ebmar

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Posts posted by ebmar


  1. 42 minutes ago, DarthParametric said:

    I remembered that there's that banter between Mission and Bastila where Mission gets forced prone. Checking the dialogue file, the script used is k_swg_bantforce:

    
    ///Bastila trips Mission with a Force power
    
    void main()
    {
        AssignCommand(GetObjectByTag("Mission"),PlayAnimation(ANIMATION_LOOPING_PRONE));
        ActionPauseConversation();
        ActionWait(2.0);
        ActionResumeConversation();
    }

    So using some variant of that might work for your escape scene.

    Of course another issue is probably the VO. I imagine you'd need additional lines for Selven, which presumably means having to completely replace her existing dialogue, as I can't image you could match it with someone else.

    Hahaha yes! that infamous scene 🤣 Yeah, I've seen it on Youtube, but not in my playthrough yet 🍃

    Actually, the first scene on my mind similar to this escape plan is when Calo Nord throwing [I believe] a concussion grenade to this three ambusher at Javyar's Cantina if you remember.

    But, I'm not going to put it over my head for now 😁

    Yes, VO is no wonder would be another issue there, but I can see there would be no change at all to her existing dialogues. I imagine she'd just throw the grenade off [and saying some new lines which not figured out yet] and then runaway, leaving no trace [there could be some similarities with "Bendak Bounty Rework" I believe; as PC can't finish off Bendak and he's blowing himself up instead- but I'm not checking them script out yet].


  2. 5 hours ago, DarthParametric said:

    Yeah you could do something like a stun/concussion grenade, although I don't think K1 has that head shaking stun animation that TSL does.

    Yes! But to tell the truth; I haven't played TSL yet so, unfortunately I can't guess too much about that DP.

    Quote

    I guess you could just knock everyone prone, although I'm unsure on the scriptability of that. K1 has a lot more limitations than TSL. Someone more knowledgeable than me would have to chime in.

    That would be another big step to take, as for now I'll go with changing appearance and .utc first. [if possible, I could pull off some changes to the dialogue voices too- as I already work with all the assets now and they work in my test-through as intended].

    And there's a possibility that I will pull off some changes to the dialogue voices using the Patcher; as TSLPatcher is such an amazing tools- very informative and rookie-friendly! :respect:

    Thanks DP, for the ultimate-guidance! :respect:

    Anyways, here's a preview from the progress so far.

    Selven 2.0 [Beta] - Preview.png


  3. 15 minutes ago, DarthParametric said:

    If you want more advanced elements, like scripts and so forth, that's a whole other thing.

    Yeah, I know 😁

    For awhile there, I'm having this slight thoughts of trying to have Selven not deceased at Taris but instead at other planet [like she throwing a concussion grenade to escape from the assassination] nah; should focus to the task at hand now :cheers:

     

    15 minutes ago, DarthParametric said:

    All the points covered what is required to produce what I supplied in the linked archive, a TSLPatcher setup that will install the appearance change in a compatible manner. You can continue to tweak things like the texture after the fact, since no setup changes are required for an updated texture beyond overwriting the original one in the tslpatchdata folder.

    Got it!


  4. 59 minutes ago, DarthParametric said:

    All the "ModelX" columns get replaced with PFBL - modela, modelb, modelc, modeld, modele, modelf, modelg, modelh, modeli, modelj

    All the "TexX" columns get replaced with PFBSelven - texa, texb, texc, texd, texe, texf, texg, texh, texi, texj

    The "TexAEvil" column is a special case for Dark Side underwear, you can star that out - **** - for non-player appearance rows.

    Thanks DarthParametric! Make it two glass of beers; both mine and @CarthOnasty's :cheers:

    Assuming that point number 6 to point number 23 is a "release in progress" phase, I'm going to hold them off for now.

    Point to the fact that I could possibly do edits to the body texture [using PFBSelven01.tga as the worksheet], I'm going to give a shot at it.


