ebmar

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Posts posted by ebmar


  1. 51 minutes ago, A Future Pilot said:

    This way normal Sith Troopers would be silver, Heavy Troopers and Grenadiers would be red, and Elite or Command Troopers would be white. This would also fix several places where there's no differentiation between Elite Troopers and standard ones.

    What do y'all think of that?

    I am sorry but, I think there would be too much awesomeness on this idea! :cheers:

    • Like 1
    • Haha 1

  2. 4 hours ago, DarthParametric said:

    I'm guessing that's a bad normal map, or bad UVs on the model. The "weathering" you are seeing is presumably compression artefacts.

    Yes, this was a similar result as that attempt on converting .tga to .tpc while ago.

    Quote

    Edit: Ah, I see what it is. You used the w_hvyblstr_003 texture to generate the normal map. It has those details on the "magazine" (or whatever that bit is). I think you'd be better off just not using the normal map. SS went to the trouble of faking height detail in the texture. A half-assed normal map is going to make it look worse, not better.

    Spot on! Yes, you were right; I used the "w_hvyblstr_003" texture to generate the normal map. I am using the Photoshop on doing that. Guess that make lot of sense then, could say the normal map is not necessary in this case. Thank you for the insight DP, appreciate it! :cheers:


  3. 9 hours ago, DarthParametric said:

    ...If you wanted to adjust it, decompile the model and open the ASCII in a text editor. Look for the bullethook. It should be something like this:

    
    node dummy bullethook
      parent w_hvyblstr_003
      position 0.0001741 0.354063 0.108606
      orientation 1.0 0.0 0.0 0.0
    endnode

    Change it to:

    
    node dummy bullethook
      parent w_hvyblstr_003
      position 0.0 0.375 0.108606
      orientation 1.0 0.0 0.0 0.0
    endnode

    And recompile. See if that makes a difference. If it still looks off, you could bump the Y position to 0.395 and see how that looks.

    N.B. if you have made your own custom model then your parent name will be different. You don't need to touch that, just the position values.

    No, I do no significant change to the models; only to enablebumpmapping, as it utilise normal map for its new version, and change its header name.

    Later, I do adjust the value as being suggested, and yes, it does makes a difference. It looks like the muzzle is in much proper position right now. I'm personally pleased with the result 😁

    But I do notice a significant change to the mesh too, noticeably in-game. The mesh looks like it is "flaky", to tell the truth I kinda dig the looks, as it seems it was like a used out-weary-been-through-a-lot  blaster though 😂

    90963037_FlakyBlaster.png.b47d8ceca5950353131a9197bd58b003.png


  4. [Updated: July 02, 2018]

    All files have been compiled and synced with the patcher, but as the plan goes- I decided to ask Sithspecter and DeadMan to be involved with the attribution of both the blaster and the sword. It'd be nice to have their advice nor input to the properties of the blaster and the sword, as they are the designer to their respective creation; Sithspecter with the SS-SL7 Rapid Blaster, and DeadMan with the DM-SL7 Vibrosword.

    2050460856_SS-SL7RapidBlaster.png.64ff8364f4800235bad7f3a68b5cfb41.png

    Would be nice to have Sithspecter and DeadMan's advice nor input; either for the backstory or an attribution to their respective creation.

    818694591_DM-SL7Vibrosword.png.91cf075c5ee7e853d0db6786843aab54.png

    Any updates of current development will also be posted in thread's introduction post.


  5. 8 hours ago, JasonRyder said:

    I hope someone does finish it, all they'd need to do is fix a few glitches. But is there any way I can get this to work with all the mods I'm using?

    From what I understand, your priority would need only Xor appearance to be unique am I right? If that so, maybe finding which files related only to Xor's appearance, compile them, and sync them to use with the most compatible set-up of your mod will do you good then. I'll see what's in the pack, and see if I can come up with anything.🤞


  6. 7 hours ago, DarthParametric said:

    Looks like Brejik with a beard and a tattoo (and some weird shading over the nose/brows). And maybe with Gadon's eye texture?

