ebmar

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Everything posted by ebmar

  1. I had only known QGJ from Ep I, and looking from his approach to OWK in their first mission and on his duel with Darth Maul I believe he's a Guardian by heart, but his build-up/training is a Consular.
  2. Hahah- any video uploaded by DP had no sounds applied in case you didn't know. 😁
    Splendid! Meesa wanna say thanks for the updated-awesome light-sockets fix! Does working on meesa end and.... Permanent spot in the mod list has been filled. In-game preview: Cutscene shot: POV shot:
  3. Fantastic! Looking forwards to its release! Sure thing! Many thanks for considering it.
  4. I wish the solution would be as easy as copy-paste. πŸ˜‚ I have had the said model imported to the KOTORMax and/or MDLEdit but I am stuck. I know that you had laid the general tips on using gmax but so far what I could do was only to identify the meshes/objects lol. Surely need more time to progress with the program though.
  5. Dang I thought there were only two. I need to go to the eye care soon then lol. I thought this was a model problem, as missing meshes could lead to a blank white appearance of the panel sockets. πŸ€”
  6. Greetings, fellow Jedi! I am here to report that there is a great disturbance in the Force inside one of the Endar Spire's hallway; particularly the m01aa_03a model. There are missing panels there, which I believe are not intended, as they look too ugly to be intended by the devs lol. Screenshot: Yes, the Endar Spire is under attack and will have its panels broken anywhere, but I believe these are not part of them. I hope someone could fix this as I believe these are significant panels, as they were included in one of the early-important cutscene. Many thanks for considering this, and may the Force be with you all!
  7. Version 1.1.1

    32,115 downloads

    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
  8. Thanks for adding details with the MDLEdit! That should give much clearer instruction to the potential reader. Yes, I have done that- but instead of applying CM_Baremetal, I am using mycube, and using TPC instead of TGA. Oops- as you say "something different", I take notice that I am using K1CP model instead of the vanilla, and then having another result with the vanilla model. With all due respect, commander- but on my end the difference is quite noticeable. Another screenshots- but from closer range: No bump-map with K1CP model: Bump-map applied with K1CP model: Bump-map applied with vanilla model: So, why does the vanilla model lacks light and appears darker? I took the picture from the slightly different spot but I believe is with the same amount of light to the K1CP model has. πŸ€”
  9. Greetings, fellow Jedi! I have just found out that in the game files there is actually an idle bump-map for N_SithSoldierxx variant, which is inactive in the vanilla state of the game as seen in the screenshot here: The said bump-map labelled as N_SithSoldier_b. We could find it with the KotOR Tool by scrolling down through the ERFs\TexturePacks\swpc_tex_tpa.erf\N\N_SithSoldier_b. The end result with assigning the Sith Soldier vanilla texture to its bump-map [N_SithSoldier_b] would show-up like this: Note that I had AFP's "Sith Soldier Texture Restoration - Alternate Texture option" installed on my end so the soldiers that is roaming around Taris was assigned to the 01 variant. Actually the texture is not 100% vanilla as I am using mycube instead of CM_Baremetal for the cubemaps, and deepen the alpha quite a few- but we can see there is quite significant differences in the surface of the armor; as the bump-map version appears more lively. And the bump-map had a decent resolution as its TPC sized at 1,366 KB which I believe is 1024x1024 of resolution. I'm not really sure why the dev decided not to activate it; as it immensely affect the appearance of the texture. Hope this findings kind of helps!
  10. Fantastic! Thank you for the quick feedback and the attached link, DP. I'll see the tools right away! Update: Hahah! Yeah, still the tool would come very handy though; as it can locate the nearest placeables which I believe is cool. Dang.
  11. Greetings, fellow Jedi! Is there any tools to easily locate the name of the area we were at? For example; I would like to know exactly what's the name of the area model where I am at right now without having to poke through every Dantooine area models [m13aa_xx] inside the extracted models.bif. 😁 Screenshot: Many thanks for considering this!
  12. I would prefer to speculate that way too, than to think that it was intended by BioWare to give an easter-egg that Vandar can't bear to see the future lol. It would have to wait then. I have had passed this scene but hoping this issue will be fixed in the near future by someone. 🀞
  13. ebmar

