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Everything posted by ebmar
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Version 1.0.1
571 downloads
This mod adds fancy VFX and SFX alignment change both to the dark side and light side in two available style; TOR and TSL. -= BACKGROUND =- Not much of a background -- just my curiosity fueled with @DarthParametric's invaluable insights and assistance trying something never been done [at least to release stage until this mod was attempted] and documented previously to K1 based on its successors; The Sith Lords and The Old Republic. -= ABOUT THIS MOD =- TOR style -- adds IN-cutscenes VFX and SFX based on TOR's TSL style -- adds POST-cutscenes VFX and SFX based on TSL's TOR style no SFX -- adds ONLY IN-cutscenes VFX based on TOR's TSL style no SFX -- adds ONLY POST-cutscenes VFX based on TSL's * Preview [v1.0.1] -- To its VFX base it's using ported TSL models and texture [for the dark side ones] provided by DarthParametric. As for the SFX, I had them ported from TSL -- originally comes as mus_s_darkshort and mus_s_lightshort. -- provided as well user-friendly uninstaller for convenience purpose. -= KNOWN ISSUES =- TOR style -- at some potential cases [depending on how the cutscenes were set up] the SFX and/or VFX won't show up if the camera/frame far-off from the Player. In SFX's case -- because Players' presence on-screen's needed as they're the medium for the SFX output TSL style -- as using a spawned placeable's OnHeartbeat [which checks for and] to trigger the VFX and SFX for ONLY every ~3 seconds, they will not fired instantly. Delays are to be expected with this one. Also, as I didn't include ratio check to DS and LS gains sometimes you'll see LS status with DS' VFX/SFX and vice-versa. That often happens if there are multiple alignment sets in one continuous cutscenes There are module-specifics scripts that alter the alignment which is outside the scope of this mod -- at least at this current stage. With that in mind sometimes you won't see the mod's working although there are alignment change's happening -= FINAL REMARKS =- 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 only one of the available options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _uninstall folder -- make sure to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets etc and/or anything that hard-overwrites 2DAs coming from this mod. -= 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 DarthParametric for ported TSL assets, indispensable insights and assistance on this project as well the past-present knowledge, and his creation that I took learn from. He helped me as well with providing some useful information for the uninstaller Sdub for bringing my attention to v1.0.0's game-breaking issue -- hence the mod's update JCarter426 for SithCodec and Odyssey++ -- -- 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 bead-v for MDLedit ndix UR for tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF 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 Snigaroo/Sniggles for hosting #mod_development which essential during mod's early stage creative-process - eb- 2 comments
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- alignment fancy bits
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A preview to DS ending's fullscreen credits sequence for KotOR/K1's widescreen users [16:9] which made possible now thanks to @DarthParametric's finding on the offset in the game's executable -- powered by @seedhartha's insight that solved the problem. For information, I'm running at 1366x768 with the game's resolution. [Edited]
SpoilerFeatured as well two of my WIP mods with the footage; Alternate Revan's Robe [feat. Lord Bastila's unique appearance] + Alternative DS Ending Credits Music.
With the music I changed the second one that plays/around 3:55 marks [Bastila's Theme/Jedi Enclave-Courtyard's, IIRC] to one from SWTOR that I haven't figured out where/when it used in the game. While trying to dig information on it please let me know if you have any ideas where it is.
Cheers, and may the Force be with you!
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I think research is overplaying it a tad. And it was really @seedhartha telling me where to look that solved the problem.
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Thanks for the heads-up! Sorry -- my bad, as I wasn't quite aware on that in particular. Much appreciated. 🙏
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[Updated to v1.0.3: December 11, 2021] What's new? Rebranding Framework update Additional option to choose one that use room FX [experimental]
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Update to 303narl -- [TSL]_303narl_Selfillumed_c06_Monitor.7z gmax being good and is firing up now. Probably my machine choked on something the last time and I didn't bother doing anything about it. My bad on that part. 😛 So, that one should be a rather appropriate fix as the monitor is now detached from the desk behind and is self-illuminated -- therefore, no need for CM_Bright hacks, in case someone doing it. Also the lightmaps should not even be working with the former [it should broke, even] as I've been reminded by @DarthParametric that it needs to be UV-ed properly -- and I didn't do/remember that. It's set up similarly with the monitor beside it which is Object231. Let me know how and if it works.
