ebmar

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Everything posted by ebmar

  1. Is that a revisited version of Sith Stalker mod by jonathan7? Looks cool!
  2. How TSL applying the BGM as SoundFX is very intriguing; particularly with al_jazz- the BGM that played inside the NS' Entertainment Promenade. Definitely something that K1 don't have, and surely is an improvement from the former.

    Edit: Just figured this out- ambient sounds and background music are two different things but is similar. It seems K1 have them too, it's just that they don't have the variety as TSL does.

    1. JCarter426

      JCarter426

      My guess would be it's so you can't hear it from outside the room. The Entertainment Promenade is unlike the other cantina modules what with its two different lounge areas and the hallway in between.

      The cantina music on Telos is also played from a sound object rather than as BGM. I believe in that case, it was specifically so they could script it to turn off during some cut content with Corrun Falt... which isn't even in the game, but there you go.

    2. ebmar

      ebmar

      Quote

      My guess would be it's so you can't hear it from outside the room. The Entertainment Promenade is unlike the other cantina modules what with its two different lounge areas and the hallway in between.

      Yes! That's what I thought after walking back and forth inside/outside the Pazaak Den. I mean, they don't put the BGM in the module, but they build the atmosphere using the ambient/SFXs, and that is something that I am amazed from TSL; particularly Obsidian as the devs. K1 is as good as a mainstream video game, but TSL is something else; they dare to take the risks.

      Quote

      The cantina music on Telos is also played from a sound object rather than as BGM.

      Yup, I noticed that too. Somehow it creates an extra immersion and virtual surround sound which I believe is a cool thing to have.

