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Everything posted by ebmar
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Hi, Ashla! Thought on dropping by as I figured out an unanswered question - You can use Notepad++ and/or other similar programs out there. I'd also recommend some nice tutorials that can certainly helps along the way: Rece's "TXI Basic Tutorial" and "Animated Texture Tutorial" CarthOnasty's ".txi Parameters and What They Do" And you may want to visit this section for some tool sets.
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Cool - glad to be of help, and knowing that things works as expected. I'm not sure with my knowledge, but for others - it probably could. Though I suggest you to post on a different thread for that [possible] request. That had been proven to be much more effective.
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The mod still seem to be online and not hidden. My bad! That's for TSL. I recall seeing it somewhere. 🙃 Update: manage to pull this one myself [using the vanilla model], lol. Try this, @NickVivid - [K1]_Vandar_Full_PC_Animation_[BETA].7z Copy-paste all files to the Override folder, and overwrite when prompted. Be advised that that is only the model [MDL/MDX] - to use it you have to swap your appearance using KSE. Also that is only been tested with one combat; such animations as Flurry, Critical Strike, Force Jump etc. are working apparently. Here's a screenshot:
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[Updated to v1.1.0: May 06, 2019] What's new? Marlena will now equip the Blaster Pistol on hand Some tweaks to the head texture Changing the texture of her clothes, which I envisioned the now version fits her more and blends much better with the ambient An additional installation targeted for v1.0.0/initial version user to make Marlena equip the blaster on hand; as designed with the v1.1.0
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View File [K1] Sith Armor - Freelook Filter Mod [K1] Sith Armor - Freelook Filter Mod This mod made readjustments to freelook effect of Sith Armor when used by the party members -particularly on Taris- to made it look like they see things from Sith trooper/armored soldier POV - or closer to what I can imagine of. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - 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] and then hit the [Install Mod ->] button Uninstallation: run the Uninstall option from the installation menu Compatibility: will be compatible with mostly anything - except any that alters the same 2DA entries Suggestion: this mod can be finely paired with Arctrooper209's "Sith Armory" with no particular install order and which I strongly suggest to have this work in conjunction with them This mod will have direct effect anytime and anywhere it had been installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: if you wish to redistribute the mod or release a mod/project that is based on this mod implementation you won't have to ask for permission; though all I ask is a simple appreciation to my work on the modulation value that's being core of this mod - it takes some time and effort on getting this all to work 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 all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - I can't make it without you! 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/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb Submitter ebmar Submitted 05/03/2019 Category Mods K1R Compatible Yes
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- k1
- sith armor
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Ah - so a mod has been submitted, and I hope it can be approved/released on time [May 4th] on that special day! Even though it wasn't -either sooner or later- it'll be OK, lol. Anyway, nothing fancy about the mod, here's a teaser of it:
SpoilerP.S. before guessing too far; it has nothing to do with making the [Taris UCN] area darker - so keep the expectations low. 😛
Update: it has been officially released! Many thanks to Admins/Mods for the approval - and May the 4th be with y'all!
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Version 1.0.0
416 downloads
[K1] Sith Armor - Freelook Filter Mod This mod made readjustments to freelook effect of Sith Armor when used by the party members -particularly on Taris- to made it look like they see things from Sith trooper/armored soldier POV - or closer to what I can imagine of. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - 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] and then hit the [Install Mod ->] button Uninstallation: run the Uninstall option from the installation menu Compatibility: will be compatible with mostly anything - except any that alters the same 2DA entries Suggestion: this mod can be finely paired with Arctrooper209's "Sith Armory" with no particular install order and which I strongly suggest to have this work in conjunction with them This mod will have direct effect anytime and anywhere it had been installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: if you wish to redistribute the mod or release a mod/project that is based on this mod implementation you won't have to ask for permission; though all I ask is a simple appreciation to my work on the modulation value that's being core of this mod - it takes some time and effort on getting this all to work 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 all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - I can't make it without you! 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/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb- 1 review
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- 7
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- sith armor
- k1
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Hello! There are numbers of source scripts that can be accessed by using this tool, and then navigate through this path: Kotor I \ BIFs \ scripts.bif \ Script, Source Hope you find what you were looking for!
