ebmar

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Everything posted by ebmar

  1. ebmar

    Appearance.2da limit?

    I recall saw two row spaces [two consecutive rows with only ****] on your mod's appearance.2da - IIRC, perhaps that causes you the trouble. I mean, linking with your apparent problem which skips two exact rows - that seem to be likely. Did they only happened with ~600's? How about those at ~200's or ~300's - do they have the same number skipping? All clear. I'm at 783 rows now -without **** skipping- and didn't seem to having that issue. Which why I suspect them rows with **** could be the culprit for this.
  2. ebmar

    Head Help

    Hmm, you could try with this - Open kotormax.ini from this path [by default] gmax \ scripts \ KOTORmax Try to make sure having this on your end usemax=0 Not really sure if it was set to 1 or already 0 but I recall having encountered that too. But again, vaguely remembering how it was.
  3. ebmar

    Head Help

    Go with the [+ MDL Loading] - choose Import Geom Only and Import. I have edited mine as I realized there was lack of information there with the initial ones.
  4. ebmar

    Head Help

    Cool! Glad to see things are working very well in the end [minus the Dark-side transition issue]. I will then documenting and attaching the DS transition fix authored by @DarthParametric on Discord > r/kotor here; be back with an update later [or you can just sign-up there and see the post directly yourself]. Edit: to fix the UV you will need an additional tools which they're 3D modelling program -gmax and 3ds Max are most recommended for this- and KOTORmax. Steps are - Convert the latest PMHC01 binary to ASCII Run gmax with KOTORmax installed On the left toolbar there should be a button to load the ASCII, written as [+ MDL Loading] - choose Import Geom Only and Import then To have the texture shown [with the model] I usually put the relevant texture/TGA with the same folder as the loaded model - so you'd want to do that too. There must be another [legit] way on doing that but I don't know how. 🙃 Don't forget to reference the hair mesh, which is Object01 to reference PMHC01 as the bitmap instead of PMHC04. You can do that by following this - Done with collapsing stuffs we're going to export the model now. Select the blue box under the head model; it's called OdysseyBase that you'll see it's written on a box in the top right corner With OdysseyBase selected - you'll see Odyssey Base Params underneath and down below you'll find Export Geom only button. You know you're very close for a result so you'll know what to do, heheh The exported format [again] will be an ASCII. So you may want to convert them to binary with MDLedit, and rename as appropriate That pretty much sums it - just let me know at which part things are confusing or lack of necessary information.
  5. ebmar

    Head Help

    Ah! You should not load the MDX but instead the MDL from the menu; the app will load them both automatically. I'm still experiencing this few times, heheh - rookie-in-haste mistake. 😛 The only converting process were when; Converting from Binary [MDL/MDX] to ASCII - to transplant the hair node Converting from ASCII back to Binary [MDL/MDX] a.k.a the in-game format model; because the game only accept MDL/MDX format for things to work
  6. ebmar

    Head Help

    Don't! The first rule of general modding is; never change the extension, hahah. Keep the extension as-is [on exporting] and only rename the file. Edit: apologize that I might have confused you with a / on MDL/MDX there. My intention was to have you read PMHC01.MDL & PMHC01.MDX.
  7. Greetings, Mod's Author! A nice addition to the game! Particularly for role-play purpose as described. Though, apparently if our main-character went Dark side, the mesh [Object01] use PMHC01 as its default bitmap instead of PMHC04 for a proper hair appearance. Looking forwards to a positive feedback regarding this report, and many thanks for considering this.
  8. ebmar