  5. Updates of this project has been moved to this thread

    https://deadlystream.com/topic/6347-wip-selven-20/

     

    Greetings, fellow Jedi!

     

    So, recently I have been having this thoughts of altering both the appearance and the ability of Selven- a high-profile criminal who became infamous for her extermination of the Ulgo family on Taris. 

    The main motivation of this project is to give Selven a "mean-evil-bad-ass" demeanor looks, more than she is right now. And also to make her more like a "mini-boss"- a pure "side-quest" choice which probably you wouldn't want to cross; and to make that happen, we would need her stats and attributes boosted.

    I already have the head texture done [and personally pleased with how she looks right now] with help from @DarthParametric's custom texture and Curtis1973's texture example.

    For body texture, my plan is to use "PFBF04". So basically, she would looked like this:

    ao5e39.jpg

     

    I would need some help here with editing rows on both heads.2da and appearance.2da, and probably with .utc; as I have very basic knowledge about editing those- and I think asking for help probably the best idea here.

    To tell the truth, I don't want this project to be "my project". I'm intending this project to be "our project"- our belongings, our mod; for us, gamers- to have experience to.

    So if any of you interested on making this project a possibility, I would be very happy and grateful [My pleasure and thanks!] to welcome you aboard :cheers:

     

    With respect,

     

     

    -eb


  6. 2 hours ago, DarthVarkor said:

    As a fellow Brit, I support this. British Revan all the way :P 

    Anyway, as SH mentioned, I've been tasked with creating the cutscene involving Revan delivering her lines. I plan on starting on that today, hopefully. In the mean time, I've been playing around with some filters for Revan's voice. One was following a tutorial for a Revan filter online, and the others based on several Kylo Ren type voice tutorials. Let me know what you guys think!

    Filter 1.wav

    Filter 2.mp3

    Filter 3.mp3

    Filter 4.mp3

    Edit: After further hearing...

     

    You nailed it with the "Filter 2" "Filter 1" DV! 👏

    But, I am going to let you know what I am thinking in regards to every attempt here [keep in mind these are my personal reference, not a matter of good or bad; just which one suits me better]:

    1. Filter 1: This would be better suit a Jedi holocron voicing- if I recall correctly. This one is perfect to fill the spot! Filter 1 for the win. The modulator effect works seamlessly. Missed it on my hearing the first time actually. My bad!
    2. Filter 2: This is it! If only you could cut the low-frequencies more so it sounds less "bassy"- this one is a get go!. This one is at the right track, but it seems it lacks the modulating effect which is so "Darth Revan"-ly, I guess.
    3. Filter 3: I'm imagining this would be better suit as a datapad which contain voice recorded information DV.
    4. Filter 4: This is pretty much similar with Filter 2 but- there's this "leaky" noises [like some kind of a boost to "middle-to-high" frequencies I am guessing] which I don't feel it's supposed to be there DV. Maybe, for personal communicator voicing; this definitely a choice.

    Hope this feedback is constructive enough for the attempt- good luck! :cheers:

    • Like 1

  7. 4 hours ago, Sith Holocron said:

    Oh BTW . . . ebmar?  If you want a French accented woman to do Darth Revan's line, this paragraph outlines your opportunity to shell out some dough and get it done. (I'd want a sample both with and without filters. If you actually want to do this, PM me.)

    I am sorry I did not follow your line 100% sure here SH but, did you expected me to do VO for French accented female Darth Revan? 🤣 [that would be impossible - saying it with grunty voice]

    Or maybe to find some talents to fill in the role? [that would be possible - but I can't guarantee anything, I've been busy with another project here].


  8. When looking at an image in Gallery, there is this accessible "Search..." button that is "out of bounds".

    And it does concern me...

