ebmar

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Everything posted by ebmar

  1. My bad! I thought it was something about editing some lines inside dialog.tlk. 🤣
  2. Hope what I'm doing is not out of the discussion here. Some added points to DP's explanation; there's this tool- "TLKEd" by @Fair Strides that can edit strings inside the dialog.tlk, I'm actually working with some typos with it. I did that with K1, and I'm not really sure if it will work with TSL. But as the bundled package itself is called TSLPatcher, I assume it will work like a charm too. A short example of how to run with it: Run TLKEd, and open the dialog.tlk file located inside the game installation folder. Go with the "Tools" button and click "Search...", after that you will get this appearance. And then on the "Text string" column, type what you wanted to find, and only with the keywords are fine; in this case they are "Sith assault troopers remain". Click the "Search" button on the left bottom of the window. From there you will find bunch of strings with the assigned keywords. Sorry that I don't have the proper screencap as I'm not yet install TSL on my PC, but everything is quite simple down there; just don't play around with anything 😁 Click twice [or access] the intended string, and this window will pop-up. There, edit the entry with your likings- and after you've done with the editing, Save the changes been made. From there, you will be shown this window again. If you have convinced no further changes were needed, save-overwrite the old dialog.tlk with the new-edited dialog.tlk. You can safely close the tool after. Hope that somewhat helps!
  3. Get the Selven "Legends" mod here: Note: Thanks @DarthParametric for the edited "Legends" font! Been very helpful there

    © BioWare & LucasArts

  4. These two tools are amazing! They efficiently reduced the size of a packaged .WAV's [which later be converted to .MP3s] files for about 50% - 60%! I mean, it is obvious they're not as efficient as the Miles Sound System but facing the fact that Miles' is no longer "available", these tools are the best to be having- right now! Thanks!
  5. Haha- yes! These two lines from you are the main influence on the decision. Thanks! and for the font, Thanks for pointing that out! Nice one DP! It seems you manually connected them, hahah! Actually, I have some ready to use Star Wars' fonts but I'm not sure I have one that resulting as what you did there. 🤔 As for that font; too late to notice- I go with the "hollow" version instead of others 🤣
  6. [Updated: July 07, 2018] Well, life does strange. Spends most of my time fiddling around with normal map but in the end- with this update; I decided to not uses normal map either on the head, body, blaster and the sword's texture. 🤪 The reasons are: The normal map is not effective on my case, as it's obvious that I'm not advanced at optimizing this feature- I can't get the most from it. I'm having new ideas with the looks especially with the armor, and I can't get them out with the normal map being utilized. Obvious, with the normal map being taken out the size of the mod could be reduced about 2.5 MB so, efficiency counts. Well, the new appearance somewhat pleasing for me so- What's happening on the new looks? They are: Selven get new pair of eyes. Her armor got some metals injected. The blaster and the sword had their looks slightly altered; noticeably with the reflection, and I am certain- they all blend more with the game now. So, with the closing of this update is presented to you; yes- this is the final form of Selven "Legends" version 1.0: Any updates of current development will also be posted in thread's introduction post.
  7. ebmar

    Hello!

    Hellow Madgi, welcome to DeadlyStream! I'm eb by the way Nice! I always loved quest related mod, and I'm eagerly anticipating for your mods; especially for KotOR, as I'm not yet dip my toes either on TSL or ToR for now. One at a time- hahah!
  8. ebmar

    Fwv8m3hSOBo.jpg

    Downloaded, and used it! The adjustments' great; noticeably with those eyes. Them eyes are gorgeous! This is the Bastila's texture that fits me the most; can't think any better than this for now to be honest. Permanent spot in the Override folder has been filled. Thanks for the amazing work DH! Note: She's a shyer in my playthrough so, this was the best angle I can get from her.
  9. ebmar

    Fwv8m3hSOBo.jpg

    Nice! From this angle, she looks flawless- amazing.
  10. ebmar

    Fwv8m3hSOBo.jpg

    Beautiful! Is this new?
  11. Get the "Animated Cantina Sign for KotOR 1" here:

    © BioWare & LucasArts

  12. You deserved an infinite dark side points for suggesting that lols. Anyways, [Updated: July 05, 2018] I believe the look of the blaster have been finalised now; as the achieved result was pleasing as-is, and the shade and tone of the blaster is fitting with Selven itself. Along with the updated look, the problem with the "flaky" normal map on the texture and the muzzle glitch on the tip of the bullethook has been resolved. Any updates of current development will also be posted in thread's introduction post.
  13. Thank you for the detailed explanation; appreciate it a lot! I do believe [and is a fact] that the VO can be in stereo, as far as I can tell. I attached you a VO for the Jedi ambush on Tatooine which have been edited to be used on my playthrough; with the reason is for the VO to fit with N-DReW25's "Proper Sith Assassins for K1". That is a stereo channeled .WAV with 1411kbps of bitrate, and not yet been compressed with the Miles Sound System, but it works on my experience- as the only downfall would be its large size compared to the compressed one. Maybe if you like you can test-through the file in-game. Some elements which cannot be utilized with stereo channel are PC-NPC's reaction when they attack or getting hit to be specific is "n_darkjedim_atk1". I tried to use stereo channel on this one but the line is muted then. Another example are blaster's sound [your "Sound Effects for K1" implemented mono channel on them, I believe], lightsaber's humming sound, lightsaber's power-up -- power-down sound, and "pl_starmap_open", which is the SFX to the Star Map being opened. nm27aasith07002_.wav
  14. These would get along nicely with the new icons hahah. And more quote's suggestion: "I had fun with the patcher though" 😂
  15. Ow boy, those new icons is gonna be fun!

    212938906_DSNewReactionIcon.PNG.e5b1b2352e29335a393a7a013c7cb22f.PNG

    1. ebmar

      ebmar

      It should have been this one really; 1712128627_DPsGrudgingSealofApprovalResized.png.21067f9667b01cdac8c59cca5230290b.png

      🤣

    2. DarthParametric

      DarthParametric

      I see "sad" is now sad Mandalore. Somewhat fitting.

    3. DarthParametric

      DarthParametric

      I think "Haha" should be laughing boy Malak.

    4. Show next comments  120 more
  16. Haha! Think you should get DP's approval before then SS 😁
  17. Thank you DP! This understanding is what is needed- appreciate it a lot! Yes SS! I do must confess I've been causing this trouble for being lazy here. My bad! The fact is, I already downloaded the modder's resource you suggested, but at that time I already do the work with the low-res texture coming from the "High Quality Blasters", so I keep going with that. It seems there cannot be compromise on quality; if you were really looking for that quality. Lesson learned. And I do appreciate your effort which made the textures grainy and low-res as to blend in with the overall game as best as possible. I do believe that is an important thing which often being left out. Appreciate the details! I'm going to start to work with what's inside the modder's resource then; as I am still, looking to get the most of the normal map from utilizing it with the blaster. 🤞
  18. I am sorry but, I think there would be too much awesomeness on this idea!
  19. Yes, this was a similar result as that attempt on converting .tga to .tpc while ago. Spot on! Yes, you were right; I used the "w_hvyblstr_003" texture to generate the normal map. I am using the Photoshop on doing that. Guess that make lot of sense then, could say the normal map is not necessary in this case. Thank you for the insight DP, appreciate it!
  20. No, I do no significant change to the models; only to enablebumpmapping, as it utilise normal map for its new version, and change its header name. Later, I do adjust the value as being suggested, and yes, it does makes a difference. It looks like the muzzle is in much proper position right now. I'm personally pleased with the result 😁 But I do notice a significant change to the mesh too, noticeably in-game. The mesh looks like it is "flaky", to tell the truth I kinda dig the looks, as it seems it was like a used out-weary-been-through-a-lot blaster though 😂
  21. It was "w_hvyblstr_003", it belongs to Zabrak Tystel Mark III in game.
  22. I don't know- that is way beyond my knowledge! 😅 Did you happen to know the reason? I thought that was normal 🤣
  23. [Updated: July 02, 2018] All files have been compiled and synced with the patcher, but as the plan goes- I decided to ask Sithspecter and DeadMan to be involved with the attribution of both the blaster and the sword. It'd be nice to have their advice nor input to the properties of the blaster and the sword, as they are the designer to their respective creation; Sithspecter with the SS-SL7 Rapid Blaster, and DeadMan with the DM-SL7 Vibrosword. Would be nice to have Sithspecter and DeadMan's advice nor input; either for the backstory or an attribution to their respective creation. Any updates of current development will also be posted in thread's introduction post.
  24. From what I understand, your priority would need only Xor appearance to be unique am I right? If that so, maybe finding which files related only to Xor's appearance, compile them, and sync them to use with the most compatible set-up of your mod will do you good then. I'll see what's in the pack, and see if I can come up with anything.🤞