    Spot on!

    Quote

    Nice, get it noted for further check. Thank you for the link! And @JasonRyder, maybe the mod with the link above is what you were looking for :cheers:


  7. 19 minutes ago, JCarter426 said:

    SpaceAlex included a Xor in the NPC Enhancement Pack:

    ...

    The mod was never completed but it was released as a resource. I'm not sure where it's hosted now, though.

    Yes! I've googled it with zero result. I'm curious about it has some high-res textures from information going around to tell the truth.


  8. 22 minutes ago, JasonRyder said:

    Thank you for the reply!

    Very welcome! :cheers:

    Quote

    Oh and I have another project to suggest for you. Xor, the blatant speciesist who wants to buy Juhani from you, does not have a unique appearance when he is human(He's human on the Xbox version and a Twi'lek on the PC version). As a Twi'lek, he has a unique appearance. Think you could make one for him?

    Wow, that's a one-nice idea! Dang, wish I could- but I'm not sure, some projects already waiting to be finished 😂

    Hope others are reading the conversation and triggered to make one, as that was an awesome idea. Thank you for suggesting me with that! :cheers:


  9. 1 hour ago, JasonRyder said:

    Nice mod! Looks like this is almost completely finished!

    Thanks! Yes, it is- it is almost finished. Just have to re-check the file properties and then compile them all to sync them with the patcher. Hope all goin' well 🤞

    Quote

    One issue though, I noticed that her voice seems to echo. I'd prefer it if she had her original voice instead, can you make this an option?

    Yes, the echo is the result of me adding a room reverb to the voice, I can remove that effect- and I will. But as for the tone of her voice, I think I can't compromise that- I'd still go with the new tone. It seems I'm going with your suggestion to make that an option; as I'm considering about that too recently. Thank you for making it clear!

    Quote

    Again, great work!

    Again, thank you! Appreciate it :cheers:


  10. [K1] Song for the Cantina


    Song for the Cantina

     

     

    This mod change the background music [BGM] played inside Javyar's Cantina.


    -= BACKGROUND =-

    For me who playthrough most of Taris' side-quests, spending ~80% of the time in the cantina is inevitable -- reporting to Zax about the bounties, hunting credits from dueling, and maybe just to crashes on the sofa while enjoying the view of all the hot chicks inside the cantina is always a routine.

    But then at one moment I wanted to hear something new around the room, so I was thinking; why not make one?

    Influenced by a mod which change the cantina music to the classic piece from "A New Hope" and a reddit user; RomMitney, whom made some really cool cantina style one, this mod was made then.


    -= ABOUT THIS MOD =-

    • This mod change the background music [BGM] played inside Javyar's Cantina to a custom one I made. At the time I was heavily-influenced with Lo-Sci-Fi stuffs -- something like world of Cyberpunk with lesser fidelity
    • I wrote and created the song using FL Studio 12 PE. The song itself called "Tainted Love"
    • With this installed you will have every cantina [module] in the game their own unique BGM
    • Easter Egg: The song is included in "Lower City Movement #3", the third issues from a compilation of Lower City obscure artists which is released in 4001 BBY -- ;)

    Included are two installation options; MP3 and WAV format that are needed depending on which version of the game. GOG/retail version should be good with the game's native WAV format -- however, there are also Steam and mobile-version of the game which--from what I recall--need it as an MP3.

    -- provided as well a user-friendly uninstaller for best compatibility purpose.


    -= KNOWN ISSUES =-

    N/A at the time it was tested -- let me know if you find some.


    -= FINAL REMARKS =-

    This mod work best with Sith Holocron's "Animated Cantina Sign for KotOR 1" installed, as the animated-broken-blipping-sign gives you that lively feeling inside the cantina so, I'd recommend you to use that mod in conjunction with this.

