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Showing content with the highest reputation on 11/05/2025 in Posts

  1. 1 point
    The problem with the vanilla lightmaps is that they reduced them down to tiny sizes. In some cases a single room might comprise two or three lightmaps each only 64x64. So whatever quality they were in their raw state (probably not that high res to begin with circa a quarter century ago using 3DS Max 8/9 and Photoshop 6/7), once they crunched them down for the shipped version everything got turned into blobs. It's honestly impressive they look as good as they do, all things considered. But they didn't "paint" them. If you look in the vanilla models you'll like see a bunch of empty null/dummy objects with light names. Those were all the fill lights they used originally to bake the lighting. They presumably got converted to nulls by their exporter since they weren't of an appropriate game type. As to vertex painting, no. The engine doesn't support displaying any colour information that way. Not that it would help you for lightmaps anyway.
  2. 1 point
    The target would be his UTC file, since that's where his inventory is stored. As to how you'd do it, while you could just edit the UTC directly and add it to his inventory via Holocron Toolset or KGFF, a better approach might be to use scripting to do it, since that allows for more control. It would also mean it wouldn't be affected by the edge case of people loading a save where he had already been spawned before they installed the mod, since in that case a modified UTC wouldn't take affect (creatures, placeables, etc. are saved in the GIT file stored in the user's save as soon as they are spawned). Probably not a big deal in this instance, but it can be a significant consideration in other circumstances.
  3. 1 point
    This solution works: Right click on swkotor.exe, go to Properties -> Compability -> Change High DPI Settings -> Override high DPI scaling behaviour (Set it to application).