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Showing content with the highest reputation on 06/15/2019 in Posts

  1. 3 points
    Here's a screenshot of the "Maze" style arena. It's really not that much of a maze, just a few walls to break up the place, but it does take a while to get around them all. This was definitely the most complicated of the arenas.
  2. 1 point
    Here's my knight Ashernal! Rikanara, my Sith Assassin. She is level 70 Delliha, my old Jedi Shadow. Prendiana, my Level 70 Knight. She's romancing Arcann. Varlena Ordo, Powertech. Minarita, my newest Jedi Shadow.
  3. 1 point
    Normally no, but getting them to run around a maze and pick up weapons is going to require custom AI anyway. Might be tricky, but I think it could be done. Something like a variant of GN_WalkWayPoints() with different paths for each maze configuration. Either the OnBlocked script or triggers could have them change between waypoint paths when they run into an obstacle.
  4. 1 point
    This might not be the best idea around this but I figured as SS will probably need to make the duels a "non-deathmatch" duel I was thinking when an enemy gets to 1HP instead of dying or falling over they get Stasised or frozen in place by a Force Field, the generators for these Stasis force fields would be those brown things protruding from the roof you see in the screenshot. This would make a lot of sense for a non-sentient being as when a Rancor, for example, takes too much of a beating they are forcibly frozen in place so it will stop fighting and won't get itself killed. In this case, the enemy would be standing Neutral behind the Force Field then they are turned hostile when the Shield goes down and when taken to 1HP they go Neutral again and become Stasised until the round is over. An idea for sentient gladiators would be Iridorians, the yellow space suit guy from the Manaan Cantina, you hear so much about how his species is so deadly and sadistic but you never actually get to fight any of them.
  5. 1 point
    Looks good. I'm looking at the original model too, and while I like the idea of weapons hidden in the maze, it doesn't seem like it would be all that difficult to find them. Maybe the maze could be supplemented with force fields between each wall section that can be triggered on or off. Like once you take an item, it changes the whole route of the maze that leads to that item.
  6. 1 point
    Hmm, you could try with this - Open kotormax.ini from this path [by default] gmax \ scripts \ KOTORmax Try to make sure having this on your end usemax=0 Not really sure if it was set to 1 or already 0 but I recall having encountered that too. But again, vaguely remembering how it was.
  7. 1 point
    Go with the [+ MDL Loading] - choose Import Geom Only and Import. I have edited mine as I realized there was lack of information there with the initial ones.
  8. 1 point
    Ah! You should not load the MDX but instead the MDL from the menu; the app will load them both automatically. I'm still experiencing this few times, heheh - rookie-in-haste mistake. 😛 The only converting process were when; Converting from Binary [MDL/MDX] to ASCII - to transplant the hair node Converting from ASCII back to Binary [MDL/MDX] a.k.a the in-game format model; because the game only accept MDL/MDX format for things to work
  9. 1 point
    Don't! The first rule of general modding is; never change the extension, hahah. Keep the extension as-is [on exporting] and only rename the file. Edit: apologize that I might have confused you with a / on MDL/MDX there. My intention was to have you read PMHC01.MDL & PMHC01.MDX.
  10. 1 point
    You can either transplant the hair mesh node/s from the mod's model to my model, or transplant the head mesh node from my model to the mod's model. Should work either way.
  11. 1 point
    Greetings! If I go with the ASCII route, should I only copy the hair mesh and paste it to the other model to transplant the hair? Many thanks for considering this.
  12. 1 point
    Ah, the second one adds a mullet. No, there is no alternative solution, since the model skin weights need editing. You'll need to contact the author of the second mod and advise them to fix it themselves, or choose between fixed deformation or changed hairdo. You could fix it yourself if you know what you are doing, but it would require either editing the model in Max/GMax, or possibly doing some swapping of nodes in an ASCII model.