    Head Help

    Thank you for the insight - much appreciated. Edit: I managed to get the models merged - so, here's how things goes: Prepare your tools; MDLedit and Notepad++ Prepare the models from this post and the long-haired model Download this - K1Supermodels_Vanilla.7z We need the Supermodel for recompiling from ASCII to Binary to work [step 14] - so put all of them at the same folder with the head models I'm going to index 1 for DP's model and 2 for the long-haired/valten7's Organized the files [including make a backup] as you see them fit, just make sure you know which one is which We're going with the hair transplant method in this case we're going to copy the hair nodes to the other model Load 1 and 2 with MDLedit and save them as ASCII Open 2 ASCII with Notepad++ and find this node using find command - node trimesh Object01 That is the hair node's header we'd want to copy all the information to the other model Block and copy all the nodes until you find the end of the node - endnode You can transit them for temporary to a new opened tab on the notepad Open 1 ASCII with the notepad and find this node using find command - node skin head Stop right there - that's what we would use as a mark to where we'd want to paste the hair node we copied earlier Make a space above that node and paste all the hair node we copied earlier there so more or less this is what you'll get on screen - node trimesh Object01 parent head_g ... ... ... ...35 0.91469 endnode node skin head parent PMHC01 ... Them three-dots means the information inside the ASCII/model Save the ASCII Load the hair-transplanted 1 ASCII with MDLedit and save it as Binary - overwrite when prompted. Be advised that you'll get warnings if you don't have the Supermodels in the same folder with the ASCII Pretty much done - next is to copy the binary model -which should be named as PMHC01.MDL & PMHC01.MDX- and paste them to the Override, and overwrite when prompted I think if you're following the instruction very clear you can have the wanted result. Just let me know at which part you got stuck/that is confusing. I should apologize if indeed the instruction are not very clear and is confusing. 🙃 The end-result is not without [possible] issue. If our main-character went Dark-side the hair texture went back to PMHC01, which will show a broken appearance on the hair mesh. We can discussed about that later after the attempted result above is actually working.
  9. ebmar

    Head Help

    Greetings! If I go with the ASCII route, should I only copy the hair mesh and paste it to the other model to transplant the hair? Many thanks for considering this.
  10. ebmar

    East Central

    You're welcome! Whoops! Yeah, I forgot to tell that it was ported from TSL, so you'd need a functioning model for that to use it in K1. Here's a model that has been ported/converted as appropriate, but not yet assigned/purposed to the game - [K1]_TSLPorted_Sith_Commando_Model.7z
  11. ebmar

    East Central

    From the album: The Playthrough

  12. ebmar

    East Central

    Good evening! It's a vanilla Sith Commando texture. You can find it in KotOR2/TSL's game file; tagged as N_SithCom02. Though I'll just attach the TGA here - TSL_Red_Sith_Commando_N_SithCom02.7z
  13. Though am not sure that the [crashed] model I used, which is TSL-ported Swoop monitor model had a 0 polies' geometry. 🤔 That does makes sense, but then again - this is a placeable model, so it shouldn't be listed in the layout file, I think. Though worth to try referenced it into the list just to make things sure. And many thanks for the feedback - much appreciated.
  14. Greetings, fellow Jedi! Hope y'all have a nice day. May someone confirm on their end that having a custom [placeables] model with custom name which injected to a module crashes the game only upon exiting the game? Looks fine when loading between saved game. Custom [placeables] model with vanilla name injected to the module didn't crashes the game at all though. Many thanks for considering this, and may the Force be with you all! Update: I can confirm on my end that this happens - I decided to move the crashed [placeables] model to Override and having the vanilla named custom area model which referenced the crashed [placeables] model injected to each modules [that shares the area model] The game doesn't crash [upon exit]. So indeed - on my end; having a [custom placeables] model with custom name on a MOD/module file, crashes the game
  15. ebmar

    Sleheyron

    And with inflated prices! In overall, I like N-DReW25's plot. That sounds wild! I like that! Though I like the idea that we are not wanted there in the first place, so we should got handicapped. Well, you could always add a your-everyday-antagonist a.k.a a local-reigning-champ-favorite who politically cheats their way having their own imbalance weapon smuggled to the ring for bit of spice as one of the scenario, hahah.
  16. ebmar

    Sleheyron

    Fantastic stuff, Sithspecter! Wow, for an arena that huuugggee I'd vote for a battle royal style. Like, there's a hostile_2 faction settings that makes a creature go hostile with anything that is in the same room as I recall. I think that'd be perfectly implemented with it! About death-match; I personally relish another underground death-match arena beside Taris' -as described by Ajuur the Hutt- and Sleheyron is the perfect place for that. Also I'm in for the idea that Sleheyron is the place to mine Dark side points. There's a conscious decision why our PC decided to go there in the first place.
  17. ebmar