    Out of Bounds' Search Bar 2.0.PNG

     

    Edit: It is fixed now! Impressive, @Tyvokka! :cheers:


  9. 26 minutes ago, ariankoochesfahani said:

    I discovered something a bit odd. When I put the attached sound file in-game and get into a firefight, the sound modulates! That is, its pitch changes shot by shot, alternating between 2 or 3 pitch-variations. Does Kotor actually process sounds dynamically and I only notice it with this one sound? Or, more simply, does it have a built-in modulator to spice up the sound of combat, and there is something about this .wav file that makes the modulation uniquely distinct? Or third, am I insane?

    heavy_blaster.wav

    Hey, it sounds actually kind of cool though! I assume that you already change the file name to both "cb_sh_blast1" and "cb_sh_hvybl1" to appropriately utilized them in-game.

    Yes, it seems you are not the one that is insane here 🤣

    Sounds like they have something which I don't know what that is- working on the end-result of the sounds been produced there.

    But it sounds fun though! :cheers:

    Edit: Did you install Shem's Ultimate Sound Mod for TSL and KotOR before applying the file? Maybe it has something to do with it though- I don't know, just guessing 🤔


  10. 2 hours ago, DarthParametric said:

    Like I said, you don't have to create it from scratch, you just use a modified copy of the original. Here:

    https://www.darthparametric.com/files/kotor/k1/[K1]_PFHA03_ebmar.7z

    Here's the vanilla head model, along with an edited copy with a unique filename and unique texture name. I've included the ASCII (decompiled) models so you can see what was changed, and in case you want to make further changes yourself, as well as the supermodel if you make changes and recompile. You can use MDLEdit to do so.

    Works like a charm now! :cheers:

    Thanks DP! I'll see what I can do with it then :respect:


  11. 10 minutes ago, DarthParametric said:

    You can use that head. If you want to use it straight vanilla, just set the normalhead value in the added appearance.2da row to whatever the heads.2da row ID is for that head. If you want to use a custom head texture, you'll need to create a custom named copy of that model and point it to your new texture. It's a fairly painless procedure. Then you add that to heads.2da and set the normalhead value to that.

    Ah... glad to know about that. I will go with the easiest path for now DP; using most possible assets available and do some edits to them.

    I am not there yet for creating models from scratch- not yet... can't even look where to start actually 😂

    Thanks! :cheers:


  12. 29 minutes ago, ariankoochesfahani said:

    Thanks, guys! The move from stereo to mono on the suspect .wav files did the trick after all.

    Glad to hear that! And if you find anything about Stereo channeled-Sound FX's could work in-game, please- from the Mariana Trench's of my heart; tell us about it okay! :cheers:


  13. 1 minute ago, DarthParametric said:

    In K1 in order to use a custom head texture you must create a new model for it, unlike in TSL where you can just specify a texture override in heads.2da. So even if you don't want a physically different mesh, you still need a custom model that points to your new texture.

    So, could we say- my plan on using one of PC's head for example an edited 'PFHA03' for her head model is deceased here? 😂


  14. 15 minutes ago, DarthParametric said:

    It's the same routine as for any other unique NPC. Add a new heads.2da row with a custom head, and a new appearance.2da row that points to the head row ID. Specify custom meshes/textures in either/both 2DAs as appropriate. Edit the NPC's UTC to point to the new appearance row ID.

    I think I could cover on adding rows both to heads.2da and appearance.2da; as for specify custom meshes or textures in either or both 2DAs as appropriate and editing the NPC's UTC to point to the new appearance row ID- man, gonna take a long-while there! 😂

    It seems I am going with doing edits both to her head and armor's texture for a kick-start, and then will go to the next phase later. Thanks DarthParametric! :cheers:


  15. Is it possible to alter the appearance of "the infamous assassin" Selven, to have her much-more unique looks?

    As we all know she was a high-profile criminal who became infamous for her extermination of the Ulgo family on Taris, and in my opinion- she could have much more "mean-evil-bad-ass" demeanor looks than she is right now.

    If it is possible, then can someone tell it how? I really, really wanted to change her looks 😂

     

    Thanks! :cheers:


  16. 1 hour ago, DarthParametric said:

    I thought it might work since most of the game's audio is MP3 with a fake WAV header, but I guess not.  Sounds like it is more a case of mono vs stereo (although I wonder in that case if mono MP3s would work).

