ebmar

Members
  • Content Count

    1,197
  • Joined

  • Last visited

  • Days Won

    45

Posts posted by ebmar


  1. If you have a little bit of extra disk space, you should definitely record to a lossless format like WAV (w/ a lossless compression) or FLAC, then export your files from Audacity as MP3 once you are done with your editing. Because MP3 Is a lossy format, each time you save out a file you are slightly reducing the quality of your files. The bitrate/quality level and whatnot you'd normally use in-game is pretty low, so it might not be a big deal either way, but working in lossless and exporting to lossy is just a general best practice.

     

    So is it safe to say that the 'perfect' time to do filters and editing is when the file is still on WAV or FLAC format? I'm doing some basic audio editing too [but not VO, as I don't have the proper resources it needed] and I often do edit to whatever file necessary :vava: This is an update for me; thanks! :cheers:


  2. Quick question - I've been working on some VO recording for droid dialogue and I'm getting to the point now where I'd like to start testing VO volume and quality in-game.

     

    What kind of VO filters are generally used for droids? Protocol/sales droids specifically?

     

    I'm currently using Audacity to record VO's into MP3 format.

     

    Would you like to try something new? Like using Vocodex from Fruity Loops maybe?


  3. It looks like you've set the envmap in appearance.2da to CM_Baremetal when it should normally be DEFAULT.

     

    Yes! It is working! Thank you JCarter426 for pointing that out, you just saved me 2 hours from a clean install :respect:

     

     

    ”Cubemappery” is simply a made-up word I created on the fly because I couldn’t remember the correct one. If the cause is what I think it is, all you need is some tweaking in the appearance.2da, but I can’t remember which field it is. :|

     

    Yes! JCarter426 just pointed that out with details :D

     

     

    I may be wrong but I think it may be a txi file, not sure which one, I think deleting it should fix it.

     

    Found out .txi is not the case on this matter N-DReW25. Because there're no .txi files related to Zaalbar in my Override folder but hey, thank you for answering this case! :cheers:


  4. I've had this happen on my game before. Think it's more to do with the graphics card you're using (mine's an AMD), but that's just a guess. I'ts been a while but I think I fixed mine by changing which Cubemap file the character used or something like that?

     

    Someone who knows what they're talking about should probably jump in any time now...

     

    (If no one's around, I'll check for you when I get back to my computer :D )

     

    I'm about 95% sure it is not the graphic card, because yesterday's playthrough with the same GC- it's all fine! :D. But thanks for the insight, appreciate it a lot!

     

     

    Sounds about right to me. I had one mod doing that once, the cause was the said mod changing the default cubemap section in the appearance.2da for the characters, which then resulted transparency being converted into... cubemappery. (In my case, plain white, since I had Intel card, which doesn’t like certain texture dimensions.)

     

    Make sense :book: Thank you for the details Lili! I will try to install it again without the said mod installed and see if everything's good then. As I don't have any idea of what a 'cubemappery' is; I'll go with the safe way- a clean install! :lol:

     

     

    :Gosh I love this game:


  5. I just do a KotOR reinstall [deleted my heads.2da in expectation to cure Helena's head texture going all whites but everything's screwed instead :thumbsup:] and when I got to character generation mode, one of model's hair is looking like this:

    2uyt185.png

     

    and not stopping there; Zaalbar also take his part of this abomination party!

     

    I did a playthrough before and everything's okay; in fact there's one new mod Installed that I didn't used before- Yavin IV mod. But I'm not really sure if that's the cause or no.

     

    Can anyone help me here; as what generating this to happen and what is the solution?

     

    Thank you! :cheers:


  6. Did not notice there's an introductions section here, how unrespectful of me :ouch:

     

    Hello,

     

    My name's ebmar, you can call me eb. I'm new on forum thing, could say the year before 2018 I don't know what a mod is. Earlier this year I stumbled to KotOR, have known this game about late 2000's but never interest me to play it. And then I did the first ever playthrough of KotOR about early March this year. Play vanilla the first time, and then I saw something about "KotOR mod" and elses; I decided to give it a go to play KotOR with mods installed.

     

    Short story short- this game is amazing, especially with mods installed; as we can shape the game how we wanted it to be. Thank you to all modders either from this forum and/or the others, for making it possible for me- for us; gamers to experience the greatness of this masterpiece.

     

    I'm looking to participate on some modding to, but as for now my skill is limited only to editing .tga's, bit of audio editing I could do and/or basic video editing- I'm enjoying myself here on this forum.

     

    That's all, thank's lad! May the Force with you all :cheers:

     

     

    -ebmar

    • Haha 1

  7. If you are going to change the UV layout, then you'll likely want to remap the vanilla texture to the new UVs as a basis to work from. If you are using Max, you can do this with Render To Texture.

     

    Starting with the original mesh, add an Edit UVW modifier to the stack and drag it underneath the Skin and Odyssey Trimesh modifiers, but above the Editable Mesh (if you select the Editable Mesh in the stack first, it will automatically add the Edit UVW modifier directly above it). Change the map channel to 2, and then edit the UVs as you see fit.

