Hunters Run

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Hunters Run last won the day on January 8

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About Hunters Run

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  1. Try this: 301nard.zip I left the ascii in there also so you can put custom textures on it. Just apply the custom textures and recompile. The object you want to apply the texture that was giving you trouble is named path, btw.
  2. When trying to export a mesh with a dangly mesh I get the following error: On line 1107 in nvb_node.py: RuntimeError: Error: Mesh "(insert danglymesh name here)" is outside of main database and cannot be removed from it.
  3. Got it, thanks for your help.
  4. Well, I would set the alpha in the principled bsdf of a texture to 0.3. Then export and check under the texture that I set the alpha. The alpha would still be 1.0.
  5. Nice to see it updated. Just three things. First: Blender 2.80+ makes meshes double-sided by default. So the code to turn the lightsaber blades double-sided is redundant and results in a trace back error when imported. Second: I imported a character model and exported. Some of the tangentspaces read as tangentspace false instead of tangentspace 0. This lead to a mdledit error. Changing all instances of tangentspace false to tangentspace 0 let the model go through and everything worked as intended. Third: Unsure if the next one is a bug or user error, but I had some trouble getting any alpha other than 1.0 to export.
  6. Operation kill Bastila remade is updated to 1.7. Due to the nature of this update you either have to start a new game or not  yet have gone to the Upper City North.

  7. Hmm... looking at the mod the files seemed to have gotten messed up. The thing is that I already accounted for this and gave the guard an elevator pass. Yet somehow the changes.ini file does not reflect that. For now I recommend you use the sonic screwdriver or simply wear the disguise. I will have the fix up asap.
  8. Sorry, missed your comment until now. What version do you have?
  9. *Not being more proactive. Fixed it for you.
  10. You could also change the data of the legs to your new legs and import the animations later. Some notes - you will need to copy your arms to new scene and import without animations if you want to take this approach, and you should reveres that when it's time to import animations(import only animations ). Also you may have to mess with the rotation and origin to get it to line up.
  11. This thread just created feature creep for the mod: Optional checkpoints version. You get stopped at checkpoints after you recruit Bastila. If you tick him off or otherwise every sith guard in the area becomes hostile. Make the mask and cowl a headgear if possible. Right now it is an outfit. Destroy the disguise after escaping Taris. It already does this, but it adds it back to the players inventory afterwords(long story). Re-brand due to above optional to Operation: Bastila. Eta- when it's done. Thoughts?
  12. Looking very good, just one question: Is the door supposed to be transparent?
  13. What I mean is that you save the model as ascii in mdledit (cntrl-s for windows). It should save to a chosen location with an .ascii extension. Go to where you saved the model and open it with notepad++. To use the example you gave me find and replace TEL_HW10 with TEL_HW1. Save your ascii and close it. Open your ascii in mdledit. You can check the textures if you want, but they should be changed. Save as a binary (cntrl-b for windows). Choose your location to save. Note: the binary will have an .ascii extension. You can delete the .ascii extension when you save the binary. All in all, it should take an average of five minutes per model, although YMMV.
  14. Ah, I see. In that case why don't you just convert to ascii and use notepad++ to find and replace?