  3. Is that the script to have the audio works in-game? Because I already have the audio converted; either to MP3 and WAV but the game seems not to be reading both of them. In K1 it works with standard Stereo channeled-320kbps MP3 but TSL seems to be something else... 🤔 Edit: I got the audio working now; it should be exported back as 22050 Hz-Mono-WAV to be readable by the game. Thank you for the heads-up about its sample-rate! Update: It worked with Stereo-22050 Hz-WAV. Although the end-result is not significant because of the way TSL processed the audio. It seems they forced the output to Mono, so it acted like SFX, rather than BGM.
  4. Edit: Lol 55 seems to be the most favorite number there. I have no idea of what those numbers are... What's the purpose of faking a header? Was it anything functionally? 🤔
  5. It works! Didn't know Audacity had that feature, wow. Thank you for the information! I'm not sure FLStudio had this feature but- worth to take a look at I guess. 🤔
  6. Greetings, fellow Jedi! May the Force be with you all. I had troubles extracting/playing the audio files from K2/TSL; particularly ones from the 'StreamSounds' folder. With K1, I can do the trick with changing the extension to MP3 and then drag-droppin' a file to the track grid [I'm using FLStudio on my attempt]. But not with TSL's. I have tried with using The Miles Sound System v7.1 to decompress but it says the program didn't have the codec to perform the action and I can't find the related codec as far as I'm searchin'. I also tried with the BAT tools I grabbed from this thread; it creates the converted MP3, but can't be played nor edited afterwards. Are there any solution for the matter? What I'm looking to do: Listen to the audio outside of the game [I'm a new-avid fan of Entertainment Module 081 Cantina's BGM lol]. I'm looking to have a replacement music for the Nar Shaddaa's Entertainment Promenade, so I think I will have to guess the corresponding file [TSL naming their files like some kind of hieroglyph]. Many thanks for considering this!
  7. Thanks! Very much appreciated. Yes, I agree with you. Although, I could compromise with the timing as seen in the preview above [there's a transition which I heard works quite well although when it stops exactly with the dialogue; it would be perfect]. I haven't actually fiddled with other numbers on its 'DelayCommand' which triggered the original music back to play, but looking to have the exact moment for the music to stop in the near future. 🤞 My priority [encounters-wise] would be with the "Legends" entries. I am looking to have the theme played during each of their own dialogue/cutscenes; at the very least which encounters leads to a battle sequences such as Belaya [Dark side path] and Selven. If by what you mean "other encounters" was outside of the aforementioned entries- it won't be very likely that I will doing it. That I do hope someone more advanced in scripting will take a crack on covering the amazing idea. Hell- with my current skill seems likely that I will only copy-paste one script to another; assuming they works the same, lol. 😂
    I got the Quarterstaff model [003 variant] to used in K1; and it looks awesome! The model looks neat, and with the texture blends really well with the game too- although it was ported. Definitely a certain improvement-replacement from/for the vanilla. Thank you DeadMan for creating and sharing us the mod. All set and done, Permanent spot in the mod list has been filled. P.S. just recently I found sometimes the blades wouldn't retracted hence having the wielder attacks with an air-staff. I'd love to see if it were to be fixed.
  8. Bit of suggestion; I'd recommend to match/editing meshes' names using Notepad++ or anything that is similar. You can use the "Find and Replace All" feature there; which is very useful. I found it easier than to right-clicking each meshes using MDLedit. Actually, in my recent attempt there are models that can only be compiled/decompiled exclusively to MDLOps, or MDLedit; for example- TSL's PFBIM [female Jedi robe]. I can't get the said model to be decompiled using MDLedit; there was always an error message on my end. Different story with N_UthuraH [Yuthura Ban's head model], it can only be successfully compiled/decompiled with MDLedit. The MDLOps result leaves the head detached from the body model. So, sometimes should've adjust accordingly.
  9. [Updated: December 06, 2018] Quick heads-up of the recent progress: Been decided that there will be an additional installation including the "Legends" theme. It will be a custom Background Music [BGM] playing during the dialogue/cutscenes of the encounter [many thanks to @DarthParametric for pointing out the script that triggers the BGM to play! ]. In the future I'm looking to have this not as an additional but as a core of the package. The reason to have it as an additional for now because I'm not sure that the script that is further modified triggers the BGM to works 100%; without leaving bugs/errors to other aspects of the game. As I get familiar with scripting I hope to figure this out better. Also looking to have the particular theme applied to most of Legends entries that leads to a battle sequences; such as Belaya [Dark side path] and Selven- in the current roster. Here's a quick preview of the theme: What's left in the development is my least favorite part of all lol; it's compiling all the files to have them ready as a release version. Many thanks for your attention to this update and may the Force be with you all!
  10. Nice! Would it be laborious to scale down that tree in the middle? Perhaps 75% of its original size? Just to adds more variety and dynamism in the landscaping. 🤔 Definitely! Looking forwards to the result.
  11. Dang, some amazing view there... Definitely a new magical experience of Dantooine's with those greenies on. 😮 Lol glad I encountered that only recently as in the earlier playthrough I always go facing Juhani alone. 😁 Interesting workaround. Although, it kind of changing the vibe of that temple. Can't really tell if not seeing that in an actual gameplay though. Looking forwards for further updates!
    Dang I got "ninja'ed"with the 1st point lol because I was about to do the same thing with the next update(s) of "[K1] Three-tiered Dark Jedi Robe", but actually no progress has been made on my end so- congrats, and thanks [for making my life easier 😂 and]- for those amazing changes that I believe are necessary for a gameplay improvements! Definitely, Permanent spot in the mod list has been filled.
  12. Make sense for custom-based mods; which the author wants the mod to works 100% as it was designed for. 🤔 Thanks for the heads-up!
  13. Hahah, yeah- that's what I did locally. Although that method seems to be not so preferable for a release version. 🤔 Anyways; finally, I get to patch the "FirstName" field properly, by creating a new 'append.tlk' which inside it is a new entry to be pointed as reference for the StrRef. The "FirstName(strref)" value will be StrRef0 then, to link with the append.tlk's tokens. Here's the attached log and the working INI to take a look at: installlog_changes_Working_Patch.7z and a screenshot of the log which quite explain the patching process: Nice to know that append.tlk work in similar fashion to 2DAMEMORY. And many thanks for this information in particular; it helps me a lot with guessing which part should is necessary to be inspected.
  14. Well, guess I'm thankful that I do listen to your input quite much then lol.
  15. Well, I believe your input and advices pretty much encouraged/influenced/inspired me on doing most of the stuffs. 😁
  16. Nope. Not working either. Here's a warning that were encountered in the process: Observed by the log it seems to be necessary to add a reference to the [dialog?] TLK. Ain't sure about that too, but most likely. 🤔 I'll try to fiddle with the TLK and see if something can came out of it.
  17. Thank you for the details! I haven't actually practiced with packing the MOD- but I will! Nice! Haven't thought that there was this detailed feature on the patcher. Anyway, here is attached; the log with debug logging enabled: installlog_debug.7z and a screenshot for convenience's sake:
  18. Yeah, that's what I thought too. 🤔 On this attempt I am using the exe which came from K1CP indeed, and there weren't any sign of failure with the patching process. Here's a screencap of the log: Attached in line are the changes.ini and installlog.rtf of the said attempt; for troubleshooting purpose- if you don't mind: changes_installlog_TS.7z I injected it into a RIM because I can't seem to find the module for the Endar Spire, in particular; assuming that a RIM pretty much works the same as MOD, hence the injection then. 😁 If you don't mind explaining; what's the worst case scenario that potentially came with it?
  19. Many thanks for the details! Appreciate it a lot. Pretty close, but I'm more curious about those sleek and clean transition you nailed- particularly when the texture is on top of another. I assumed that was something to do with the alpha-blending value of the TPC, but seems it wasn't- looking you had that result using a TGA/TXI.
  20. Welp, I believe I have done pretty much anything needs to be done; as seen in the screencap here: But still, the patched UTC have its "First Name" field blanked-out. I have done either manually arranging the change.ini or let the patcher generate them automatically. Edit: Wait, I'm redoing the attempt with "FirstName(strref)=-1" now. Edit2: Nope. Still blanked-out. Pretty sure something needs to be done with the TLK then [I was hoping to dodge a bullet without doing ones].
  21. That's what I thought. Dang, you nailed it! Anyway, did you convert the texture to TPC? And if you don't mind me asking; what's the alpha-blending value that comes with it? Many thanks on considering.
  22. Although it is set to -1 and the "FirstName(lang0)" field is inserted with a custom name [which is automatically assigned by the patcher], the installed UTC only have its "First Name" field as blank space. I checked it using the KotOR Tool by opening the said UTC from the targeted module. Perhaps I'm missing something? Edit: Ah- I get it, I have to get the dialog.tlk patched with a new reference pointing the intended custom name; more likely. 🤔