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Showing content with the highest reputation on 07/10/2020 in Posts

  1. 1 point
    That's exactly what I was suggesting since it really is very simple to load the area into Max. The problem is mainly the missing geometry when viewing the area from above and the issue of getting the lightmaps into Max. Doing this manually for each mesh would take forever.
  2. 1 point
    Interesting idea and correct me if I am wrong, but couldn't the entire map be rendered at once? Just import to Blender with KotorMax and use the .lyt file to arrange the level, then use top-down rendering techniques to make a map from it, I am almost certain I have seen a technique / tutorial somewhere for rendering a whole level to a minimap at once, I shall have to track it down. At some point I need to re-render the K1 maps for K2 anyway so I might look into this as well ( won't be any time soon though ) as for setting up the lightmaps, I do not even know how to apply the lightmaps myself, using GMax and KOTORMax it's relatively simple to get the whole level loaded in.
  3. 1 point
    I just tested this on an unmodded playthrough. The holocron spawns despite the install error. The corpse with the holocon can be found
  4. 1 point
    That part is relatively straightforward to do in principle at least, since Max can make use of lightmaps via a DirectX shader: The real problem would be the impracticality of setting it up for every single level, since that would involve hundreds of materials. The only way it would work is if bead-v (or someone else) could alter KMax to add a mode where it automatically loads materials up with that shader rather than just using the default material settings. But overall, while an interesting thought exercise, as Kex alludes to it isn't a particularly practical endeavour.
  5. 1 point
    Honestly, I think it would be much easier to load the modules in Max and then render from there with an orthographic camera. Granted, you don't get the exact ingame lighting so that would have to be set up to look good but you get around the facing issue where not everything is rendered ingame depending on where your character looks. And stitching perspective renders taken from different places is a real pain as nothing matches up. The biggest issue with either of these methods is something else though. The modules in both games were stripped of all geometry that cannot be seen during normal gameplay or in other words: They're not meant to be seen from above and you'd get gaps and missing roofs and whatnot everywhere. I assume that the original maps were rendered before the unnecessary geometry was cut or something like that, but for a good looking map that would have to be restored at least in parts. Either way, I like the idea even though I don't know how feasible it actually is.
  6. 1 point
    If you pull a module's GIT from a save file and check the doors in the level, I don't think the Interruptable flag is stored at all, regardless of whether it is set to true or false.