     

    Now go to Rendering -> Render to Texture and (making sure your mesh is selected) under Mapping Coordinates select Use Existing Channel and change the channel to 2. Under Output click Add and choose DiffuseMap and change the save location, file type, and size as you see fit. Under the Baked Material section tick the Render to Files Only button. Hit the Render button and you should get a copy of the original texture mapped to your new UVs.

     

    Once that is done, you can go back to the mesh, select the Edit UVW modifier and change the channel back to 1, then right click on the modifier and choose Collapse To to bake the UV changes into the mesh without destroying the skin weights.

     

    If you have already modified your UVs, you can simply add an Edit UVW modifier and choose the Save option to save out a copy of your new UV co-ords to a file. Then you can load them back in to channel 2 on the original version of the mesh (assuming you didn't modify the mesh/change the vert number).

     

    Is Max stand for 3ds Max? If yes, then I'm on my way searching for 3ds Max to download [Honestly, I don't know what Max is before. The only "skinning" program I know & used to was only PS :ouch:; and all because of KotOR :D].

     

    Thank you for the time & energy in answering my question with details DarthParametric, appreciate it a lot! :cheers:


  8. You'd need to edit the UVW mapping (mapping of 2D texture coordinates to 3D model "coordinates") of the model. In vanilla, it just uses the same texture area twice, mirrored for one side. You'd have to change that to be able to texture both sides individually.

     

    Okay, I think I am satisfied with the current answer. I'll try to reach out to you if problems occur on the way [if you don't mind :handy:] .

     

    Thank you Kexikus! :cheers:


  9. Is there any chance for skin texture to not work in 'mirror' ways?
     
    Sorry if my words got you reading this confused as I'm new on modding & I don't have many technical references about it.
     
    I'm currently doing a reskin attempt to get my main PC some tattoos, but I'm facing the fact that the skin model worked in mirror ways [i'm trying to have the PC different tattoos between left part and right part of its body].

     

    Could it be done? or should I work the model from scratch?

     

    Here's a preview to my current rough-attempt:

    iqef5l.jpg


  10. I'm assuming due to the mention of "Big Picture Mode" that you're using the Steam version in which case use the ASPYR update. 

     

    If you're not using the Steam version I'd suggest using UNWIS, either way my recommendation would be- ditch Flawless Widescreen, it's unreliable. 

     

    Make it two. I am using UNIWS for a long-while now and it's working perfectly, maybe just like 1/1000 times force-minimized-kind-of-crash happened during cutscenes. Besides, it's not working in background like FW. All but goodness.


  11.  

    Have Project Starforge upload the mod. If you find this answer unsatisfactory, PM one of the other staff members for further guidance.

     

    I'm glad with the answer; as it gives me the perception on fair modding, thank you Sith Holocron.

     

    I'm looking to have Project Starforge upload the mod then.

     

     

     

    Eitherway, I must have this mod in my collection. I didn't even know you could animate the legal screens.

    b4Pk9yv.gif

     

    It looked like you could animate almost everything in the game, if you have the resources it needed then.


  12. I'm looking to have permission from Project Starforge to post this mod.
     
    Is it allowed to post this kind of mods here? [As the animation is not a work of mine.]
     
    What I do is blend the animation with the legal content I made so it could be used in-game. Need some insights here :book:

     

    Preview:

     

    post-41948-0-78675600-1525612385_thumb.gif

    • Like 1

  13. Did a quick voice test too. Tell me what you think

     

     

    Holy sheet, the modified one send a shiver down my spine (favor this one rather than the original).

     

    And if delivered with the right background ambient (music, SFX); Idk man, I could just wonder.. :alien:


  14. Try "Bendak Bounty Rework" with "Bendak Starkiller Armor" and its .dlg compatibility. You can have those files here on DS. Them mods is a must have on Taris! : :cheers::

     

    [And be sure to installed them shortly after BoS and/or K1R, least for me, they worked flawlessly! Because there's one time I installed them after many mods are installed then there're some errors while patching and the mods didn't work as it is.]


  15. Might not be ideal, but would it be possible to crop off Revan's animated cape and place it on the Jedi robe model? Or do something in a similar manner DarthParametric did in his hoodless/maskless Revan robes mod- http://deadlystream.com/forum/files/file/1098-revans-hoodlessmaskless-flowing-robes-for-tsl/

    Yes! I actually think about that too, and thank you for the insights to the both of you. Okay, I'll see what i can do then.


  16. TSL already has those robes in vanilla with hood and cape, unless you're asking for a mod for K1. If so I think it "may" be possible though it'd be difficult to pull off.

    Yes! i noticed that some times ago. And in desperation i even downloaded the TSL robes (the .tga files and all) and blatantly put them into K1's override folder, and then you know what happened next right? The in-game robes just gone canon-and-plain-metallic-white! lol. I am so determined to "create" this Jedi robe for K1 because I personally think it is needed for the game. Thank you for your input, I'm a fan of some of your mod btw!

    • Like 1