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Everything posted by ebmar
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Diggin' the new light panel at the base -- looks great! 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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- star map
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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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Looks perfect to me. Congrats for nailing it! You as well!
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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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Sound Redesign Mod Creations for KOTOR
ebmar replied to Steezlebeads's topic in General Kotor/TSL Modding
Hello, and welcome! 🍻 Sounds fun! 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 -- -- 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] 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! -
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. Got that noted! I'll try to improve on that part. Thanks for the feedback. 🍻 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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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! Now there you see it folks... Cool, and thanks! I'm as excited as you too. 🍻 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 -- My 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 -- I'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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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. 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 -- Fingers-crossed! 🤞😛 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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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 -- 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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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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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! Much thanks! ____________________________________________ 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 Update 02 // Bar 01: 02/18/2021/AM Update 03 // Quick Tour Inside the Hub: 02/19/2021/AM Update 04 // Bar 02: 02/21/2021/AM Update 05 // Bar 03: 02/24/2021/AM Update 06 // Island Bar & New Dancer Stage: 03/31/2021/AM Stay tune to be updated and/or follow the thread for notifications! 😁
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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. 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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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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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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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 --
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Yeah, I can't really do anything with that. If you want you can try adjust lowering the high as your liking. And as for the volume, yeah - it gets normalized hence the cranked-up volume. Again, you can lower it down as you'd prefer. And again, when speaking about [professional] audio quality it all comes down to the resources. We can only do so much with the acting/voicing, but it's really those wares that does all the magic, hahah.
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Try this one, Salk -- nm35aavict23000_[Salk]_LowCut.mp3 See if there's any improvement with that. What I did was to cut the lower frequencies because I heard a bit too much around that area. Well -- that's just me with my ears, lol. As for the actor's; the quality of audio sounds professionally done -- well, as expected I guess. Can't really tell with the acting part, but I think it's pretty fittingly-good. But that cut at the end was a let down. Adding few silenced bytes could do, though not sure.
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Fantastic! Just gave the tool a run-test and turn out quite nicely. As a module extractor, this tool did an amazing work. Every assets extracted and re-organized very neatly. At the other hand, as a module cloner -- label-wise, every area infos, models, and lightmaps are cloned properly. Though improvements could been made with cloned lightmaps TXIs to be exported too, as well as the [area] textures'. An option to export them as TGA/TPC could have been nice also. If it's not too much to ask then [batch] hex-ing the Model Name to match the filename would be perfect, hahah. Nevertheless, many thanks to the author for this tool -- it certainly helps anyone that attempt to create a clone/reskinned module. Cheers!
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[Updated to v2.0.0: September 24, 2020] What's new? 2 version of the panel -- transparent screen and solid-non-transparent version New panel frame trimesh made by DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by Sith Holocron Panel board bitmap made by ©FrankDiorio, as shown on his website [then niubniubsuniverse-dot-com]. Available to use but not for resale TOR-ported animated bits redistributed by DarthParametric
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Good question, and can't blame one for that. Long story short, before I know how the patcher works, I thought more/less the same as you -- the installation might not working as intended, and without knowledge for once I copied the MOD file inside a mod archive and then paste-overwrite the existing one inside my modules folder. Fun times, lol. So in general it's best for one to understand it like this -- as DP stated above It still should inject the appropriate changes into that MOD. What happened under the hood is the installer make changes to the already existing relevant MOD/unk_m44aa.mod file on your end, and does not copying what's inside the mod's archive. The opposite happened when -let's say- you have a clean install of the game and this mod being installed first. You will then have empty modules folder filled only with RIMs, without any MODs. What this mod does then it will copy the [vanilla] MOD inside its archive to yours, and then inject the appropriate changes onto it. It's a necessary procedure for the mod to work properly. And to answer the question -- I can only say to install this mod at the latter stage of your build, which means after K1CP and any other mods if necessary. Hoped that helps. Cheers!
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[Update: 09/15/2020] Indeed it is. So, after long hours of development; trial-and-errors, stress-and-joy, and not to forget the heart-warming assistance yet deadly-constructive-critics both from @DarthParametric and @Sith Holocron -- I got a Release Candidate for the now v2.0.0 [too much stuff changed for a v1.2.0, lol]. What's new in the upcoming version? Front -- Behind -- Some technicals: # node trimesh DP_commPanel by DarthParametric // New frame of the panel made by DP # bitmap sheb_compnl_scrn by Sith Holocron // Screen base/layout made by SH Diffuses that animated on screen were ported from TOR by DP, and kindly redistributed towards me to use with The buttons and its layout were downloaded from niubniubsuniverse[dot]com -- then/now https://dioramaworkshop.com/decals/ // ©FrankDiorio. Available to use but not for resale. Few edits here and there to blend with the game-world more suitably The panel texture/PLC_comPanel currently still in vanilla scheme, albeit upscaled to x1024 from x256 using PS'. To be honest I'm comfy with how it looks, because I can't think [or made one just to be fair, lol] of anything that suited for To-be expected issues: With current transparency setup, traffics seen from one of the room inside the Medical Unit will not be rendered, though they are from the Bumani office -- Lightsaber planes as well with the hilt also -- There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. As an option will be included the solid-non-transparent version of the screen so, those issues would not be known. Something to be argue, perhaps -- but I have always wanted the screen to be a little bit transparent, despite of the issues. So for preferences' sake the option is there. Cheers. That's all for an update -- if it's released I'll do an update with this post, but if anything changes then there will be another one, lol. Catch you later!