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- 2 comments
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playthrough Sand People Territory: The Companions
ebmar commented on ebmar's gallery image in Members Gallery
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playthrough Sand People Territory: The Companions
ebmar commented on ebmar's gallery image in Members Gallery
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playthrough Sand People Territory: The Companions
ebmar commented on ebmar's gallery image in Members Gallery
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From the album: The Playthrough
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From the album: The Playthrough
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That is looking intimidatingly beautiful, Kexikus! I'm a fan of how the animated clouds rendered behind the terrain; everything blends really well with the game and hard to tell if this actually an additional content as if supposed to be there in the first place. Would love to see for more improvement - keep us updated!
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Greetings, Thread Master! I'm here to report that there seem to be a broken feature from the released version/v1.0.3 which is tangentspace compiler, by hypothesis. Here's the breakdown: If a model decompiled by v1.0.3 and then went changing the tangentspace flags from 0 to 1 on its ASCII; the bumpmap flag looks to be ticked on the UI while it actually wasn't working in-game It'd then working if the flag was re-ticked using the [officially] unreleased v1.0.102b I hope the information provided sufficient for some troubleshooting, and many thanks for considering this.
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Hmm, Czerka - I see what you guys are doing there... Hahah, so the texture name is LTA_scre02 and should looked like this when unwrapped: And about the nun Malkior mentioned earlier; I'm curious as if we can see her in-game too, hahah.
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Thank you for the insight! I've never certain that that was [presumably] lightmaps because surely can't tell only by how they looks. Perhaps what needs to be explore now is finding the relevant LM and change any green tint inside to preferred color. Again, thanks! That'd really helps. Update: yes! Indeed they're lightmaps - particularly are m26aa_14a_lm0 & m26aa_14a_lm2 [not sure which one actually is but both had green tint on them]: If wasn't asking I don't think I would dare to take the risk rummaging through the lightmaps section, hahah - thanks, DP!
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Greetings, fellow Jedi! Hope y'all doing fine. I need an assistance on guessing what these are: Are they AuroraLight or Lightmap? The area model in discussion is m26aa_14a. The problem is - I have changed every AuroraLight's Color Controllers there to my likings but they don't seem to linked with the glowy area around the yellow marks. So I guess I'm stucked and needing assistance to proceed further. Many thanks for considering this and may the Force be with you!
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- 2 comments
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- sfx
- readjustments
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View File [K1] Tach's Grunt Readjustments Tach's Grunt Readjustments This mod made readjustments to Tach's taunt/grunt heard in the Upper Shadowlands and Lower Shadowlands. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - 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] and then hit the [Install Mod ->] button Uninstallation: put its backup back to the streamsounds folder. Overwrite when prompted Compatibility: will be compatible with mostly anything This mod will have direct effect anytime and anywhere it is installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: you can redistribute the mod and/or get creative with its content as you see fit - just don't sent them to Disney... Credits: All of ya! Special Thanks: 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 all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful "TSLPatcher" and "ERFEdit" DeadlyStream for being a home; a place to hangout - to discuss and hosting my work Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb Submitter ebmar Submitted 04/01/2019 Category Mods K1R Compatible Yes
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Greetings, Mod's Author! Presumably there's an issue with these contents [from Straight Fixes]: LKA_leaf01.txi LKA_leaf02.txi LKA_leaf03.txi When I got to Kashyyyk the trees appearance looks unnatural - by my sightings; seems like they're layered on top of everything behind. I found out that they're using blending additive for their shader - as the mod's intent. So, went comparing them to vanilla and apparently not having TXI information on them. A question followed; any reason with why having blending additive? Just my thoughts: being certain only having texture alpha for transparency would sometimes lead to problems with meshes rendered behind the applied object would be missing - have you considered on using blending punchthrough instead? Many thanks for considering this report.
