ebmar

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Everything posted by ebmar

  1. Greetings, Admins/Mods! Hope y'all having a good day. :cheers: In last few weeks I noticed that I've limited feature [as site's member] on my typing/posting box, such as this - Also, the emoticons are not available [yup, just like the opening line above]. Though, if I logged-out from the site and typed as Guest, the full feature are shown as seen here - I'm not sure if this issue is local on my end or it does applied to every other members here. I'm looking very forwards to have this issue resolved and back to enjoy the full feature the site has pre-maintenance like few months ago. Many thanks for considering this. :cheers:
  2. I'd love to see this gets implemented! I wonder - will it work with having the closing animation removed from the placeables models? So we shouldn't have to dig through every UTPs of the relevant containers/boxes in every single module and having their [presumably] scripts condition edited? Update: it does working! Inside the Footlocker model which is plc_footlker there is Animations node labelled as open2close which control the closing animation from open state to closing state. Having the said node deleted removes the closing animation which makes it permanently stays open. Try this with putting them in the Override - [K1]_Permanent_Open_Footlocker_[BETA].7z Update2: though, the application is not very ideal as it still plays the closing sound, and if gets interacted it'd play the opening animation/close2open [from previously open state].
  3. Yeah, definitely fit my preferences and I'm digging it too. I expect the movie to be as intense as the poster. I've been waiting for a Star Wars movie that is full of Force Powers' battles and lightsabers' clashes. If they don't put that down then they better watch out, lol.
  4. They were updates for mod's screenshots. Before this some mods were missing their screenshots, so Mods/Admins doing some BTS stuff to make them back; hence the notification. Though some are doing actual update to their content, and one might look at the changelog to see what's going on with them.
  5. It is nice to see all the mods here having their personalized screenshots back. Strolling through the Downloads section had never been better now! :cheers:

    1. Sith Holocron

      Sith Holocron

      When did they go away? (Haven't been looking lately as I am still stuck using my phone for viewing.)

    2. ebmar

      ebmar

      > When did they go away?

      Way before this some mods were missing their screenshots, presumably from migration of the old site to the new one. Now everything had their screenshots back; and even some [I suspect] are new! :cheers:

      It's kind of refreshing, I think.

    3. Sith Holocron

      Sith Holocron

      I don't think any of mine went missing (at least recently) so I must've corrected the issue of my mods on my own if it was site wide. 

  6. [Updated to v1.0.3: August 17, 2019] What's new? Added 150 left-out TXIs which makes this version [legitimately] covers ALL the creatures and armors [including player heads] in vanilla setup Merged folders into one `to_Override` folder
  7. [Updated to v1.1.1: August 17, 2019] What's new? Reconfigure the installer Recompose mod contents
  8. Try this - [K1]_LSI_box01_x512.7z One is a standard x512 upscale and the other one is an experimental x512 [normalmap baked diffuse with some retouch - can to you it'd be useful somehow]. Preview:
  9. Greetings, Mod's Author! Apparently we can pull of the power even on Paralyzed state - such been strucked by Carbonite Projector Mark II*. That shouldn't be proper, though - how are your thoughts on that? Many thanks for considering this. =========================== * Description:
  10. Cool - nice to hear that. Feel free to report if there's still any.
  11. Not likely, unfortunately. The closest thing that might happen is updating/upgrading this mod though.
    I'm a regular user of Valor and Speed so anything that combines them is very much welcome. So, focus on how the mod is - Functionally - the mod works like a charm; what you see in the description is what you get Not much to add other than looking forwards to another mods from the author. Permanent spot in the mod list has been filled.
  12. Much thanks for the heads-up! I re-downloaded the mod [not the attached script above - regardless of that, thank you for attaching one though] and replace the former with the new one - and it works like a charm! The blur effects does working, and all there is matches with what's in the description. If there's one area that needs to be improved [at least for me] is the description format. Perhaps you may want them to be like this - to match with the rest of them K1's style. Nevertheless, a neat update there - and many thanks for considering this.
  13. I'd definitely go for the second. It looks more lively to me. And with that as the loading screen I wouldn't mind if it takes 10 mins for the game to load, lol.
  14. Looking forwards to this part of progress! I may have an idea with that but ain't gonna get on your toes for now - bit of hint though; "Gladiator of the Week" 😬 And bit of information regarding * gladiator fights*, SS -in case you didn't know- that in streamsounds there's Sleheyron's stinger/sbat but apparently it's labelled wrong [mus_sbat_sleyhey]. It doesn't matched with what's in the ambientmusic.2da [mus_sbat_slehey]. It makes the stinger didn't played with the assigned battle music. And @DarthParametric - that's one of the best application of alpha-masking I've ever seen, lol.
  15. Many thanks for the nice words, also the acknowledgement - JC! Much appreciated.
  16. This mod looks promising! I'm a fan of new contents, and anything that enhances combat aspects are greatly appreciated. I hope you don't mind that I share the color readjustments for the FP's icon so it matched K1's color scheme - FEP_ColorReadjusted_ip_frcenlight.7z Screenshot: If you like it you can include the icon with the next update; I'd be happy for that One may remove the former TGA first, and replace it with this. That's all - looking forwards to another mods of yours, and much thanks for considering this. Edit: oh! Any chance could you make an optional version which enables the blur effects? Yeah, I'm one of those that enjoys it quite much, lol. 😛
  17. djh269 are absolutely correct about that. For that, you can use this awesome tool right here - With the tool you can do file search and perform extraction to both KoTOR and TSL resources. By using that I have checked possible duplicate appearance of n_sithappren001.utc and n_sithappren002.utc, and apparently you're lucky that they only appear on Endar Spire - Command Module module [end_m01aa] throughout the game. Edit: disregard! To listen djh269, you should. I just checked and indeed there're duplicates of n_sithappren001 there in the said modules. Apparently the tool missed them on searches. Our bad! 😛
  18. View File [K1] Creatures and Armors TXIs //////////////////////////////////////////////////////////////////////////////// /* [K1] Creatures and Armors TXIs [Modder's Resource] "TXI files, or TeXture Information files, are text files that control and add special effects, shaders, animations, blending etc. for an associated texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA." - Czerka Corp. R&D Wiki This is the compilation of TXI/text format that the game uses to store *creatures and armors* texture information - such as shaders and animations that control how they're rendered in-game. This resource main purpose is to act as supplementary to modders' modified TGA files and/or alternatively a fix to transparency problems that often occurs. This only covers *creatures and armors* and not area textures. Some could be missing from the pack though I'm sure they're pretty much everything that is necessary. Drop comments or report to the mod's support page for this pack to be updated or troubleshooting matters. Installation: as a mod; all files have to be dropped to the Override folder, and if necessary should be installed first before all the others. 08/17/2019 */ //////////////////////////////////////////////////////////////////////////////// //:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt //:: dumps script - DarthParametric //:: Compiled By: ebmar //:: Hosted By: DeadlyStream //:: Report & Feedbacks: Snigaroo/Sniggles //////////////////////////////////////////////////////////////////////////////// //:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty Submitter ebmar Submitted 08/03/2019 Category Modder's Resources  
  19. Version 1.0.3

