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Everything posted by ebmar
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Two days without PC gets me all cranky. Glad that I'm back with you now. Let's get something done tonight!
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Blog #85 - So you need a soundtrack cover for KotOR I and/or II...
ebmar commented on Sith Holocron's blog entry in Sith Holocron's Blog
I have had replied with a text response that you should do the KotOR1 covers as well! -
Thank you, Salk- my dear friend; for the kind words and sympathy. Those difficult times has passed and we choose to cherish what's in present time going forwards. I hope all forms of kindness comes back to you, my friend. βΊοΈ
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Entry #7 - The Prodigal Knight: OUT NOW
ebmar commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
Wanted to drop by to say that you as the director and SH as the producer, along with the whole squad is doing an awesome work judging by the end-result of the movie. I see that you directed the movie really well; the pacing was good and the audio production is exceptional. Congratulations! -
Entry #7 - The Prodigal Knight: OUT NOW
ebmar commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
I will like it. 2 hours 28 minutes and 44 seconds? Damn, that's massive! So instead of watching it from YouTube I decided to download it from mega. 1 gig to go now... Update: It is done now. Have a nice weekend y'all! -
Entry #7 - The Prodigal Knight: OUT NOW
ebmar commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
Owboy~ this weekend is going to be awesome! -
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- daviks estate
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[Updated to v1.1.0: September 21, 2018]ο»Ώ A quick heads-up to the mod's page. The mod has been updated to v1.1.0. So, what's new in v1.1.0? Added three new optional installation [Optional-1] now functioned as a compatibility patch for female texture of JCarter426's "JC's Republic Soldier Fix for K1 - Female soldier model [N_RepSold_F.mdl/mdx]" Updated About this Mod, Final Remarks, and Credits entry Added Redistribution entry Added new screenshots
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Many thanks for the kind words! Very much appreciated. Thanks! One of my motivation is to always looks for compatibility of mine with any mods that was already served here on DeadlyStream and/or anywhere. Even more with an essential mods/fixes as one like JCarter426's "JC's Republic Soldier Fix for K1", that in fact- I also had it installed in my playthrough. I am also glad that you appreciate it! High praise from you there, JasonRyder; appreciate it very much!
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Many thanks, @JCarter426 for assisting me with a comprehensive answer and by providing the necessary model from the mod, which made it possible for the [Optional-1] and [Optional-2] to be featured [got to update the credits section soon though! π]. Yes, JCarter426's "JC's Republic Soldier Fix for K1" is mandatory for the [Optional-1] and [Optional-2] installation. And thanks @GNihilus2, hoping you like how it looks on your end.
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- specularity
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View File [K1] Republic Soldier's New Shade This mod replaces the vanilla and/or the installed Republic Soldier texture with the new shade-specularity tweaked version. # Background # The way I see it; the vanilla and/or already present Republic Soldier texture lacks some shading and reflection particularly on its trim, so I thought adding ones would somehow enhance its appearance. # About this Mod # Inside this mod are 6 options of new shade and specularity tweaked Republic Soldier texture in TPC format: [Main] New Shade for Male NPC Republic Soldier [Option-1] Vanilla version for JC's "Republic Soldier Fix for K1" - Male and Female * [Option-2] Vanilla Version Model - Female NPC Republic Soldier [Option-3] New Shade for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-4] Vanilla version for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-5] New Shade for JC's "Republic Soldier Fix for K1" - Male and Female NPC Republic Soldier * * Option 1, 3, 4 and 5 requires JCarter426/JC's "JC's Republic Soldier Fix for K1" to be installed first. # Final Remarks # There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: I suggest you to manually removes any TGA/DDS and TXI instances of the relevant files [if there're any] from the 'Override' folder. And then - run the installer [TSLPatcher.exe], and hit the [Install Mod ->] button! Uninstallation: remove the installed files from the 'Override' folder or replaces them with the files stored in the 'Backup' folder [if generated] Compatibility: this option will be compatible with JCarter426's "JC's Republic Soldier Fix for K1" as long as this mod was installed after the said mod has. With any mods that is using the same name for the assets and/or potentially overwrite this mod, no compatibility is guaranteed Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for "JC's Republic Soldier Fix for K1" release; as without his mod - most of these contents would not have been possible Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor, and especially for making me revisit this mod for an update Salk for the input to include additional before-after screenshots Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc DrMcCoy for xoreos-tools' "xoreostex2tga" stoffe for the magnificent TSLPatcher, and Fair Strides for later improves it Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb Submitter ebmar Submitted 09/13/2018 Category Skins K1R Compatible Yes
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Hey, I recognize that elephant-looking guy! Wasn't he like some kind of a manager to the band? π€£
- 3 comments
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- anchorhead
- tatooine
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Entry #6 - The Prodigal Knight is FINISHED
ebmar commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
It will! I am SO excited of this movie! To @UnusualCharacters and @Mellowtron11, you guys are fantastic in the trailer! -
I have only finished watching "Star Wars: Episode VI: Return of the Jedi (1983)" recently, and those scenes inside the Jabba's Palace was quite memorable for me; one of them particularly is that performance of an alien singer with dancers. I thought the ambience of Jabba's Palace was quite match-up with what's inside the Star Wars: Knights of the Old Republic's Anchorhead's Cantina, so I decided to ask the band there to play one of my favorite tunes, "La rue" by the amazing Cortex, to kind of fits the atmosphere from Jabba's- while enjoying the beauty of the Star Wars Universe at the same time. Video:
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Dang. Looking very forwards to its progress, CO. I am curious what envmap you will be utilizing with them surfaces. Only by the raw looks of it; it looks fantastic.
