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Everything posted by ebmar
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Greetings, fellow Jedi! Hope y'all doing fine. I'm going to need an assistance on recommendation for the most stable version of MDLedit. Currently I'm using two different version, with cause: MDLedit v1.0.3: This version works well with the dangly meshes but is failed to implement the bumpyshiny semantic to the model that is working with this version [the reflection will not shown in-game]. MDLedit v1.0.102b: This version didn't work with the dangly meshes but is capable on implementing the bumpyshiny semantic to the model that is working with this version. Many thanks for considering this!
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Oh hell ya- I have never thought about the odds actually; I have always thought that they were floating above the planet at slight moment before they landed. But as I saw the cutscene again, indeed that Bastila telling they already landed at the time. And soon as I get the heads-up from v1.2 change-log, I know that it's going to be awesome! Big thanks for this [updated] release! Permanent spot in the mod list has been filled. Update: I have tested v1.2 in-game and it works fantastic! Particularly the transition between two movies in-motion does really enhance the pacing and flow of the game. Splendid! Amazing stuff, @DarthParametric and @JCarter426!
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Hahah- Yeah, my thought was directed to the said fix too- afterall, as far as I can tell JC haven't release any m13aa_01a related mods/fixes; particularly for K1. Ah so I know now hahah- thank you for the information! More likely. Although it reflection looks neutral for a module's cubemap; as usually they include the particular area details with the CM's texture. 🤔
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If by what you meaning the normals is activating the tangentspace; I'm not using it to those walls- they are mycube by any chance looking like normals, perhaps? 🤔 I'm more thinking of this one- definitely! 😁 Did you by any chance have seen this video? I have no idea how that reflection in the glass-like part can be pulled off. Simply amazing. That didn't looked like CM_SpecMap wasn't it? 🤔
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Awesome! Thanks for the quick fix, DP! and it works flawlessly on my end; despite the fact that a result of implementing cubemaps to the wall [lda_unwal07] seems to be responsible from producing a bright-ish appearances in between the gaps of those panels [as it looks on your end there are none of them]: Nevertheless, many thanks for the fix- the result is significant! Ah, it works like a necklace then? 🤔
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Greetings, fellow Jedi! Hope y'all doing fine. I have noticed a disturbance in the Force with the Ivy meshes; particularly inside m13aa_01a model [Dantooine's docking area]. My query/request are: [Query] Is that intended? Because I have roamed around the Enclave and every Ivy that are attached; they align perfectly and the only instance of disturbance is on that one. [Request] If it is not; I am hoping for a fix to the mesh/model because as we can see it shown on an important cutscene as seen in the screenshot above. So, I believe a fix would be necessary. Many thanks for considering this!
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Fantastic! The method works flawlessly. Thanks for directing me to the said tools; such an amazing instrument to have there. I'll keep them noted. Again, thank you for the feedback!
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Ultra-awesome! Many thanks for the attempt, DarthParametric! and also;
- 6 replies
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- high poly
- placeables
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I am certain an additional entries wouldn't be necessary; simply replacing the existent "l_commM" and "l_commF" will dodge two bullets there. 😁
- 6 replies
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- high poly
- placeables
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As I'm using the mod in my playthrough; I'm certain that it wasn't covered. The model is going to be used in placeables.2da, and I suppose it must be a one integrated model [such as C_xx based] to be effective. And it seems there is no link-up between appearance.2da and placeables.2da.
- 6 replies
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- high poly
- placeables
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Greetings, fellow Jedi! Hope y'all doing fine. It's me again; try to get the stream goin', lol- pardon my curiousness. This one is a request rather than a question which is: I would like to request an attached version of commoner's head model to commoner's body model so it'd be an F type model, and then the model be renamed to l_commM for "Sitting Commoner's Male" and l_commF for "Sitting Commoner's Female". On my attempt, it actually is possible to make two low-poly commoner's that were playing Pazaak in Taris' cantina to uses hi-poly model [N_CommM/N_CommF] but on my end they lost their head as only the body model that was applied. I have no specific preference of which heads on this request [but low-key hoping at least 2 or 3 Comm's heads be fulfilled 😂]. I believe it'd be an unique addition to K1; particularly- as it'd complete one aspect of the game. I think TSL uses UTC/script? as their sitt-comms are interactive, and I can't find any instance of them inside its placeables.2da. Many thanks for considering this!
- 6 replies
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- high poly
- placeables
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I want to delete only the particular UTC because the MOD that is attached to has been patched with several mods. So, I think to restore the vanilla version wouldn't be the best option here. Many thanks for the information! Very much appreciated.
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Greetings, fellow Jedi! Hope y'all doing fine. I accidentally installed a .UTC to a .MOD and looking to have an assistance about: Is there any way to remove the said .UTC from the .MOD? I can't replace the .MOD again with the backed-up ones because I blatantly permanent delete it soon after installing and then too late to noticed. Many thanks for considering this!