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Got some spare time and currently invest on looking for the relevant model/s. I think I know what the issue is and how to fix it. I'll let you know when I found something. Though don't hold your breath on this one. 😛 Cheers! Edit: Alright, @N-DReW25 -- apparently I can't export the edited model from gmax/KOTORmax and fail to figure out what happened. The program works weeks ago but not this time -- such shame. On that attempt I was able to add two floating mesh copied from c06 that allows each to have separate self-illumination from the panel that supports behind. With only MDLedit in hand I can only provide an edited model that enable the lightmaps to Object231 -- therefore they're dimmed at the same level with c06. Here, try this if you like -- [TSL]_303narl_Object231_Lightmapped_BETA.7z -- be advised it haven't been tested so I can't tell if it works let alone how it looks. The person that does the texture can utilize CM_Bright to light the monitor part if you they want that glow effects though. Indeed not the best solution available, so I hope you can have it sorted best as possible.
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Oh, that I was decompiling the one KJ's attach. Oh, I see -- guess it's all good then. Thanks for the heads-up. 👍 Also, @Kaidon Jorn -- better look/use the one DP's linking there as a basis, it's properly commented rather than I did.
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Should be looking like this, more/less -- -- haven't script for a long-while so I might be missing things there, hahah. Anyway, with case 25: -- is there any scenario in-game where Bandon choke Trask? Interesting, can't remember though to be honest.
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Care to try this [and see if you can provide an in-game screenshot]? -- C_Seabeast01.tpc Anyway, it's not a fancy retexture -- was an 2K-upscale and few retouch to add more depth to some details, but that's it. Would go for 1K resolution but I think 2K's quite necessary for this one knowing its chunky size. Here's an SBS comparison versus the vanilla -- -- and let me know if you see [and what you think] about the specularity/reflection 'cause I utilize Manaan-underwater envmap to it. Can't tell on anything myself 'cause I haven't test it yet, hahah.
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About to wrap up some screenshots for an upcoming update of my mod, then the jab kicks in, lol.
Yeah, just got my 1st dose this afternoon, all is well not until tonight. It's crazy it feels [yeah, the sensation] totally the same like when I was hit--unvacc--by it back few months ago.
Let's see how tomorrow brings -- stay healthy you all!
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That's quite an unusual case, I wonder if you were shot by plain water, hahah. Nah, of course JK.
I mean, I'm not telling that it feels bad of course [different when you naturally get it] -- yeah, it's just like when you're drugged [well of course you are].
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I'm 41, I also only had bit of a sore spot from the Pfizer shots. I've been getting the flu shot for years, it was pretty much like that.
My girlfriend got AstraZeneca before I got my jabs, she did have a few days of tiredness. -
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I've been getting the flu shot for years, it was pretty much like that.
Thanks for sharing the news, I see. Flu shot is not really common thing here where I lived -- well, at least no one talked about it. But I'm gaining awareness now thanks to you.
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It has that "Alien" vibes, sounds cool. Though I can't say about its implementation with Peragus 'cause honestly I haven't gotten myself out from there, lol. So I'm still going to give the vanilla a chance, and see about using your idea another time. I was only curious about your choosing for the music -- that's all, and honestly say that is quite an interesting one!
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I just checked and listen closely to the battle music and indeed, there is a delay from between the loop which comes from the track naturally, as we all know about it in general. If you're talking about seamless-loop tracks, I honestly have no idea on that application with KotOR engine as I thought you're talking about common music/songs that has intro/outro. Sorry I can't post a video about it 'cause I don't have time for that. If you're willing though, perhaps you can post or give the link to the custom music so we can inspect and look if it's feasible for the game.
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Hmm, I can't tell if MusicBattle use that node to define the delay as well, but far as I'm concerned they will always instantly loop as long as the battle round goes. I did have custom setup [which use ported TSL stuffs, mostly] that works fine. Oh, worth trying to remove every metadata with the track--like track/artist/album name and those extra bits, if there's any--preferably using Audacity. I always do that to follow the original setup, at least -- as there are known issue as well which the [area] music tend to cut at the middle and repeat often with metadata still intact.
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Hmm, quite surprising actually -- as the game use that setup on every cantina and it works on custom content as well, like this one did. Yeah, probably best to try again, and see how it goes this time. And make sure you got the GIT installation right by putting one into the MOD instead of dumping it to the Override. Also just a reminder to check for the track itself as it probably contain that long silence at the end of its play.
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It controlled by MusicDelay node on each module/MOD's GIT. From a source I found/discussions in the past [that I remember] it is defined in milliseconds, which often the game uses somewhere between 10000-30000, IIRC. To have the track loop instantly simply set the value to 0.
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Post a preview video or a link to the said tune -- I'd like to see/hear one!
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Here's a relevant answer from another similar thread -- Just let us know at what part you need help to understand, and -- Nope, you don't want that setup for background-music/BGM [unless you want to go back to 40/50's, hahah]. Mono channel at 22050Hz is only for sound-effects/SFX. With BGM you'll always want it as Stereo channel at 44100Hz. P.S. Be advised that all of this was written with GOG version in mind. I'm not sure about the others though.
