-
Content Count
1,197 -
Joined
-
Last visited
-
Days Won
45
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by ebmar
-
MOD:Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
ebmar replied to DarthParametric's topic in Mod Releases
Greetings, Thread Master! I suspect it'd be OK if I only use Supermodel portion of JCarter426's âJC's Fashion Line I: Cloaked Jedi Robes for K1â for this mod to functioned properly? đ¤ Many thanks in considering. -
graphics [Query] Blending_xx Rendering "Issue"
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Greetings, fellow Jedi! Wish y'all a happy holidays. So, continuing from where things left off- I can't seem to resolve this blending additive rendering issue with another instance. As seen in the screenshot below: For the shader I use only blending additive, which I intent to have with the texture; the rest are just animation command Is it possible to have Juhani rendered behind the neon sign? Without down-valuing the mesh-alpha of the model, and still using blending additive. Many thanks for considering this.- 13 replies
-
For the cantina sign; what's the dimension for the working texture? Is it 512x512 [by template] which will be divided by 2 textures [2 x (256x512)]?
-
Entry #9 KOTOR Prequels End of 2018 Status
ebmar commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
Wait... Welp, just like N-DReW25 said. -
Holy sign! That is an awesome idea- hahah! Anyway, your take on those signs looks already nice, actually. đ¤ Welp, I grabbed one.
-
-
graphics [Query] Blending_xx Rendering "Issue"
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Holy cow- you're right! It also happened when equip-unequip the clothing. Take example from the screenshot; if I swapped to another robe starting from there, the purple hilt will be rendered on top of the green's saber. Bizarre! At least there is a "fix" for this issue then; though not an elegant one, lol. And thank you for the fix, anyway.- 13 replies
-
graphics [Query] Blending_xx Rendering "Issue"
ebmar replied to ebmar's topic in General Kotor/TSL Modding
Thanks! Well, I have tried with mesh alpha batch-setted to 0.5; the hilt does gets transparent [for proof of concept], but it seems the blade wasn't affected at all. Isn't this the method to get around the transparency problem with VP's "Spectral Ajunta Pall Canonical Appearance"? đ¤ Nice information- by the way. It'd be useful. Thanks!- 13 replies
-
Greetings, fellow Jedi! Hope y'all doing fine. In vanilla and/or modded state of the game there seems to be rendering issue with a texture that is rendered behind blending additive shader. As seen in the screenshot: Is there any way to get around this problem? I have tried with removing the additive and using the alpha channel as transparency instead but it looks ugly and then again, another problem as the hilt that was rendered behind is hidden accordingly with the dimension of the top layer's texture. By using the TPC format seems to didn't help much as any alpha-blending value between 0 to 1.0 failed to resolve the issue. I haven't tried with removing the shader/alpha from the hilt that is in the left-hand but- will it work? And even if it works, is there any other way around as a hilt without metal shade is đ¤Ş. Many thanks for considering this!
- 13 replies
-
As a friendly reminder and an addition to DP's awesome idea; SFX's wise- it is important also to export the audio to 22050 Hz's WAV [props to @JCarter426 for the insight!]. Either Mono or Stereo will work as long as they are using the aforementioned sample-rate. đ¤
-
Thank you for the heads-up! I'll revised the information above accordingly. Ah- so it called smoothing then. đ¤
- 3 replies
-
- discovery
- comparison
- (and 6 more)
-
Greetings, fellow Jedi! May the Force be with you. Along with the compiling-decompiling model attempt I have done recently, some discoveries were found regarding the end-result of using both MDLedit v1.0.3 and MDLOps v1.0.0. First, this comparison purpose is to give the potential user of both tools a preview of the compiled model using each of the tools mentioned. This also had no intention to show which tools are best and which are less; it's simply to share the discoveries been found. Here's a screenshot for details: Left image is TSL's n_quarren [Quarren's F model] model compiled using MDLedit v1.0.3 with tangentspace enabled by not ticking the bumpmap flag, but instead changing its value inside the ASCII file from 0 to 1 using a text editor. Right image is TSL's n_quarren [Quarren's F model] model compiled using MDLOps v1.0.0 with tangentspace enabled by changing its value inside the ASCII file from 0 to 1 using a text editor. As we can see there is a difference in the head part; which MDLOps version produce a noticeable line whilst MDLedit version isn't. This occurrence already emerging several times on my end; such with compiled TSL's n_commf model. I hope this discovery kind of helps with any future modding attempt, and gave an insight of what will and what won't regarding the implementation of the aforementioned method. Edit: Be advised that they had nothing to do with normal maps. It's a smoothing error, as informed by DarthParametric. The normal maps activation is just part of the compiling process.