    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 =-

    Run the installer, pick one of the available and suitable options then hit the [Install Mod ->] button!

     

    -= UNINSTALLATION =-

    • Choose the UNINSTALL option in the installation menu
    • Read the instructions for further required actions!

     

    -= COMPATIBILITY =-

    Will be compatible with mostly anything. Unless with mods that force-overrides tar_m03ae.MOD and/or ambientmusic.2DA, also coincidentally file-name conflicted

     

    -= 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.

    However, you can use the music for your school and/or mod project or anything that is non-commercial, though 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 and LucasArts for Knights of the Old Republic
    • Sith Holocron for "Animated Cantina Sign for KotOR 1", which assets being stand-out both in the screenshot and preview of this mod
    • DarthParametric for past-present knowledge, and his creation that I took learn from
    • Kexikus for "Different Music for Anchorhead and the Ebon Hawk" which at the first place inspire me on having this mod its modular installation for a guaranteed compatibility
    • JCarter426 for SithCodec --
    • -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing a lot using their method
    • Fred Tetra for KotOR Tool
    • stoffe for TSL Patcher and Fair Strides for the updates
    • VarsityPuppet for 2DA Editor Alpha
    • TK102 for K-GFF
    • Tool Makers wasn't mentioned -- can't make it without y'all! :respect:
    • 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
    • Snigaroo/Sniggles for hosting Discord/r/kotor

    -eb

    ** Preview [earlier version than v1.0.3]

    Spoiler

    • Submitter
    • Submitted
      06/29/2018
    • Category
    • K1R Compatible
      Yes

     

    • Like 1
    • Light Side Points 1

  11. 26 minutes ago, CarthOnasty said:

    Here's another update of the basic layout I'm looking it. It's going to be a lot more .gui work than I had planned, but anything for my adoring fans.

    IvbmQU3.jpg

    Oh my, another reason for not going to be able to finish the game then. Gonna spend lot more time in the Cantina playing Pazaak and hit on the dancers! :fpc:

    • Like 1

  12. 10 minutes ago, DarthParametric said:

    That's because most textures mods are pretty crap. If you see "HD" anywhere in the title, nine times out ten you can just roll your eyes and close the tab. The aforementioned redrob is one of the few modders that I could unequivocally recommend when it comes to textures.

    Haha, oh my. Thanks for the suggestion DP! Anyways, did you happen to know what software was used by BioWare for texturing back then?


  13. 31 minutes ago, Salk said:

    I am completely ignorant about reskinning and retexturing so please correct me if I am wrong but I seemed to notice that in many cases lots of details are gone, often due to the colors being much more washed out and returning an image that looks way more "flat" than the original, low res one.

    This is what made me stick to original textures in many cases, especially when I was involved in selecting which should be included in my now defunct project.

    I think I get the picture, and lately think about that too; which is the result from me to having to play the game with a clean install from a mod testing.

    There's that fascinating looks of the vanilla tone and shady feeling from its low-res texture. Recently I noticed that most with the vanilla Jedi robe.

    599430693_VanillaJediRobe.thumb.png.0f217598bc190614692419622d979df2.png

    • Like 1

  14. 2 hours ago, Salk said:

    It seems the following files are among the worst offenders:

    N_TwilekM(x)01.tga

    N_TwilekF(x)01.tga

    with a low 256x256 resolution.

     

    2 hours ago, DarthParametric said:

    Head textures? Those are no better in TSL, so you'd have to see if there are any mods that have made a higher res retexture. None spring to mind.

    Actually there're hi-res Twilek's textures around, if I recall the discussion correctly. As far as I know they're Quanons Twilek Outfits, scaling up to 2048x2048 for the body, and for the head there is NPC And PC Pack High Resolution Version 2, scaling up to 512x512.


  15. [Updated: June 26, 2018]

    A quick update to Selven's "Unique Vibrosword"- which now officially known as; DM-SL7 Vibrosword, and other things in particular.