    SKIN:[K1] Lightsaber Icons 2K19

    [Updated to v1.0.1: June 04, 2019] What's new? All texture now in native-TPC format. They should appear better in-game GUI - take a look and see for yourself Adds Heart of the Guardian and Mantle of the Force [vanilla color scheme] to the list as optional installation
  18. View File [K1] Lightsaber Icons 2K19 This mod replaces all lightsaber vanilla icons [Heart of the Guardian and Mantle of the Force included as optional] 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". In the end not only the color that was changed, but the style of the glowy part too. Their resolution also doubled from 64x64 to 128x128 with extra crispness. The rest of the icons get the same treatment for consistency. # About this Mod # Inside this mod are 18 new lightsaber icons in TPC format - which consists of: 5 lightsaber icons 1 Darth Malak's lightsaber icon [this one had different style than the rest] 5 short-lightsaber icons 5 double-lightsaber icons Heart of the Guardian's and Mantle of the Force's [in vanilla colour scheme] icon # Final Remarks # Now that HotG and MotF has been included the next update should be changing all lightsaber's texture to something that is more hi-poly - we'll see. 🤞 There's always room for improvements - 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: make sure to removes any instances of TGA/DDS format of relevant files from the 'Override' folder. All clear, proceed by copy-pasting all files [not the folder] to the 'Override', and overwrite when prompted. HotG and MotF icons are separated in different folder. Similar instruction applies. Uninstallation: remove the said files from the 'Override'. Compatibility: will not compatible with any mods that [potentially] replaces the lightsaber icons. Redistribution: you can redistribute this mod or re-release it to any website; just don't claim it as your own. Though less likely I will provide support/updates on any other site than DeadlyStream. You don't have to ask for permission, but I do appreciate all the generous intention. Also, if you are planning to re-use the assets to a mod/project you will be releasing, make sure to give credits to BioWare & LucasArts. At last, credit to me is always a warm welcome, welcome. Credits: LucasArts and BioWare for developing one of the best RPGs I've ever played! 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 the inspiring "JC's Lightsaber Visual Effects" and all his awesome work that I look up to Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb Submitter ebmar Submitted 12/10/2018 Category Skins K1R Compatible Yes  
  19. ebmar

    [K1] Lightsaber Icons 2K19

    Version 1.0.1

    177 downloads

    This mod replaces all lightsaber vanilla icons [Heart of the Guardian and Mantle of the Force included as optional] 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". In the end not only the color that was changed, but the style of the glowy part too. Their resolution also doubled from 64x64 to 128x128 with extra crispness. The rest of the icons get the same treatment for consistency. # About this Mod # Inside this mod are 18 new lightsaber icons in TPC format - which consists of: 5 lightsaber icons 1 Darth Malak's lightsaber icon [this one had different style than the rest] 5 short-lightsaber icons 5 double-lightsaber icons Heart of the Guardian's and Mantle of the Force's [in vanilla colour scheme] icon # Final Remarks # Now that HotG and MotF has been included the next update should be changing all lightsaber's texture to something that is more hi-poly - we'll see. 🤞 There's always room for improvements - 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: make sure to removes any instances of TGA/DDS format of relevant files from the 'Override' folder. All clear, proceed by copy-pasting all files [not the folder] to the 'Override', and overwrite when prompted. HotG and MotF icons are separated in different folder. Similar instruction applies. Uninstallation: remove the said files from the 'Override'. Compatibility: will not compatible with any mods that [potentially] replaces the lightsaber icons. Redistribution: you can redistribute this mod or re-release it to any website; just don't claim it as your own. Though less likely I will provide support/updates on any other site than DeadlyStream. You don't have to ask for permission, but I do appreciate all the generous intention. Also, if you are planning to re-use the assets to a mod/project you will be releasing, make sure to give credits to BioWare & LucasArts. At last, credit to me is always a warm welcome, welcome. Credits: LucasArts and BioWare for developing one of the best RPGs I've ever played! 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 the inspiring "JC's Lightsaber Visual Effects" and all his awesome work that I look up to Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb
  20. ebmar

    Blog #100

    Good luck!
  21. ebmar

    Music Overhaul?