- 3 replies
-
- discovery
- comparison
- (and 6 more)
-
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? đ¤
Hope someone could chime in and gave an insight about it; many thanks in considering!
-
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
-
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. đ
QuoteBesides, 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!
QuoteIf 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
QuoteDXN_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? đ¤
-
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.
- Show next comments 63 more
-
-
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!
-
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
-
- 1
-
- entertainment promenade
- pazaak den
-
(and 3 more)
Tagged with:
-
Wow; thank you, @N-DReW25. I'm not expecting that to be honest. Seriously, an honored for me to have the mod nominated. đ 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! đ
-
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! đ
-
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.
-
View File [K1] Cool Saber Icons This mod replaces all the saber icons [Mantle of the Force, Heart of the Guardian and Malak's Lightsaber included] with the all new Cool Saber Icons. -= BACKGROUND =- When I switch around the lightsabers on the equip-list menu I had noticed that the blue lightsaber icons wasn't blue enough -- it was more purple than blue for this eyes, so I decided to make it blue, similar to the blade's color. The 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 overall style of all the icons as well. -= ABOUT THIS MOD =- Inside this mod are 22 new Cool Saber Icons in TPC format -- covering all the available [saber] icons [including the unobtainable Malak's] in vanilla game. Preview -- As in v2.0.0 the hilts were rendered using VarsityPuppet's "Hi Poly Tin Cans" [ported to K1 by Fallen Guardian] enhanced by DarthParametric's "Alternative Textures". DP did the neat work as well on rendering them for me to repurpose as icons. As for the background bits I used and combined the TOR assets ported and provided by Magnetiicz. -- provided as well user-friendly TGA/DDS/TXI cleaner and mod-uninstaller for convenience purpose. -= FINAL REMARKS =- As it stands now Malak's Lightsaber is unobtainable in-game in a regular way. However, you can use cheat-console then type for giveitem g_w_lghtsbr06 to get one. I planned on allowing players to obtain one in-game sometimes in the future -- probably with the next update. There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Be sure to check for _CLEANLEFTOVERS folder first and read the Readme for further required actions When you're sure and ready -- hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _UNINSTALL folder -- be certain to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets, etc. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for Alternative Textures for VP's Tin Cans and rendering the sabers -- also feedbacks on this project as well the past-present knowledge along with his creation that I took learn from Magnetiicz for Ui_Icons_Swtor which ported TOR assets used and combined for the sabers' background bits JCarter426 for JC's Lightsaber Visual Effects that comes as inspiration -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site - eb Submitter ebmar Submitted 12/10/2018 Category Skins K1R Compatible Yes
-
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.
- 46 replies
-
- randomaccessmemory
- scripting
- (and 10 more)
-
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!
- 46 replies
-
- 1
-
- randomaccessmemory
- scripting
- (and 10 more)
-
Version 2.0.0
12,752 downloads
This mod replaces all the saber icons [Mantle of the Force, Heart of the Guardian and Malak's Lightsaber included] with the all new Cool Saber Icons. -= BACKGROUND =- When I switch around the lightsabers on the equip-list menu I had noticed that the blue lightsaber icons wasn't blue enough -- it was more purple than blue for this eyes, so I decided to make it blue, similar to the blade's color. The 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 overall style of all the icons as well. -= ABOUT THIS MOD =- Inside this mod are 22 new Cool Saber Icons in TPC format -- covering all the available [saber] icons [including the unobtainable Malak's] in vanilla game. Preview -- As in v2.0.0 the hilts were rendered using VarsityPuppet's "Hi Poly Tin Cans" [ported to K1 by Fallen Guardian] enhanced by DarthParametric's "Alternative Textures". DP did the neat work as well on rendering them for me to repurpose as icons. As for the background bits I used and combined the TOR assets ported and provided by Magnetiicz. -- provided as well user-friendly TGA/DDS/TXI cleaner and mod-uninstaller for convenience purpose. -= FINAL REMARKS =- As it stands now Malak's Lightsaber is unobtainable in-game in a regular way. However, you can use cheat-console then type for giveitem g_w_lghtsbr06 to get one. I planned on allowing players to obtain one in-game sometimes in the future -- probably with the next update. There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Be sure to check for _CLEANLEFTOVERS folder first and read the Readme for further required actions When you're sure and ready -- hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _UNINSTALL folder -- be certain to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets, etc. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for Alternative Textures for VP's Tin Cans and rendering the sabers -- also feedbacks on this project as well the past-present knowledge along with his creation that I took learn from Magnetiicz for Ui_Icons_Swtor which ported TOR assets used and combined for the sabers' background bits JCarter426 for JC's Lightsaber Visual Effects that comes as inspiration -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site - eb -
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?
-
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? đ¤
-
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!