    Dantooine Falls

    Wow that vest in Mission is gorgeous! That's Fens' right? Did it reflect light as seen in the screenshot? I kind of wanted to use the texture after seeing this. 😁
  14. Greetings, fellow Jedi! I am curious; am I the only one encountering this oddity- which Master Vandar was facing [the way I see it] to a wrong direction? Screenshots: This happens right when we board-off from the Ebon Hawk to meet with the council the very first time. This glitch only appeared once, but somewhat bugged me point to the fact that it appeared in an important scene. Can it be fixed? Or was it intended in the first place? πŸ˜‚ Many thanks for considering this, and may the Force be with you all!
  15. I pick number 3 for personal reason. As I have just finished watching all six Episodes [PT and OT] of SW movies recently [especially the last three which how they were so vintage in presentation both the audio and the visual], the ambience of how the number 3 sounds like somewhat take me back to that journey.
  16. Mods featured in the wallpaper are: Kexikus' "High Quality Skyboxes": JCarter426's "JC's Minor Fixes for K1 - PMBJ01 [Darth Revan's robe Resolution Fixes]": Sithspecter's "Revan's Flowing Cape and Belt Fix": Kristy Kistic's "Darth Revan Cutscene Force Power Fix (1.02)"

    © BioWare & LucasArts

  17. Thanks! Glad to know that you like the work here. Very much appreciated. The plan was always there- hahah! Coming soon! 😁
  18. Thanks for the heads up, DP! I actually take notice about it, but as the way I see them as placeables back then, I am including them with this release. It seems I'm going to separate both level geometry and placeables in the next one, as in the end I found myself editing quite much level geometry, and I believe they would be better served as a stand-alone mod. Again, many thanks for the feedback.
  19. ebmar

    Be Right Back

    Thank you everyone, for the kindness and sympathy during my time of loss. I appreciate your thoughts and prayers. May the Force be with You all!
  20. ebmar

    Be Right Back

    Had lost my close cousin two days ago. This is my first time experiencing this kind of "loosing" an important part in my life. I have been in a breakup and/or failed in anything before but it feels whole lot different. As I'm writing this down I don't want to be pitied nor any intention of me to spread any gloomy air around the forum. I just want to apologize if I can't reply, not delivering any stuffs or even as active in the forum like before, least in the meantime. It is so hard for me even to only sat in front of my PC, like I don't know what I wanted to do. I even wrote this from my phone. Hope to be back soon. ☺️
  21. View File [K1] Placeables Specularity Tweaks This mod replaces the vanilla and/or the installed placeables texture with the specularity-tweaked vanilla placeables texture. # Background # The primary motivation of this mod is to get the most of vanilla textures, by tweaking their alpha channel to have them showing their best shades and reflections. # About this Mod # Inside this version are 13 specularity-tweaked vanilla placeables textures. # Final Remarks # This mod performs at best with the vanilla state of the game, particularly with area textures. As all the assets inside this mod are using vanilla textures that was extracted using the KotOR Tool. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. 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 files inside the 'Override' folder that are using the same name with the files that comes with the mod first. Because if they're on TGA/DDS, the installer can not patch them. But if they were on TPC or you are running a clean install playthrough, you could just run the installer straight-forwardly [TSLPatcher.exe]- as any files with the same name will be backed-up automatically. Uninstallation: Remove the installed files from the 'Override" folder or replaces them with the files stored in the 'Backup' folder [if generated]. Compatibility: Will not be compatible with any mods that using the same name for the assets. This mod perform at best with the vanilla state of the game, particularly with the area textures. As all the assets inside the mod are using vanilla textures that was extracted using the KotOR Tool. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the good intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare & LucasArts, as inside this mod are their base assets. Anyway, a credit to me is always a welcome, welcome. Credits: DarthParametric for the past-present knowledge which allows me to create any customs for the game. Fred Tetra for the 'amazing' KotOR Tool. bead-v and ndix UR for the MDLedit. ndix UR again, for the tga2tpc. stoffe and Fair Strides for the TSLPatcher setup. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. DeadlyStream for a place to hangout and to discuss. -eb Submitter ebmar Submitted 09/01/2018 Category Mods K1R Compatible Yes  
  22. Will have me-self my first ever SW movies marathon. May the Force be with You all!

