UC Cantina, but it seems it could happen anywhere. I decided to take the less-difficult path with removing the mask then. As a change, Sherruk will have some implants on both side of his neck, which backstory is; the extended use of Nerve Enhancement Packages defaultly-equipped on him somehow affecting his larynx, which makes his voice sounds distorted. Here's a quick preview of how he'd appear in-game more or less with the recent update: [Update] As Salk suggested, the color of the beard and brows are more similar to that greyish part of the hair now: His personalized melee weapons has been decided; they are using ndix UR's "Traditional Mandalorian Blades" amazing resource as the base [props to Deltm for the assist which directs me to the said mod; for without it, this content wouldn't be a possibility then]. A backstory will be added to the blades in conjunction to their new appearance. Little fun fact, it will have an Alignment Limitation implemented. Here's a quick preview of the blades: As Salk suggested too, his armor also had some touches which makes it looks weary [and tells a lot about him]. [Outdated] A quick preview of the Voice Overs Replacement: [Update] Latest preview of the Voice Overs Replacement: I am comfortable with the latest concept, and is confident with it. It could be near the final stage of the development but not closing the possibility of further changes. # 04. Next Steps # [Updated: October 07, 2018] Adding description to weapon's description tab. # 05. Future Plans # [To be decided] 😁 # 06. Final Remarks # Critiques, comments, suggestions, questions and any feedbacks are very much appreciated. Thank you, for taking your time here.
  24. ebmar

    [WIP] [K1] Sherruk "Legends"

    Thanks! Very much appreciated. Yes, I agree with you. Although, I could compromise with the timing as seen in the preview above [there's a transition which I heard works quite well although when it stops exactly with the dialogue; it would be perfect]. I haven't actually fiddled with other numbers on its 'DelayCommand' which triggered the original music back to play, but looking to have the exact moment for the music to stop in the near future. 🤞 My priority [encounters-wise] would be with the "Legends" entries. I am looking to have the theme played during each of their own dialogue/cutscenes; at the very least which encounters leads to a battle sequences such as Belaya [Dark side path] and Selven. If by what you mean "other encounters" was outside of the aforementioned entries- it won't be very likely that I will doing it. That I do hope someone more advanced in scripting will take a crack on covering the amazing idea. Hell- with my current skill seems likely that I will only copy-paste one script to another; assuming they works the same, lol. 😂