Malkior

M478_Staff
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Everything posted by Malkior

  1. Okay, here's the skinny. The method you mentioned does work, but it works for me without having to use Windows Explorer explicitly. All I did was copy the file onto any of my folders and renamed it to .mp3 in that folder. The file then can ONLY BE OPENED with Audacity. After I exported it as an mp3 filetype using Audacity, it ran on any other program including Windows Media Player and VLC. If this doesn't work, a plan B for all sounds from the Stream Sound folder, is that they can be extracted with the KotorTool in working condition. <I honestly had no idea it was this easy>
  2. Ah. It all makes more sense now... Nevermind what I said.. I'll just .. be over here...
  3. I suggest to do the same but with Audacity instead. Notepad++ will only change the name the computer reads it as. They will have to be converted via MP3 compression.
  4. I had that happen when I mis-renamed a texture file in my Overide folder. (used an underscore in the name and a different number) Unfortunately I don't know what I could do to help further, but I hope your computer dilemma gets solved soon.
  5. I see. Just curious really on whether one would have to rebuild it from scratch to not interfere with M4-78. Basically I'm trying to find out how long it would take to work on without being too obvious about it
  6. I was just trying to single out whether it was that problem due to the nature of your description. Sometimes the problem can be bigger, so it's easier to get rid of the obvious. You went out of your way to list your issue in the proper format, so it's clear you did some research. Still, I apologize that the "solution" just made your problem worse..
  7. So we can point and laugh at them. Honestly though, I can't find any way those helmets could protect you from anything. They look ridiculous, so the only edge you would have in battle would be to make your enemy underestimate you, and the only part of your head protected by them would be bludgeoned any time you would run into anything (which would be often considering how far it juts out) So there's not real-world application for this (which Star Wars commonly has), and it looks stupid from a fantasy side..Plus the design has already been TESTED by the public at large and the better designs were accepted.. What was the Art Director thinking??
  8. Idle curiosity, but is Coruscant a repurposed module which shares the location of M4-78, or is it a new module which just has no connection to the Kotor 2 game?
  9. Quick question. Did you browse to the folder where Kotor2 is installed, click "properties" and uncheck the "read-only" radio button, and then hit apply? I had similar issues with freezing at loadscreens, but then did that, and it worked properly.
  10. BTW, do you have a link to your mod or an in-progress page for those of us interested in it?
  11. The pitch and tempo are less of what I was referring to. I more meant the various sound filters Audacity has. (I haven't looked, but there may be useful plugins online for things like animal noises and droid sounds.) There's a few things you can do with the music. It just has to be different than default Minecraft IMHO.. Unfortunately, I can't give too much extensive advice since, A: I don't know what all of Minecraft's music sounds like and B: I'm still learning how get the most out of Audacity. Also, Star Wars music in particular is the most recognizable in its form, so much work will probably be required to get it sounding "appropriate". --------------------------------------------------------------------------------------------------------------------- If it becomes too much of a problem due to taking too long, I suggest to just change the sounds that stick out as not sounding Star Wars'ish, and move from there. ----- Additionally, I've found that the best way to change something familiar is to mix up which sounds correspond to which, .. so something like the zombie (or whichever one Sion is) having a creeper hiss set to a lower pitch to sound like Sion breathing whenever it gets close. I'm sure a few effects on say, the zombie voice could also get a reasonable result. Essentially it will take a lot of audio creativity to avoid stealing other's work. It frankly takes a metric-ton of creativity to get away with anything worthwhile insofar as Minecraft conversions are considered.. --- Also, I just thought about what a chicken sound would be like with a Phaser effect and low-frequency pitch shift.. spooky..
  12. Clonemaster to his workers: "Heh. Clones of Darth Sion.. That sounds like a GREAT IDEA.. Surely nothing can go wrong!" But, yeah.. I'd suggest a black reskin of leather armor for him. ---------------------------------------------------------- Apologies if I misinterpreted the question.. If you were asking what to change his armor into instead of black leather (which he wears) Perhaps some quick sith robes could instead be made from them. ----------------- Also, it might be a bit of a stretch, but to avoid copyright issues, do you think changing the default sounds with something like Audacity to sound like Kotor sounds would work? (Or you could record yourself making gizka noises into the mike... :|)
  13. Thank ..you...? No problem. Happy to help.
  14. No prob. I like what HLFP does, but it is a severe handicap for me not being able to read what the force powers actually are. --- Those two mods you mentioned change the featgain.2da file which apparently was also changed by TSLRCM. The beauty about .2da files is the fact that you can read them and manually edit with the KOTOR Tool link (by Fred Tetra) just as you would an Excel document. So, while the 2da Merger can merge changes between .2das, you are able to change it on an entry-by-entry level basis. (which can give you more control) ---- Note: The interface of the Tool can be a bit daunting if you haven't used it before. To open a 2da, you can easily do so by clicking the "tools" button on the top of it and selecting "Open 2da File Editor". From there you should be able to browse for your 2da file.