    For every dialogue assets that'd be no problem DP, they work well both with .WAV or .MP3- no restrictions as long as they put into the right folder. As for Sound FXs, I don't have any idea of what causing this. Which I still hoped Stereo channel could be utilized for Sound FXs- that'd be very, very helpful for many aspects of the game. Hope someone figure it out!

    Anyways, probably- I don't really want to hear how a Mono .MP3's sounds like 😂


  17. 2 hours ago, ariankoochesfahani said:

    Through trial and error, I seem to have confirmed that .wav files above 100 KB, such as one might put into the Override folder to alter blaster sounds, are not processed in-game. Can anyone speak to this? I was trying to use high-quality sounds but it seems this is a no-go.

    It is possible to have .WAV Sound FXs [Force Powers, characters action such as their reaction when they attack and getting hit] above 100KB to works in-game. I have them working in my playthrough seamlessly. Try to make sure the end-result channel is in Mono with about 352kbps to 705kbps of bit rate just to be safe, and not in Stereo [you will not have them working on Stereo even if they have 1KB size of files I believe]. I hope this helps :cheers:

     

    2 hours ago, DarthParametric said:

    Have you tried encoding it as an MP3? 44.1KHz, joint stereo. 128kbps or 320kbps should be fine.

    I am sorry DP, but I can't make it work. Excited with the possibility- I did like what you said; exporting the project straight to two (2) .MP3 files- both 128kbps and 320kpbs for compatibility test, then convert their sample rate to 44.1KHz with Stereo channel using an audio-converter. But them works to no avail 🍃

    • Like 1

  18. [K1] Custom 'Animated Revan' Legal Screen


    Custom 'Animated Revan' Legal Screen 1.1.1


    A custom 'animated Revan' legal screen for KotOR in 1920x1080.

    The animated Revan is not a work of mine, it is a .gif upload by Danny Russell. So all credits to him for doing the hard job!

    What I do is some edits, convert, and blend the animation with the legal content I made so it can be utilized in-game.

    This mod is very much inspired by VarsityPuppet's "New Legal Screens for KotOR and TSL 1.0".

    Installation: Run the Installer [TSLPatcher.exe].

    Uninstallation: Delete the said file, or overwrite with the file stored in the Backup folder inside the mod's folder [located at the same level as the 'tslpatchdata' folder].

    Compatibility: Should be compatible with anything except other mods which potentially alter the Legal.bik file.

    Credits:

    • BioWare & LucasArts for the 'Game of the 21st Century'.
    • Danny Russell.
    • All modders either active or inactive.
    • stoffe and Fair Strides for the TSLPatcher setup.
    • Jeff Roberts for the RAD Video Tools.

     

    -eb

    :cheers:

    Preview

    Spoiler

     

     


    • Submitter
    • Submitted
      04/07/2018
    • Category

     


  19. Greetings, fellow Jedi!

     

    I am in an attempt to do Darth Revan's voice filter like the one heard on SW:ToR- this one in particular: Republic Shadow of Revan Ending; and I would like to share with you how the progress going- along with this tutorial.

    The program I am using is FL Studio 12 Producer Edition and I assume that every filters I am using on said attempt is possibly available and/or close-to-similar with every audio-editing program out there.

    10dtdls.jpg

    I also attached some screen caps to help clear things up.

     

    So, let's start then! :cheers:

     

    You would need two (2) layers of voices to work on to. In my attempt, both voices are un-pitched.