- 180 replies
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- star map
- work in progress
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k1 [Question] Bump-map Breaks Level Geometry Animation?
ebmar replied to ebmar's topic in Modding Tools
No, I haven't change anything other than checked the bump-map flag. I have learnt not to fiddle around with anything I'm not yet to understand π - for example: Once I fiddled around with the vanilla P_BastilaH.mdl/mdx by unknowingly checking the shadow and the lightmap flag with both the (mesh) eyeRlid and (mesh) eyeLlid which leads to this result: As seen in the screenshot, there is a straight black line that is act like shadows which it was quite noticeable in-game, ranging from Bastila's meshes to as far as it can go the way I see it. Unchecking both the lightmap flag and the shadow flag to both meshes removes the black line again. -
k1 [Question] Bump-map Breaks Level Geometry Animation?
ebmar replied to ebmar's topic in Modding Tools
I'd like to confirm that it wasn't the enabled lightmap flag that was causing the animation to stop. I have just checked again the working bump-map flagged vanilla m02ac_02b model which I am using now, and the lightmap flag was indeed enabled. Sorry for the commotion I've been causing, but still- I don't know what's causing the animation to stop as seen in the screenshot. π€ Update: Screenshot of the working bump-map: -
Basil Bonehead's Mod Analysis Facility
ebmar replied to Basil Bonehead's topic in General Kotor/TSL Modding
Fantastic! Thanks for providing the analysis! It could act as a preview; to decide whether yes or not to install the particular mod in the next playthrough. -
k1 [Question] Bump-map Breaks Level Geometry Animation?
ebmar replied to ebmar's topic in Modding Tools
Many thanks for making things clear! I believe to have gained some knowledge too; very much appreciated! Ah-ha! Yes, I believe with the earlier attempt I had enabled the lightmapping flag [with no authentic reason- just to speculate π]; which leads the animation to stop, perhaps? Because with the recent attempt which is only the bump-map flag was enabled, the animation does working. -
Greetings, fellow Jedi! I am here to ask and to report; does bump-map breaks the animation of certain level geometry? It does occur with the m02ac_02b\Geometry\Box273 mesh on my end. Screenshot: Update: It does working now. I had just recompiled the m02ac_02b.mdl/mdx again and strangely enough it does working on another attempt. But still I don't know what's causing the animation to stop with the aforementioned screenshot. Screenshot of the working bump-map: List of tools which have been used on this attempt: bead-v's "KOTORmax" bead-v's "MDLedit" ndix UR's "tga2tpc" Fred Tetra's "KotOR Tool" Many thanks for considering this- and have a nice weekend y'all!
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I am here to report that the fix works like a charm! And I believe it is worth an official release as this bug was a major one. I used to thought that "someone was here before us...." the very first time I encountered the rifle lol. In-game preview: Many thanks to you- DP and Salk for getting this issue done.
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Fantastic! Thanks for sharing your knowledge, DarthParametric! I'll see what I can do with it and maybe if you don't mind I'll reach out again to you soon with a question or two if there're any encountered issues along the way. May the Force be with you always!
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- missing panels
- endar spire
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