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Greetings OP, Can you shed some light about !saveas= function? I know that it is not officially documented and not publicly known, but I happened to find it inside the EXE by looking up using HxD. Sorry if that comes as an unpleasant move but sometimes curiosity gets the better of me. Much thanks for considering this. Cheers!
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- TSLPatcher
- TLKEd
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Wow, that's news for me! Much thanks for the heads-up. 👍 Always nice to know there are less to worry about from now, hahah. Also yeah, the parameters gave it away -- compresstexture 0, should've figured that out before hand.
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Alright, a bump to oneself thread but not without reasoning. No, we want to have lightmaps as TPC for compactness [as in filecounts], so we will not have extra amounts of TXIs scattering around the mod-archive [modders] and/or Override [end-users/both] by then. Nope, as long as you choose the Uncompressed settings with the converter, which we're talking about using tga2tpc here. Yes, the filesize will not even be reduced at this point--it will increased even, as it include the uncompressed TGA plus taking account of built-in TXI that I'm sure--, but anything from 1 to less than 100 KB doesn't matter much, really. That, if you're using low resolution lightmaps like the vanilla game did. Though I'm quite sure even with somewhere mid-to-high setup you don't want them compressed. I did use uncompressed-TPC's with the ongoing Lukkas' Hub, and all looked just fine. It's just -- the thing about compressed lightmaps is they produce seam to what supposed to be seamless result. Well, I came to realize that you don't want to ever put any models or textures to RIM/MOD -- ever. That could work at some cases like customs retaining original filename also TGA/TXI would be fine there, but still is a disastrous practice. You will always put [custom] lightmaps to Override folder -- no bargaining, lol. No, go with TPC as possible as you can while having these parameters with the TXI for each -- islightmap 1 #compresstexture 0 ** mipmap 0 #downsamplemax 0 ** #** is redundant as is not a TXI semantic other than for BW's internal image processor, as elaborated by DarthParametric -- those are from the original setup, and since they worked fine I think it's always good to retain them.
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Well, there are also UTCs and DLGs there but I see. 🤔 Hmm, alright -- you know your mod/setup better than I do obviously, hahah. I mean, must say I can't really follow what you're doing there because that's out of my usual practice -- which might be good, as well go the other way around though. We'll see about that. Edit: Ohh, I see -- yeah, you simply transfer the Tatooine setup to Taris'. Well, that looks fun, hahah. To be fair, you can always use custom name to optimized the compatibility -- but you do you. Granted, that takes more effort. Alright, good luck with that. 🍻
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Alright, just do a quick check and found some minor-nitpicky stuffs but overall looks fine, so cheers for that -- though this one looks critical -- Don't you think it's better for them to do hard-overwrite/replace? With what they're now they will simply be skipped -- assuming they're already in the module, that is. Granted, you might have your own logic and/or plan for that and I didn't see it for sure.
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I'd suggest [modders] to not ever inject files to RIM, only if -- It's a custom-made like djh269's "Jolee's Hut" The game can't read the MOD like that occasion in TSL, so the only way to make changes is through the RIM The reason is we may need default-unedited files that taken from vanilla RIM at a point, and if one--particularly end-users--hard-replace them they can't do any of that or a rollback as well as troubleshooting. Indeed there could be backup from an install using TSLPatcher, but still it isn't ideal as it will potentially cause unnecessary issues -- not presently by any chance, but in the future. The argument about game taking priority of MOD over RIM is a valid one, but isn't the basis for this understanding. If anything, by not doing that is the best practice that benefitting everyone.
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Phew, found it -- I suggest you to look at that post to learn more about armor classes [only that's relevant on your current attempt] -- it's just I can't explain it any better than JC to be fair [dang, better had that one bookmarked, really].
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Congrats! 🍻 Depends on what armor you use with the relevant NPC/UTC. Assuming that Lashowe's equipping a Dark Jedi Robe, yes -- "i" class' the one to be edited to make it worked. So if you make her equip Verpine Fiber Mesh that is--correct me if I'm wrong--"e" class [modele/texe] she'll have clothes changed to that then. Unless, you change what's in there to n_lashowebb -- she'll wear the robe instead. I suggest you to just keep what you're doing right now by having same looks with all class armor particularly for unique NPCs with dedicated appearance row. I believe that will save you from trouble going forwards, as I practiced that as well and all seem going fine so far. There are rare exceptions that'll want you to not doing that. For example, at a module you want her to equip the robe, and with the next one she wear Basic Clothing -- but that's another story to dig in.