    IMG_20180901_211621_618.jpg.7a04b9e277cbe0877ccd2fc3cdb4c319.jpg

    1. Cerez

      Cerez

      On that note, you can just the prequels and get straight to The Clone Wars after the original trilogy of films. Trust me, it's better that way. All of what you need to know about the prequel era is featured equally, or more sensibly, in The Clone Wars. ;)

      If you ask me, worthy Star Wars lore (that makes a coherent sense):

      The Original Star Wars Trilogy (Films)
      The Clone Wars (Stylised and 3D Animated TV Series, Up to Season 6)
      Knights of the Old Republic (Role-playing Video Game)

      Special Mention:
      Dark Disciple (Novel / Audio Book) -- Closure to Ventress' story arc in The Clone Wars.
      Yoda - Dark Rendezvous (Novel / Audio Book) -- A lot of fun and features the origins of Count Dooku.

    2. DarthVarkor

      DarthVarkor

      Did you survive The Phantom Menace? ;)Β 

    3. ebmar

      ebmar

      Quote

      On that note, you can just the prequels and get straight to The Clone Wars after the original trilogy of films.

      I have just finished watching Episodes I to VI. So much to tell about them, but in shorts; amazing journey I have been on. Glad to know that Darth Vader dies [the way I see it] as a Jedi.

      Quote

      Did you survive The Phantom Menace? ;)

      Hahah. I am glad to survive all the way up to this scene :cheers:

      JediKnights.PNG.96946d03f6186faee3c917c0d8d0aeaf.PNG

  23. Oh my. I don't even 100% understand what a UV is but, looking from the shape of it... An abstract-art on another level. πŸ˜‚
  24. Version 0.1.0

    15,221 downloads

    This mod replaces the vanilla and/or the installed placeables texture with the specularity-tweaked vanilla placeables texture. # Background # The primary motivation of this mod is to get the most of vanilla textures, by tweaking their alpha channel to have them showing their best shades and reflections. # About this Mod # Inside this version are 13 specularity-tweaked vanilla placeables textures. # Final Remarks # This mod performs at best with the vanilla state of the game, particularly with area textures. As all the assets inside this mod are using vanilla textures that was extracted using the KotOR Tool. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. 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 files inside the 'Override' folder that are using the same name with the files that comes with the mod first. Because if they're on TGA/DDS, the installer can not patch them. But if they were on TPC or you are running a clean install playthrough, you could just run the installer straight-forwardly [TSLPatcher.exe]- as any files with the same name will be backed-up automatically. Uninstallation: Remove the installed files from the 'Override" folder or replaces them with the files stored in the 'Backup' folder [if generated]. Compatibility: Will not be compatible with any mods that using the same name for the assets. This mod perform at best with the vanilla state of the game, particularly with the area textures. As all the assets inside the mod are using vanilla textures that was extracted using the KotOR Tool. Redistribution: You can redistribute this mod or re-release it on any website; you don't have to ask for permission, but I do appreciate all the good intention. Also, if you are planning to use the assets from this mod to a mod you will be developing, don't forget to give credits to BioWare & LucasArts, as inside this mod are their base assets. Anyway, a credit to me is always a welcome, welcome. Credits: DarthParametric for the past-present knowledge which allows me to create any customs for the game. Fred Tetra for the 'amazing' KotOR Tool. bead-v and ndix UR for the MDLedit. ndix UR again, for the tga2tpc. stoffe and Fair Strides for the TSLPatcher setup. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. DeadlyStream for a place to hangout and to discuss. -eb