  15. Here's the full topic regarding listed mod compatibility with TSLRCM 1.8 http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-18/ The list is being constantly updated, so I'm sure if any of those mods aren't mentioned, there's also this topic. http://deadlystream.com/forum/topic/983-mod-compatibility-with-tslrcm-18/ ---- However, as for High Level Force Powers; I have a few weird glitches myself in using it (The descriptions are not showing up), but it's still listed as compatible, so a fair warning on that. --- Also to note, a few mods are listed as incompatible, but have recently been remedied. This can only be verified by looking at the second link after referring to the list.
  16. Are you also referring to the abrupt ending of the last line Carth speaks? That was the most obvious/jarring thing for me. Maybe a half-second pause to let his words sink in?.. Otherwise, the animations seemed fine to me. (albeit stiff since there's no "head-turning" animation available with this game )
  17. True. I was just wondering since typically you could have been working on it at a larger size and then just forgot to shrink it down before uploading it.. My computer seemed to be hesitating slightly when loading the main screen, so I was just curious.
  18. Tried it, the effect only uses a fraction of the texture itself. When I made multiple instances on it, I had 1 and a half drops; which were falling in unison, which looked extremely unrealistic since each spawn uses the entire texture for each particle. __ Edit Next Test Uploaded http://www.youtube.com/watch?v=CbSkAGGxoo0&feature=youtu.be ...
  19. Quick question. The texture size for the mask is 3000 px approx and the tunic 2000 px. Are they supposed to be this big for something like the Aurora engine which doesn't show up too much in game?
  20. The rain spawns so many particles that it is only viable to up the texture size to 32 px. The rain itself is about 4 to 5 pixels across. I've tried numerous approaches, but I'll see what I can do. I can't control the rain spawn itself, since it's (I believe) coded into the game for the spawn number and particle size. I, knowing very little on how to code, don't know how to change it.
  21. Now with 100% more character. I have to admit, I was thinking not more than a week ago during testing my own mods that Darth Nihilis was kind of underwhelming in his appearance and needed some improvements. This definitely achieves what I was thinking. An especial kudos for the textured leather look on the gloves and the cracked (and slightly creepier) look of the mask. I will definitely watch your tutorial whenever it becomes available.
  22. Here you go! I've never uploaded a recorded video before, so hopefully it works well. .... So the embed code ain't working... I'll just have to post links to the video unless I just don't know how to properly embed video on this site... Link 1 Link 2 (mentioned in the video, but important to note nonetheless; I had to cut the audio since FRAPS decided to record ... oddly. It sounds almost like it recorded from my microphone or just didn't like the Kotor audio. If anyone knows how to record kotor footage with FRAPS-free version, I'd love to know what I'm doing wrong..)
  23. And so a return to progress. A few screens on how the bowcaster shot is looking. (normal shot) (power blast) I'm not fully satisfied with the look, but I think with a few size adjustments, it should start looking more along the lines of what I want. I also intend to do a recolor in orange for the purists among us. --------------------------------------------------------------------------------------------------------------------------------------------------------------- A great distraction I've been working on for much of the time I've been modding has been to get the Gammoreans up at least close to the quality level of the human NPCs. Over the next couple of days/weeks I plan to clean up the muscles on the thighs (yes I notice they look a bit..off.) and add more texture to the legs. The clothing and armor could also do with a quality improvement, but I'm thinking that will probably take place later. My ultimate goal is something looking between the appearance on Return of the Jedi, and this incredible statue. This as well as quality renovated Ithorian textures (which I'm working on soon afterward.) will be included in the next phase of my Aliens Redetailed Pack (although, I may rename it in the future?..) ------------------------------------------------------------------------------------------------------------------------------------------------------------- After another round of working on the Korriban skybox, I've come the the astounding conclusion that, after removing the clouds, it looks much higher quality. Therefore, I will redraw the whole thing with the refs I've got. (most significantly the image Mr Phil provided; many thanks, btw ) ----------------------------------------------------------------------------------------------------------------------------------- Aside I also slightly darkened the rain texture I altered so that it looks less monochromatic. For those who like it, would you be interested in an effect texture pack with the altered lightning, drain, and flame effects? Also, any feedback you have is extremely appreciated. I want all of this to be of the right quality, but also I want it to be something you guys like.
  24. I watched their abridged series and greatly enjoyed it, so I'll check yours out. Love the new signature BTW ....what is it you do again?...