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Excited to see the mod was released soon after being showcased on its WIP thread- thanks for creating and sharing this fantastic work, DarthParametric! Looking very forwards to any updates from this mod; as I believe this mod got the potential to reach v3.0 or v4.5! Lol. All said and done; Permanent spot in the mod list has been filled.
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The animation that comes with the monitor is awesome!; as expected from tons of frames of animation that comes with it. Any suggestion possible would be to add more fps to the setup [default is 1] to a range of 3 to 4; but that how it goes with my personal preference. In-game preview: That was a low-res footage; the in-game appearance of the monitor looks much crisper and high-definition. It only too shows how the animation works on my end Thanks for creating and sharing this awesome work, Sith Holocron! Of its awesome sets of animation and being the inspiration of "[K1] Animated Swoop Screen [TSLPort]": Permanent spot in the mod list has been filled.
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Each frames scaled at 512x512. Thanks for the input! I actually haven't seen the result with 128x128 or at most commendable 256x256- but surely I will get along with your suggestion and take things from there. Again, thanks!
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Thanks, Salk! Very much appreciated. Yes, that is possible and is also required to make the animation smoother by adding more number to its fps. Hope I can get it realized soon. Thanks for the suggestion! Edit: As the file size; even by doubling its frames of animation I doubt it'd be larger than 10 MB with tga2tpc compression. 😁
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Only 11 foa with 3 fps hahah. 😁
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I meant to said the 2nd best after RDR2 lol. 😂
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This is the best thing that is happened in 2018.
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View File [K1] Animated Swoop Screen [TSLPort] This mod replaces K1's vanilla static swoop monitor with TSL ported swoop monitor with added animations on its screen. # Background # Lately I have been attempting few porting stuffs between TSL to K1 and then wondered "can PLC_xx be ported?" and the answer is here. # About this Mod # Inside this mod are: One TSL ported swoop monitor model: plc_swscreen MDL/MDX One TSL ported swoop monitor texture in TPC format: TSL_SwpMntr One custom made 11 frames-animated swoop screen in TPC format: AnmtdSwpScrn # Final Remarks # This attempt were much inspired by Sith Holocron's "Swoop Monitors Replacement Pack" as without the said mod, it wouldn't go anywhere than just a mere idea. I learned a lot from his texture and TXI's setup so- lots of credits pretty much addressed to SH and his work! Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Copy-Paste all the included files to the 'Override' folder. Overwrite when prompted. Uninstallation: Remove the said files from the 'Override' folder. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the kind intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare, Obsidian Entertainment, and LucasArts as inside this mode are their base assets. Anyways, credit to me is always a welcome, welcome. Credits: Fred Tetra for the 'amazing' KotOR Tool Chuck Chargin Jr./ndix UR for MDLOps bead-v for MDLedit ndix UR for tga2tpc Elwood288 for without his porting discussion I'd have no idea of what I'm doing Sith Holocron for his awesome tons-of-frames' "Swoop Monitors Replacement Pack" which have been the guidance on setting-up the animation et all DeadlyStream for updating the porting policy DarthParametric, Dark Hope, VarsityPuppet, redrob41, Sithspecter, DeadMan, JCarter426, Kexikus and Salk for being inspirational BioWare, Obsidian Entertainment and LucasArts for K1 and TSL All streamers on DeadlyStream All modders either active or inactive DeadlyStream for a place to hangout and to discuss -eb Submitter ebmar Submitted 11/08/2018 Category Mods K1R Compatible Yes
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1 star for the mod- 4 stars for the screenshot! Lol jk. Finally; this were one of those features in the game that did bothered me but decided to live hard with lol. For sure I can eat well now. Thank you for this, the spice is essential! Edit: Even though it doesn't seem to compatible with K1R's Carth's "Kolto pack line", I'd definitely choose it over the top because of its much better scene and kind of enhances the pacing particularly on that area. Permanent spot in the mod list has been filled.
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Thanks for the suggestion, DP! Nice looking stuff there particularly with the Aurora MDL language definition; it looks more compact than I currently use- and with JCarter426's "NSS language definition", I thought it only covers scripting stuffs- but it seems I was wrong. Definitely I'll try to fiddle with them later.
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Greetings, fellow Jedi! Hope you all doin' fine. On my latest attempt, I tried to edit an ASCII to attach MaskHook and GoogleHook with standard Notepad and when I convert the ASCII to Binary, it works. But when I load the Binary with MDLedit an error occurred which leaves the Binary model can't be loaded. So, I surfed the net looking for an answer and then I found this freeware: PlainEdit.NET I'm an amateur with tools and stuffs but as stated in the description; In short; when I edit the ASCII with the said tool and then save the changes, convert it again to Binary and load it with MDLedit- it loads, and all changes does loaded to the model! The MaskHook and GoogleHook does working seamlessly despite the fact some further changes would be necessary for their positioning and orientation. So I thought I share the news with fellows here whom perhaps having the same problem which I hope it can be helpful. I know many have known about editing ASCII and stuffs but I'm certain a few haven't known about it. I hope the information kind of helps; may the Force be with you all!