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Greetings, fellow Jedi! Hope y'all doing fine. On Ahto City there's a beautiful cantina with [supposedly] beautiful scenery there. Unfortunately, they're blocked by an arrogant wall of metal, lol. I pick up the area model which is m26aa_11a and delete the vertex which supposed to be the metal-wall so they looked like this: But I'm stuck with a platform/structure on the high seas there. They're positioned above the water levels so they have that redundant part that are shown as seen with the first and third images. The structure's texture in talk supposedly LMA_bboard01. So, what I'm requesting is: Could someone remove the metal-walls similarly like the images above and repositioned the background-structure so the upper part of it rises at the same level as the water. If they want to replace the metal-wall with something like LTS_window that would be greatly appreciated Any further improvement and/or improvisation as they [the author] see them fit also very much welcome. 😛 Many thanks for considering my request - and may the Force be with you! Update: in the end - managed to did it myself, hahah. The relevant model is m26aa_set, and the mesh is Box01z. By using KOTORmax we can lowered the bottom part of the mesh to the same level as the sea; note that I used the grid as an indicator for the ground level. The result is far from perfect but I'm personally pleased with it:
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[KotOR] Tatooine Dune Sea: Wraids do not move?
ebmar replied to Salk's topic in General Kotor/TSL Modding
While ago when I was still on Tatooine I encountered this several times, particularly when I entered the Dune Sea [tat_m18aa] from Sand People Territory [tat_m18ab]. But earlier I tried to reproduce this again by entering from the Anchorhead and loading a save from the Dune Sea - it didn't shown. So what happened on my end is, there're two Wraids stuck unto each other it's like they didn't have waypoints[?] on them. Edit: I have K1R & K1CP installed with the playthrough. -
I didn't know of this game until today. Though it was canned - it has that one aspect I really want to see with modern Star Wars games; hand-painted textures. Edit: or well - at least it looks hand-painted, heheh.
Title: Star Wars: First Assault Tech Beta - Overview
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Modern textures are still hand-painted. They are just far more realistic due to PBR.
Thanks for the insight! I thought at first they're computer-generated or something. So, is that a specific intention for the game to have this looks rather than the more realistic ones? Or it's just technology speaking? I mean, if this game was developed right now, would it retained the looks as it was seen in the overview?
Edit: I've just read what PBR is, yeah- it's reasonable for games to have the latest technology with them. Moreover if they want to compete in the AAA industries.
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Some games use completely procedural textures, especially for relatively simplistic things like stone, concrete, pavers/bricks, dirt, etc. But typically procedural elements form the base layer in the PBR workflow, and hand-painted details are added on top. So for a gun, for example, you'd slap on a procedural metal material on the appropriate parts, use some automated generators to get some initial wear and tear, and then you'd go in and manually paint all the really fine detail.
Modern workflows are really based around using a high poly mesh to generate normal, cavity, occlusion, etc. data and then using that to dictate realistic textures and well as having the game engine fake the appearance of a higher poly count on the low poly model. For older games, like KOTOR, you'd just make your low poly model and then manually paint all the details in the texture. That often lead to something of a stylised effect, as the way you fake it purely in the diffuse is by using shading to simulate light falling across it (think folds in clothes). But that often clashes with the in-game lighting.
Really what you are seeing as "hand painted" is just a lack of realistic lighting and materials. That's what PBR boils down to - making physically correct materials that accurately react to lighting just like they would in the real world (or at least a close approximation to it).
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Thank you for the details - that explains and answers a lot!
QuoteReally what you are seeing as "hand painted" is just a lack of realistic lighting and materials.
Yup, I believe you catch what I mean about "hand painted" and I understand them now. Earlier I was also thinking perhaps they're using the same-basic textures and the differences was only on how they're rendered to reflect lights, and your elaboration further corrects it and make it right.
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