    • The sword had some details engraved referring to the designer and the craftsman of the sword- DeadMan.1719778445_DM-SL7VBladePreview.png.65b06b595871ffbd9d0a226f1537ddf7.png
    • The Stealth field generator now in the inventory also- along with some other upgrade-downgrade tweaks to keep her "balanced" which is now accomplished.

    So, most [if not all] of the essential part in this overhaul is already being done, and personally- I can't see anything to be hauled again, least for now; in 1.0 version of the mod.

    The next step surely would be compiling all the files, and make sure the patcher work as it intended, with zero-to-none failure 🤞

    May the Force be with me 🤣

    Any updates of current development will also be posted in thread's introduction post.

    • Like 1

  16. 1 hour ago, 221BBakerStreetBabe said:

    I might even try making my own mods/skins eventually. But for now, I'm having fun playing around with everyone else's stuff. Say hi to me below!

    Hi 221BBakerStreetBabe! Could see we set-off from the same place; "having fun playing around with everyone else's stuff" 😁

    Looking forwards for your mods and hope you enjoy this forum as much as we do! :cheers:


  17. [Updated: June 23, 2018]

    Another update which again, focused solely on Selven's "Unique Blaster pistol" or actually, we could name the blaster now; SS-SL7 Rapid Blaster.

    The blaster had some details engraved now, referring to the designer and craftsman of the blaster- Sithspecter.

    2064491859_SS-SL7BlasterPreview.png.afe4f8f3425f140377dc4010b11f3693.png

    Any updates of current development will also be posted in thread's introduction post.


  18. 9 hours ago, mrmann said:

     Here it is, this was made to showcase a few things about the mod as well as those who are either curious or lazy, lol, about the original voice acting from the mod

    also as a love letter to the mod i recreated one of the original screenshots from the mods download page

    Wow. Thank you for sharing this. I haven't yet played TSL so it's obvious that I haven't yet take a feel into the mod too. But after watching this video, I can surely say that the overall ambient of this mod is amazing. It feels like it's already been there, being a major part of the original game, really- from my point of view. Splendid.

    • Thanks 1

  19. [Updated: June 20, 2018]

    This update focused solely on Selven's "Unique Blaster pistol".

    Ultimately, the final puzzle of this 1.0 saga has been resolved. Permission has been granted from Sithspecter [detailed matter in the opening post of this thread] to use the assets from High Quality Blasters! And it seems SS even have the original files uploaded as a resource so, we'll absolutely go with that! Much thanks, SS! :respect:

    So, more nor less- this how Selven would be with Sithspecter's "SL7 Blaster pistol".

    144979721_SSsHQB-Selven2.0Preview-Resized.png.e6550bbdce8cf3a03e2d21d5c00950f9.png

    Any updates of current development will also be posted in thread's introduction post.


  20. [Updated: June 19, 2018] The head and body tex's has been finalized; using [as far as I'm concerned is] the legit way of normal mapping. The objective has been accomplished, and personally happy with result.

    Hats-off to @DarthParametric, again-and-again for the ultimate-guidance :cheers:

    1870714750_Selven2.0-NormalmappedFinal.thumb.png.26702d758900dd9ab646f94b6743fb59.png

    Any updates of current development will also be posted in thread's introduction post.


  21. 24 minutes ago, DarthParametric said:

    Yes, DXT1/5 is DDS compression and will result in artefacts.  I would not convert the diffuse to TPC - leave it as a TGA. The normal map must be converted to TPC or the game will freeze/crash when loading.

    So, that means there would be a .tga file which is the color texture and a .tpc which is the normal map; both with the same name [pfbselven01.tga and pfbselven01.tpc] to the 'Override" folder?

    Edit: This what I'm having from converting the normal map to .tpc, and then putting the diffuse and the normal map to 'Override' folder- it is so obvious I did everything wrong here 🤣

    748686570_Normalmap.png.10c7843a9a61534e6cf3276c45a5c449.png