    2a5c8qh.jpg

     

    The purple layer goes to Mixer channel 1, and then the red layer goes to Mixer Channel 2, like this-

    694222784_FLStudio-AssigningLayer.PNG.9af3a7044149ace258fe603ae30b1994.PNG

     

    I am sure you were all aware about Mixer already; "All audio in FL Studio passes through the Mixer. Unless specifically directed, newly added Channels are routed to the Master Mixer Track" - support. Mixer in FL Studio would looked like this-

    705376535_FLStudio-Mixer.thumb.PNG.69e9fefe51be18d3a41e714893fa0221.PNG

     

    Now- with the 1st layer, you would want a Multiband Compressor, a Hardcore Modulator and a Stereo Shaper.

    • Theoretically, what you wanted to do with Multiband Compressor is to cut the high and middle frequencies.

    spd4wp.png

    • Hardcore modulating is much effortless, turn the rate level to its fullest until you hear the voice "rattling".

    vngvvm.jpg

    • Stereo Shaper was only to set the output to Mono [Yes- if there's a "set to mid" mix preset available, choose that!].

    Assuming you're done with the 1st layer- goes to the 2nd then.

     

    With the 2nd, you would want a Multiband Compressor, a Chorus filter and a Wave Shaper [This one is important].

    • Theoretically, what you wanted to do with Multiband Compressor is cut the low frequencies and keep some high frequencies as you like [You could say the 2nd layer EQ setup is an anomaly to the 1st layer].

    a17ss5.jpg

    • With Chorus filter on, set the speed and intensity level as much as possible [I kept width level to zero].

    2efhnqv.jpg

    • Goes to the essential part; Wave Shaping. This one is pretty cosmetic, but essential for Darth Revan's voice [imagine Gal Gadot; she's pretty, but without make-up she no Wonder Woman] - and I can't guarantee you a clean and clear instruction here because the plug-in is just a wave form. What you would wanted to do with it is to have the voice to produce some kind of noises; like a clipping sounds [when the level of a sound reach above 5db- that "broken" sound which we were searching for].

    21916ok.jpg

    Done with both layers, and we are done with everything. No plug-in added to the Master channel there so.. considered it is a wrap then!

     

    The very last phase is to exporting the project; either to .WAV, .MP3, .OGG, .FLAC or etc. Your choice! But assuming you want to use it in-game, you would want to export the project either to .WAV or .MP3- mandatorily to .WAV just to be safe.

     

    Can't guarantee we have the same result here- as different program could means different result [even using the same one didn't have its warranty].

    But hey, who knows your result is better right? And it should be!

    If you have any questions- just ask, PM me, or anything. I'd be glad to assist!

    Also, any constructive feedbacks is very much appreciated- as I am still and will always be in learning process too! :gathering:

    Good luck with the attempt, may the Force be with you! :cheers:

     

    Attached below is an end-result of this attempt.

    Keep in mind both the tutorial and/or the result is far from perfect, but self-assured; They are on the right track.

     

    • Like 5
    • Thanks 1
    • Light Side Points 1

  20. 1 hour ago, N-DReW25 said:

    I do believe this messiah content extends onto cut content where you got to rally the Sand People against Czerka and drive them off world like on Kashyyyk though if you'd help Czerka against the sand people you'd get to do sidequests for the president of Czerka on Korriban in the cut Czerka depot though for now, I'm going to ignore these and focus on just the messiah part.

     

    There may be a few places where you can pretend to be a messiah. For all of these, you'd do a persuade option claiming you are a powerful god to which at first they will disbelieve you to which you'd need to perform a certain force power to make them believe you. These powers can include Force Push, Whirlwind, Wave, Shock, Wound, Choke, Stasis, Stun, Stasis Field, Fear, Horror and Insanity...

    ... In vanilla talking to patrolling sand people gets you dialogue like "[This sand person is resisting the urge to kill you by keeping silent]" so as the sand people know you are a god perhaps change that to "[This sand person is clearly deathly afraid of you and refuses to converse with you]". Something I'd like to point out is I have not found dialogue for HK-47 in the game or TLK file about being a Messiah or anything like that and I'm not sure how this cut content was even founded.

     

    This is my idea for now, feel free to improve upon it.

    Now that. was. an amazing idea, N-DReW25 😯