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Posts posted by ebmar
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[Update: 03/31/2021/AM]
Just to let you know that the project's not dead -- well, it actually is a couple weeks back since I haven't touched it from when. 😂
Will want to keep it short here. So there's a change of concept to most -if not all- of the room. The central area that was planned to have fountains will be replaced by a field-sized lounge that has an island bar at the center --
The idea comes from @DarthParametric originally, and with thorough discussions as well of careful considering -- can say that this one's final [conceptually]. 🤞
Also with his generous help we can finally get a beautiful TOR-ported-own-modification island bar at the center there.
There are changes follows with the then drinking-lounge/bar, so it is now will be a *cough* stripper-stage --
You can see there as well a new-sleek-table-lip again made by DP, to help Pazaakers or drinkers or whoever they will be to comfortably keep their hands on the table. There are also lightbeams from the lamp that we get the idea from Kashyyyk's to make this sleazy-dirty place prettier [and make some senses]. There are couple of changes made but I forgot which, but for sure they're an improvement from the former.
Will get back to you soon with another update -- one with significant progress, hopefully. Cheers.
That's all for today -- catch you later, and may the Force be with you!
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18 minutes ago, seedhartha said:Could you define "modular"?
I mean if it's more like -- let's say someone edits a creature object/UTC or any template objects inside one module; so for the change to take place immediately that specific module should need to be loaded the first time before entering, and won't work if the change made from a load of an already saved game [inside that module]. But if you say it does its best to recreate behavior of the vanilla engine then it's pretty much similar I'd gather. 🤔
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45 minutes ago, seedhartha said:Version 0.16 of the engine has been released, which achieves a major milestone: the Endar Spire has been made completable. This is among many other things, such as lip sync and PBR.
Looks promising, and congratulations for reaching the milestone! 🍻
Just a question though the answer might provide anyone here with insights as well -- did you utilize modular setup for objects like they did in Odyssey or something more real-time?
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1 hour ago, Salk said:...what kind of check the game does (perhaps a global?) in order to choose between playing the LS ending or the DS ending of the game?
Try checking G_FinalChoice -- from what I recall they use it to determine which one is LS path [set to 2] or DS' [1].
As DP mentioned above they're triggered on the Temple roof, and from my documentation the LS one fired with k_punk_bastesc, while DS' with k_punk_bastjoin.
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6 hours ago, Thor110 said:in a .dlg file, each line has a NodeID number, the overall .dlg file itself also has a NextNodeID entry which I believe corresponds to the starting line.
And they seem to be only happening in TSL, as they are not there in K1's -- far as I can recall.
6 hours ago, Thor110 said:...dialogs that skip or are missing the text borders, simply because none of them have the NextNodeID or NodeID's set up properly...
Interesting -- have that noted to when similar problem arises on my end. Will see if it actually does something, cheers! 🍻
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On 2/20/2021 at 12:46 AM, CarthOnasty said:Here's a new shot of the geometry, textured up.
Diggin' the new light panel at the base -- looks great!
On 2/23/2021 at 12:22 AM, CarthOnasty said:Also more stuff:
Curious with what's happening in the last picture -- where there's light sneaking from the inside... something's going on there, hahah. Edit: late to noticed that it's in your earlier screenshot posted here -- fancy!
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[Update: 02/24/2021/AM]
Some progress made -- and yet again, still with the bar/drinking lounge, hahah. Guess I got a weird connection with this particular area --
Lately I've been interested in TOR world-design as well being influenced by it, and using some screenshots/footages around I decided to change the table-top to imitate what they did -- more/less. Though not that close, but this one'll do for me. However, I haven't really pleased with the bar/counter one -- guess will have to fiddle more to get the result closer at least with the tables.
Some adjustments as well with the mark-out walkways, not really visible but it's there. The change will also be applied to all the tables in the module, and I'd probably add the mark-out walkways to the other rooms as I really liked the concept. Just hoping I could nailed it right, lol.
That's all for today -- catch you later, and may the Force be with you!