    I'm not so sure about that. By my understanding -such in general practice- once an [audio] file has been compressed -the BioWare/Obsidian way- the information/quality that were lost are not going to be brought back with anything. The only logic on having better quality -or in this case; higher bit-rate- is to use lossless source in the first place. Which I think grabbing ones from more technologically-advanced version will do, and that is TOR version. Whether they sounds better or not - that is your ears to decide.
  22. ebmar

    MOD:[K1] Rakghoul Fiend

    [Updated to v1.0.0: June 02, 2019] What's new? New texture which I envisioned now version fits better as an alphaghoul Tweak to the model which removing the antennas/danglymesh Hair for variety. And for bit of fan-fic element which was the effect of mutation to next-phase ghoul Fix the bumpmap/tangentspace flag on the model, so it actually is working now Complete [necessary] set of unique Sound-Sets Restore the Rakghoul Fiend's Creature Item which grants them +2 active Regeneration - Ooops Bump their attributes a little bit more - Ooops
  23. View File [K1] Rakghoul Fiend This mod overhauls the appearance and attributes of Rakghoul Fiend; an alpha ghoul found in the Undercity and the Lower Sewers which seem was intended to have an unique demeanor with them. # Background # When facing the Rakghouls in the Undercity and the Lower Sewers, I noticed that few of the raks named as Rakghoul Fiend but I saw nothing unique about them. Well, thought that they need an unique demeanor with them; hence the fruits of labor then. # About this Mod # This modification makes unique appearance for the Rakghoul Fiends [complete with their own unique sound-sets] found in the Undercity and the Lower Sewers, and also bump their attributes by an reasonable imbalance amount. Well, I didn't include a vanilla patch - guess you'll have to deal with them, luls. One aspects of uniqueness from them is they had their body upscaled for ~+20% with different looks compared to the generic ones. Few elements of this v1.0 skin; like the red eye - was inspired from Trex's "The Jedi Masters" Rakghoul, nuff-said - credits to Trex for make it happened. # Final Remarks # There's always room for improvements - 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] then hit the [Install Mod ->] button! Uninstallation: replace the installed files with what was stored inside the generated 'Backup' folder. Particularly tar_m04aa.mod and tar_m05aa.mod; put these files to the 'modules' folder manually and overwrite when prompted. Also, by keeping the installog after the installation will help you to track which files goes to where. Compatibility: will be compatible with mostly anything - only make sure to install this mod after every mods has. Though haven't being tested with Kainzorus Prime's "[KotOR] NPC Overhaul Mod" and N-DReW25's "K1 Gameplay Improvement" installed, presumably they'll be compatible. But be advised that compatibility issue of this mod working along with them is not yet confirmed. Will not be compatible with any mods that force-overrides tar_m04aa.mod and tar_m05aa.mod or messing with this mod 2DA entries. For this mod to be effective you should at least load a saved game before entering the Undercity [tar_m04aa] and the Lower Sewers [tar_m05aa] module The mod is play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: for this particular full-version, I'm asking you not to redistribute them - I'd like to stay in touch with so I know where to provide supports. With initial release which is v0.8; I grant permission to redistribute them with usual policy applies. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up to, particularly if my work are included. And then, make sure to give credits to BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod LucasArts and BioWare for developing one of the best RPGs I've ever played! DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of, and for the information regarding model scaling also information about the INI setup which makes this mod a possibility JCarter426 for all his awesome work that I look up to - I learned a lot from his mod setup and been practice often using their method Inyri Forge for Female Mandalorians - which Sound Set's installation that I use as a guide for this mod Trex for TJM's Rakghoul texture which few elements being an inspiration ROTNR for Creating Module Files in KotOR tutorial which guides me on packaging the custom module Fred Tetra for the amazing KotOR Tool stoffe and Fair Strides for the magnificent TSLPatcher and ERFEdit VarsityPuppet for 2DA Editor Alpha bead-v for MDLedit, KOTORmax and its Scale Wizard script which a significant part of this mod development ndix UR for tga2tpc TK102 for K-GFF Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ Adinos for Simple Model Viewer which very helpful to provide a quick preview of potential appearance for used model and texture All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb Submitter ebmar Submitted 02/15/2019 Category Mods K1R Compatible Yes  
  24. ebmar