    212 downloads

    //////////////////////////////////////////////////////////////////////////////// /* [K1] Creatures and Armors TXIs [Modder's Resource] "TXI files, or TeXture Information files, are text files that control and add special effects, shaders, animations, blending etc. for an associated texture. I.E. pmbmm01.TXI would hold the information for pmbmm01.TGA." - Czerka Corp. R&D Wiki This is the compilation of TXI/text format that the game uses to store *creatures and armors* texture information - such as shaders and animations that control how they're rendered in-game. This resource main purpose is to act as supplementary to modders' modified TGA files and/or alternatively a fix to transparency problems that often occurs. This only covers *creatures and armors* and not area textures. Some could be missing from the pack though I'm sure they're pretty much everything that is necessary. Drop comments or report to the mod's support page for this pack to be updated or troubleshooting matters. Installation: as a mod; all files have to be dropped to the Override folder, and if necessary should be installed first before all the others. 08/17/2019 */ //////////////////////////////////////////////////////////////////////////////// //:: Tools By: KotOR Tool - Fred Tetra, Notepad++ - Notepad++team, filenamestxt //:: dumps script - DarthParametric //:: Compiled By: ebmar //:: Hosted By: DeadlyStream //:: Report & Feedbacks: Snigaroo/Sniggles //////////////////////////////////////////////////////////////////////////////// //:: Supplementary Page: .txi Parameters and What They Do - CarthOnasty
  20. Hello! Keep in mind that these are relevant information with what you're going to do - Which means you're in the Endar Spire - Command Module module, and it listed as end_m01aa MOD/RIM in the game files. With K-Tool you can browse them by going this path - Kotor I \ RIMs \ Modules \ You may want to check the the creature/s in the aforementioned module which resembles the identity that you're looking for. For this one they're: n_sithappren001.utc for the Sith Apprentice and n_sithappren002.utc for the [female] Jedi, and then see their Inventory. The blue lightsaber's blueprint will be g_w_lghtsbr01.uti and the red one will be g_w_lghtsbr02.uti You can set them as Dropable either with K-Tool or K-GFF. If you're new with this stuff I'd recommend you using K-Tool first and K-GFF later when you're getting familiar with the game's structure. K-Tool is pretty intuitive and UI based so I believe you'll have no problems adapting to it. With K-Tool you can right-click the equipment UI and set the Dropable flag there When changes are done don't forget to save the file/s, and drop them to the Override folder - overwrite when prompted Changes can only be effective with a fresh start of the game for this case. As well as any other changes that includes Blueprint - they all need to be loaded from a module's beginning Let us know at which part that there is trouble.
  21. ebmar

    Taris J'ika

    Took me about a year or so to realize that this was submitted at April 1st... And now I appreciate it more, lol! 🙃
  22. By my observation it should be - Trigger = k37_trg_spn_shaa Scripts \ ScriptOnEnter = k_pkor_spn_shaar Did you have them [setup appropriately] on the relevant module [korr_m37aa]? Not sure about that - but if we can spawn him the most feasible way -like the above setup- I don't see any reason why we should take the alternative though. Granted, that is still possible - I think. 🤔
  23. This might work for you - Hope you can sort that out, and start some modding soon! Edit: and about the - I'd suggest you to use JC's "JC's Fashion Line I: Cloaked Jedi Robes for K1" - as they're high quality robe textures and models which you could just use straightaway. You can fiddle with its resource version also to have your own modified version of it. Though, if you want to get your feet wet on porting the cloak itself you can follow this instructive topic. It's not specifically working on robes but it can give you a clear picture on how to port K2/TSL's assets to K1. If you want more specific on that I'd advise you to a open a new topic/thread within this section and then we can discuss there.
  24. Yeah, I like DarthParametric's idea. It reminds me of the ol' DS back when I first time registered. There's something fascinating about that simple header placement on the top left of the page. Though I wasn't sure if it looked from another aspects. But for aesthetics and accessibility - that'll do for me. Edit: and perhaps to change this bookmark icon - to a unique DS's customized one? Not saying that I don't like Nihilus' but I'm interested on how the change turns out to be.