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16 minutes ago, Crazy34 said:Black core crossguard looks pretty good in my opinion. What do you think?
Looks perfect to me. Congrats for nailing it!
17 minutes ago, Crazy34 said:Stay healthy!
You as well!
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3 hours ago, seedhartha said:...the graphics have already been significantly improved with the addition of physically based rendering.
Most impressive! I'll take the initiative for a screenshot taken from the footage giving backing to a better look at it --
Don't have any questions regarding the project for now, only to give you my support on this. 🍻 Never thought I'd seen the day that KotOR can finally have dynamic lighting and stuffs -- so cool!
Oh! Actually there's one question -- graphics-wise, will/can you probably add something like post-processing effects with it? I know there's already an external program for that, though maybe you want to add yours that integrated with the engine. 😁
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[Update: 02/21/2021/AM]
Bits of progress with the bar/drinking lounge --
As suggested by DP I have changed the mark out walkways' colour, and can't be agree more with him -- I do like the new one! As an addition to that I have also changed its pattern, as well readjusting the curves/corners/angled sections. I did pleased with the result, and looking to move to another part which is... hmm, not sure, I can pretty much populating the area now but -- oh! Reshaping all the table trims to match with the bar ones. Anything I'd do in the near future would still cleaning up the place aesthetically anyway.
That's all for this update -- catch you later, and may the Force be with you!
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On 1/13/2021 at 1:51 AM, Steezlebeads said:Hey all, I’m new to the forums.
Hello, and welcome! 🍻
On 1/13/2021 at 1:51 AM, Steezlebeads said:...might be fun to do a more modern sounding redesign.
Sounds fun!
On 1/13/2021 at 1:51 AM, Steezlebeads said:Is this feasible? Where should I look to start learning about this process?
It is feasible. I'd recommend you to start from having KotOR Tool first -- it's a handy utility to extract the game files; including several sound-effects/SFX which can't be accessed directly through the game directory. Voice-overs/VO can be obtained via streamwaves [K1]/StreamVoice [TSL], background-music/BGM through streammusic [K1/TSL], and some other SFX and/or soundsets from streamsounds [K1/TSL] folder.
Second, to have SithCodec with you, always. I'll just quote @JCarter426 as the author for elaboration --
QuoteThe audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games.
-- with that in mind, few audio in the game contain the said headers and most of them are VO as well as BGM. In the game files they're disguised as WAV, though originally are MP3.
Third, to know what audio setup the game's natively use --
- SFX: Mono WAV at 22050Hz. e.g. pl_starmap_open.WAV -- SFX used for Star Map when opened [K1]
- VO: Mono WAV at 32000Hz. e.g. NGLOBECAND03473_.WAV -- one of Canderous' VO [K1]
- BGM: Stereo WAV at 44100Hz. e.g. evil_ending.WAV -- music for dark-side ending [K1]
On 1/13/2021 at 1:51 AM, Steezlebeads said:...if anyone knows If Kotor is using middle-ware like FMOD or Wwise...
SithCodec should do more than enough to decode/encode the audio. For editing and stuffs you could pretty much use anything you like.
That's all as beginning. I might've missed something there -- just ask if you have any questions. Cheers!
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27 minutes ago, DarthParametric said:...a slightly yellowish white rather than a super saturated neon.
Will try! Were about to use that colour actually but in doubt, kind of. I use the current one to match with what's in the counter as a reason.
27 minutes ago, DarthParametric said:It also looks like you'll need some custom textures to handle curves/corners/angled sections. The bits where it "steps" look a bit iffy.
Got that noted! I'll try to improve on that part. Thanks for the feedback. 🍻
17 minutes ago, Sith Holocron said:Now if this hub is supposed to down n' dirty, perhaps a damaged version of the dancer sign is in order.
Ah, then just near it slaps on a bullet mark/decal on the wall -- perhaps put a backstory behind it? Neat idea!
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3 minutes ago, Sith Holocron said:...wondering what happened to the coloring and the shape of that texture?