    [K1] Rakghoul Fiend

    Version 1.0.0

    202 downloads

    This mod overhauls the appearance and attributes of Rakghoul Fiend; an alpha ghoul found in the Undercity and the Lower Sewers which seem was intended to have an unique demeanor with them. # Background # When facing the Rakghouls in the Undercity and the Lower Sewers, I noticed that few of the raks named as Rakghoul Fiend but I saw nothing unique about them. Well, thought that they need an unique demeanor with them; hence the fruits of labor then. # About this Mod # This modification makes unique appearance for the Rakghoul Fiends [complete with their own unique sound-sets] found in the Undercity and the Lower Sewers, and also bump their attributes by an reasonable imbalance amount. Well, I didn't include a vanilla patch - guess you'll have to deal with them, luls. One aspects of uniqueness from them is they had their body upscaled for ~+20% with different looks compared to the generic ones. Few elements of this v1.0 skin; like the red eye - was inspired from Trex's "The Jedi Masters" Rakghoul, nuff-said - credits to Trex for make it happened. # Final Remarks # There's always room for improvements - 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] then hit the [Install Mod ->] button! Uninstallation: replace the installed files with what was stored inside the generated 'Backup' folder. Particularly tar_m04aa.mod and tar_m05aa.mod; put these files to the 'modules' folder manually and overwrite when prompted. Also, by keeping the installog after the installation will help you to track which files goes to where. Compatibility: will be compatible with mostly anything - only make sure to install this mod after every mods has. Though haven't being tested with Kainzorus Prime's "[KotOR] NPC Overhaul Mod" and N-DReW25's "K1 Gameplay Improvement" installed, presumably they'll be compatible. But be advised that compatibility issue of this mod working along with them is not yet confirmed. Will not be compatible with any mods that force-overrides tar_m04aa.mod and tar_m05aa.mod or messing with this mod 2DA entries. For this mod to be effective you should at least load a saved game before entering the Undercity [tar_m04aa] and the Lower Sewers [tar_m05aa] module The mod is play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: for this particular full-version, I'm asking you not to redistribute them - I'd like to stay in touch with so I know where to provide supports. With initial release which is v0.8; I grant permission to redistribute them with usual policy applies. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up to, particularly if my work are included. And then, make sure to give credits to BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod LucasArts and BioWare for developing one of the best RPGs I've ever played! DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of, and for the information regarding model scaling also information about the INI setup which makes this mod a possibility JCarter426 for all his awesome work that I look up to - I learned a lot from his mod setup and been practice often using their method Inyri Forge for Female Mandalorians - which Sound Set's installation that I use as a guide for this mod Trex for TJM's Rakghoul texture which few elements being an inspiration ROTNR for Creating Module Files in KotOR tutorial which guides me on packaging the custom module Fred Tetra for the amazing KotOR Tool stoffe and Fair Strides for the magnificent TSLPatcher and ERFEdit VarsityPuppet for 2DA Editor Alpha bead-v for MDLedit, KOTORmax and its Scale Wizard script which a significant part of this mod development ndix UR for tga2tpc TK102 for K-GFF Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ Adinos for Simple Model Viewer which very helpful to provide a quick preview of potential appearance for used model and texture All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb
  25. First of all, props to all involved with the survey. It wasn't perfect, but it's nice - particularly for me -a KotOR modder/player/end-user/community member- to be participating. I haven't had much to share, though I'm going to break it down to several perspective - As a modder: DeadlyStream is the best place; to host my work, to engage with fellow modders either for troubleshooting and/or brainstorming ideas. Though it lacked chat feature that I think is necessary for more effective-and-efficient casual troubleshooting approach. I found no other platform as sophisticated as this though - as it showcased my work better than any other place I could find As a player/end-user/community member: nuff-said, I can't have any mods with more options, best quality and reliable support any other than on DS. It also fun to discuss here with fellow members, both in general or modding-specifics, with them fancy markdowns and emojis - hahah! though, I found the site lack attention lately - for example: the neglected MotY announcement/organizing, and lack of maintenance on featured mods and other feature on the site which I found them redundant Hope that the thoughts could work as constructive feedback for the site, to improve for the better of course. Last but not least - may the Force be with you all!