ebmar

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Everything posted by ebmar

  1. So, by any chance someone should make a custom tat_m17ag module based on tat_m17ag's RIM, would it be OK if they rename the GIT and ARE from m17ae.are/git to m17ag.are/git before building the module? Or should they just leave it be?
    So, earlier I downloaded and previewed the voices using a player; well, they sounded great but I'm skeptical [regardless of it's David Hayter's] as I decided to still use the vanilla. And later, I install the mod and after hearing it in-game; I think it will never get off my 'streamsounds' folder again. Thanks for compiling these excellent voices and releasing this awesome content! Permanent spot in the mod list has been filled.
  2. It won't glitched your game if you installed the mod correctly. You sure to have put all files to the 'streamsounds' folder and not the 'Override' folder? I'm guessing that the problem is on your end as it works for me and those were reviewing the mod. And yes, you will not hearing the usual 'yes' anymore as it's something new entirely.
  3. The fix works! And the mouthbox look smooth pretty much the same as vanilla: Awesome! Thank you for the quick fix. Many thanks for detailed elaboration, DP! Very much appreciated. Ah, I kind of suspect that too. Anyways, if I renamed the bone using KOTORmax for example and then export the binary, will the smoothing groups being correctly assigned? Or as quoted from you earlier- Things are not done yet with only just renaming?
  4. Greetings, fellow Jedi! May the Force be with y'all. I am here to request for a mod that will fix the misnamed bone inside the "comm_a_m" model, appeared in the game as Asian commoners head- particularly this variant: We can see in the screenshot below that usually in any other head models [and its counterpart comm_a_m2], the bone are written as eyeRA and eyeLA respectively: I've tried to rename the bone myself, but in the end resulting in a new problem: Both are results of the compiled binary; either using MDLedit or MDLOps, they leave behind a mark to both side of mouth area. While the new problem is there, the renamed bone resulting in an appropriate eye movement. I believe I have ran out of options to perform the proper fix myself; hence asking the forum a request is the best option it is. I hope the information provided was enough for an attempt, and many thanks for considering this.
  5. ebmar

    The Playthrough

    Sure, I'll provide every screenshots with a list of featured mods soon.
  6. There definitely is an improvement: I hope DP and @XSPEEDYGUYX don't mind me providing an alternative opinion for the fix; because as I was in fact using the head model for my playthrough and also grabbed [and installed] the attachment later- I felt indebted to appreciate the topics to have at least a quick review for the effort of discussions. The change most noticeably in-game, particularly on dialogue/cut-scenes whereas before the fix there seems to be a visible unnatural-transition around the marked areas, and after the fix there isn't. Well, I can only say- thank you for the end-result, guys!
  7. That is amazing! I do really like the pacing from Dorak's dialogue to the lightsaber's construct- especially with the camera placement. I hope this project can came out eventually, as it strung-up a much better scenario than what already is.
  8. Never look at video-games the same again after knowing what and how an envmaps/bumpmaps/normalmaps works, particularly with todays/modern release. Does script still works the same? 🤔

    1. ebmar

      ebmar

      Thank you for the insight! Very much appreciated. :cheers:

      And about-

      Quote

      If you are familiar with Unreal Engine...

      I'm not, modding KotOR is the first time I get into another part of video-games outside of actually playing them.

      Anyway, about engine- does graphics included as the engine or separated? As we know that KotOR engine was indeed Odyssey, can I think of Odyssey the same as I think of Frostbite or RAGE?

    2. DarthParametric

      DarthParametric

      Think of it like a car engine - it's not just a solid lump of metal, it's a complex piece of machinery comprised of many individual parts. A game engine is no different. It's comprised of different sub-systems that control various elements - a renderer, a physics engine, etc.. It's possible that the renderer can be updated or entirely replaced, while the rest of the engine remains fairly much the same. A good example is The Witcher, which used Bioware's Aurora engine (used for Neverwinter Nights, and the predecessor to Odyssey). Aurora (like Odyssey) uses an OpenGL renderer, but CDPR gutted that in their version and replaced it with a DirectX renderer. Something akin to boring out your block and fitting new pistons, perhaps.

      To your specific question, generally whoever is coding an engine will code a renderer as part of it. While there probably are third party (typically referred to as middleware) renderers for indies and the like, I don't recall any engine of note making use of one (although I think there are some open source examples floating around). That sort of thing is more generally the province of stuff like physics and sound. For example, Havok and PhysX in the case of the former, and WWise in the case of the latter. The renderer is such a fundamental component of the engine, it's not typically something you'd want to pick up off the shelf. You'd be better off just licensing a complete engine package like Unity/Unreal/CryEngine rather than do that.

    3. ebmar

      ebmar

      Many thanks for the details, DP! I get the picture now. :cheers:

    4. Show next comments  54 more
  9. Greetings, Mods & Admins. Hope y'all doing fine! May I suggest for a pinned thread by Admins/Mods on 'Activity Streams' page? Regarding any events nor news that's happening recently or in the future, so streamers may be notified about them. Many thanks in considering this, and may the Force be with you.
  10. Thanks! Thank you for the insight! Think I get the picture; perhaps it'd be more suitable for a Content Addition looking by how it works/build. I will take this into account for future event. My pleasure!
  11. Me until end of January~ P.S. Kind of disappointed to know that two of my nominees did not make it to the list, which they're: Spectral Ajunta Pall Canonical Appearance for Best Texture Enhancement JC's Fashion Line I: Cloaked Jedi Robes for K1 for Best Content Restoration / Addition Nevertheless, best of luck for the nominees that make it to the list- and Happy Voting everyone!
  12. Yes! Finally, with the help of this amazing tutorial by @DarthParametric I can pull of the Pazaak Deck at the exact spot where I want it to be! Was so glad to figure out later that placeables is implemented in a similar fashion to creatures in-game; which without a second thought directing me to the said tutorial by DP. Perhaps the most difficult part is to guess/arrange the levitation of the object; as even using a Z template from the same PLC which spawned at different location but is at the top of the same object; still, some tinkering needs to be done to have it appropriately placed. Credits also to Fred Tetra for "KotOR Tool", TK102 for "K-GFF" and Stoffe/Fair Strides for "ERFEdit" which without them this attempt would not be possible.
  13. Thank you for considering my request; very much appreciated.
  14. Greetings, fellow Jedi! Have a nice weekend y'all. I am here to request for a mod that spawn a Pazaak Deck particularly the plc_pazaak2 placeables, specifically at this marked location: The relevant module is Javyar's Cantina [tar_m03ae] and as listed above, the particular Pazaak Deck variant/model is plc_pazaak2. I have tried myself with trying to spawn the PLC either with using the script [via its on-enter which I assume is k_ptar_a03ae_en? Which is doomed to failed by my own attempt...] or attaching the PLC model to the room model but is having KOTORmax failing to load the placeables' ASCII. The background of this request is because I can't stand to watch Uriah [the NPC] fiddle around with exactly nothing... I hope the information provided above is enough for an attempt, and many thanks for considering this request. Edit: An additional information: The co-ordinates of the PC is:
  15. ebmar

    K2_00684

    Them greens are so vibrant can almost smell the scents from here...
  16. ebmar

    Fire effect while running

    Unfortunately don't. I thought it was something about the file format you submitted but seem it wasn't. Perhaps this is site relatable [pointing to AdminCP which CP likely stands for 'ControlPanel'] and I think Mods/Admins should get notified about this. 🤔 Guess not. Some albums also had that occurrence. Edit: All is well by viewing the image(s) via the 'New Images' section.
  17. ebmar

    Spook

    Ghost, is that you?!