Yeah, was trying to pour myself into it also and -- there it goes. 😛
OK, I admit to made mistake particularly by altering the animation. Dang, I shouldn't have changed it, hahah. I'll fiddle with it again later. Thanks for the feedback!
8 minutes ago, Sith Holocron said:Just so folks can see the original in action . . .
Now there you see it folks...
1 minute ago, jc2 said:I am excited to see how it develops.
Cool, and thanks! I'm as excited as you too. 🍻
3 minutes ago, jc2 said:My feedback is that the area in general is a bit too dark, especially in the corners and within the center circle between the tables and the outer walls.
Feedback taken! Thank you. I do also think the place need to be brighten, though not sure how much. I'll play with it at some point.
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[Update: 02/19/2021/AM]
Here's a quick tour inside the Hub --
SpoilerMy rig's not the pretty one so you might notice a performance drop, but that's from recording the game. Still, there'll be an in-game performance-hit at some parts of the module because it had to load most room simultaneously to make them visible, particularly at the central area. But if you have pretty decent rig I don't think that'd be a problem.
Most [static] textures are around x512 at most, and the animated one can be ~x2048 -- they're all in TPC format. I've tried populating the module and... yeah, the performance drops a little bit more, lol. But still at decent playable-frame-rate I'm certain. I'm creating this with efficiency in mind, so I try to remove any extraneous bits that [I think] could overload the machine -- my machine, lol. Started from removing isolated faces on the model to using reasonable texture resolution.
Progress-wise, I have worked on the bar/drinking lounge -- by adding a mark out walkways as suggested by @DarthParametric on DS' Discord, and few other addition as well. Also in the dancer-lounge you'll notice a fancy-looking dancing Twi'leks' signage, courtesy of @Sith Holocron -- with a little collaboration I did.
That's all for now, and catch you later!
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[Update: 02/18/2021/AM]
Progress made with the bar/drinking lounge. I have added a signage to the counter, as well a touch of comfortness by adding a nice-gritty[?] carpet. The table trims also have been reshaped, and few other stuffs mainly to make this place more compelling, lol --
SpoilerI'm looking to work on this project pixel-by-pixel on a daily basis. Trying to get my memory back with some stuffs I used to know at the very least, 'cause not modding for months makes me forgot more than what I've learned, lol. Catch you later!
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2 hours ago, DarthParametric said:It's jumping the gun a bit to worry too much about landing videos right now. That would be the last thing you'd want to address, once everything else is finalised.
Thanks for the input! Yes, that's what first comes in mind shortly -- always see that kind of elements to be the last and final thing to address.
10 hours ago, Sith Holocron said:Has anyone approached you about making one yet?
Nope, far as I can recall this project haven't been in promotion just until yesterday so -- but if anything at one point I'd probably going to learn doing that, quoting DP a moment ago --
Quote...it shouldn't be too difficult to arrange some in-engine animations and then capture those as videos when the time comes.
Fingers-crossed! 🤞😛
43 minutes ago, Sith Holocron said:Suggestion withdrawn.
Thanks for the suggestion though! I didn't thought about it not until you suggested that so, I'll take it.
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58 minutes ago, Sith Holocron said:What planet will the hub be attached to?
As it stands now... still open for ideas! Hahah. Initially I was thinking about using the unused door at the left side right after the entrance in Yavin Station. Pretty much goes like this --
There's someone at the door, then we're engaged on a conversation which leads use to be invited by them to use their shuttle to the hub by interacting with the door. Then it'll leads us right to the hub's entrance.
But, from a discussion with @DarthParametric just moments ago arises several ideas, and this one I inclined the most --
Quote...find a deactivated astromech in the cargobay or garage and have T3 work on it, eventually it reactivates and you find out about the station. -- DP
That way will get rid of the neediness to transit toward a particular planet just to get on the hub, which is nice. And then to travel to the hub I think we can talk to the droid that will be positioned inside the control room -- that one just before the cockpit, with assumption that they hold the hub's coordinates. Far as I can recall the room has no purpose there, so I guess we can make use of it somehow.
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25 minutes ago, Sith Holocron said:So it's a K1 version of the Scrapyard Games concept?
Pretty much, yes! Was about to mention it on my post but did not at the end. That project was exactly the first one comes in mind when the idea arises. 😁
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On 2/15/2021 at 5:17 PM, N-DReW25 said:Is this a reskin? Or a new area completely?
This is basically a reskin of Javyar's Cantina, where we'll find bullet marks, stain, and broken panels on wall and the floor -- as oppose to the Upper City one that looks more preserved. Though many of its geometry, lighting etc. has been changed. More details below!
On 2/15/2021 at 5:17 PM, N-DReW25 said:Either way, looking forward to it!
Much thanks!
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Long-story-short, Iater last year I was in a discussion with @DarthParametric on DS' Discord about creating new module -- an entertainment promenade in K1 to be exact, which players could spend their time doing mini-games, battling characters, monster hunting, enjoying cool tunes and many more [that you'll decide! Why? Will find out about it soon!]. Out of agreement [LOL] I chose Javyar's Cantina as template and go ahead on working on the basis -- some basic modeling, reskin, and to follow -- populating the area with NPCs as well their fancy things.
To make it shorter -- we had agreed and envisioned this to be a modders' resource in the long run, but my plan is to lay the foundations first -- a fully functional module that later can be easily integrate with modders' customized version of it [this where you decide what you want to do!]. So the end product will be a playable module and an empty module with resources. As it stands now the area has been finished about ~80% [that I'm quite happy of]. The only room that haven't fully worked on is the bar/drinking lounge.
Here's some screenshots and details of each rooms --
- Entrance
- Pazaak Lounge
- Central Hub
- Swoop Lounge
- Bar/Drinking Lounge
- Dancer Lounge
I guess that's all for now. And if anyone have questions and/or feedbacks feel free to drop one. Cheers!
P.S. this one by far is the most complex mod I've ever attempted [and without DarthParametric's help it wouldn't be at this point, really], and to add to that -- I haven't mod in about 4 months or so, so -- this one might take a while, hahah. 🤪
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Update 01 // Main: 02/15/2021/PM
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Update 02 // Bar 01: 02/18/2021/AM
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Update 03 // Quick Tour Inside the Hub: 02/19/2021/AM
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Update 04 // Bar 02: 02/21/2021/AM
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Update 05 // Bar 03: 02/24/2021/AM
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Update 06 // Island Bar & New Dancer Stage: 03/31/2021/AM
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Stay tune to be updated and/or follow the thread for notifications! 😁
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Update 01 // Main: 02/15/2021/PM
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15 hours ago, Dounte said:I hope you don't mind the crappy DS transition and the portrait for my PC...
It's fine, hahah. Thanks for considering the request anyway.
From how I see things, there are some unusual practice which potentially freak-out the game --
- As Kexikus said the resolution of the portrait/po_mekelh1 have to be in perfect-square and more importantly as form of power of 2; such as 64x64, 128x128, 256x256 and etc. Yours is 360x450, and the game should gone crazy on that. So I'd suggest to crop it and make it 128x128 -- that's the common-working setup to use for portraits, as either known mods or vanilla itself implements for this game
- For the head texture, as been said the texture looks fine - stands in 256x256 dimension. Though I suspect it could be the TGA compression you did which the game didn't like. Your filesize stands in 128 KB for a x256, while mine at 192 KB without compression. Maybe you can try this one and see if it loads [or try not to compress one upon exporting] -- N_MekelH02.tga
If any of those examples didn't work then the problem is in some other places. Could be 2DA, even so model. Or something as simple as invalid filename.
4 hours ago, Dounte said:If you any recommendations of any converter that converts from jpg to tga and shows up in kotor portrait...
What you're using should be more than sufficient, I guess. Though in your case you might need to install some plugins as Effix said earlier.
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8 hours ago, Dounte said:...the head texture(.tga) files I HAD EDITED was the reason for his face turning white.
Face, body or any objects turning all white means the texture can't be loaded by the game for some reasons -- and one of them is an invalid TGA format.
What program did you use to export and edit it?Edit: Disregard. Late to noticed that you're using PS -- sorry, hahah.Anyway, if you don't mind perhaps you can attach the relevant files for us to inspect. I mean, it could be anything. Like invalid fields for DS transition in heads.2DA, and with the portrait could be something with portraits.2DA. So for a good start I'd say is to see if the exported TGA's valid or not. And what SH asked earlier about the size of portrait is relevant also. Another thing could be with how you convert the JPG to TGA.
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28 minutes ago, Kexikus said:I could use some opinions on which type of comparison you prepare...
Style 3 all the way! Simply because it provides a clear view of the surroundings, hence make it easier [for me] to compare the before-to-after results. Also impressive-looking stuffs there.👍
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On 8/18/2018 at 7:32 AM, JCarter426 said:Objects that don't have a lightmap or self illumination should not be linked directly to the model base.
Thank you for the information. I'm so lucky to stumbled upon this thread prior to my attempt that somehow related with. You just saved one's soul, hahah.
While here I also want to attach a visualization of this idea, for one to easily understand what actually happened --
On 8/18/2018 at 7:32 AM, JCarter426 said:...any part of an area model that lacks a lightmap or self illumination is rendered totally black.
Let's see your characters!
in The Old Republic
Posted · Edited by ebmar
Characters update
* TL;DR --
Greetings,
So early March this year [2021] I officially play SWTOR for the first-time ever, and exactly one month after I subbed -- currently running a one month-er [and been playing ever since, hahah].
The game for me's awesome! I mean, my mid-low-end laptop [for today's standard] can run it pretty OK which helps for a start, and there the captivating story, cool cutscenes, interesting characters, great voice-acting and above all that -- amazing BGM! -- simply makes me comfortable playing it for hours all day. Granted, at the time this post was firstly written I have only finished one class story [Sith Warrior's], but I'm relishing the prospect of my other characters' career as well, hahah.
Back to the task at hand, here they are -- meet The Alaister's....
[Update: 02/04/2023/AM]
Name: Santilium [Darth Santilium]
Level: 75
Class: Sith Warrior
Advanced Class: Sith Marauder
Discipline: Annihilation
Status: Active
Guild: Dark Knights of the Force
Server: Satele Shan
Name: Paramitha [Darth Paramitha]
Level: 75
Class: Sith Inquisitor
Advanced Class: Sith Assassin
Discipline: Hatred
Status: Active
Guild: Dark Knights of the Force
Server: Satele Shan
Name: Jarrotth [Jarrotth, Republic's Most Wanted]
Level: 75
Class: Bounty Hunter
Advanced Class: Mercenary
Discipline: Arsenal
Status: Active
Guild: Dark Knights of the Force
Server: Satele Shan
Name: Alyssdar'vathi'nayya [Alyssdar'vathi'nayya, Master Conspirator]
Level: 75
Class: Imperial Agent
Advanced Class: Sniper
Discipline: Marksmanship
Status: Active
Guild: Dark Knights of the Force
Server: Satele Shan
Name: Rin Jaani [Rin Jaani Knight of the Republic]
Level: 54
Class: Jedi Knight
Advanced Class: Jedi Sentinel
Discipline: Watchman
Status: Active
Guild: Light Servants of the Force
Server: Satele Shan
Name: Deadstream [Major Deadstream]
Level: 75
Class: Trooper
Advanced Class: Commando
Discipline: Gunnery
Status: Active
Guild: Light Servants of the Force
Server: Satele Shan
Name: Joleemia [Joleemia, Republic Privateer]
Level: 75
Class: Smuggler
Advanced Class: Gunslinger
Discipline: Sharpshooter
Status: Active
Guild: Light Servants of the Force
Server: Satele Shan
Name: Mintaram [Jedi Mintaram]
Level: 55
Class: Jedi Consular
Advanced Class: Jedi Shadow
Discipline: Serenity
Status: Active
Guild: Light Servants of the Force
Server: Satele Shan
Stay tune to be updated and/or make sure to follow the thread for notifications -- will be updating this post [frequently]!
Acknowledgement: