Kexikus

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Kexikus last won the day on March 16

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715 Jedi Grand Master

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  1. From the Detailed information of 2da files thread: Everything else you wrote sounds correct to me.
  2. I don't think these models exist ingame. They were just used by Bioware to render the textures used in the final game, so that's all that's available to us.
  3. I have an issue where MDLedit chokes on a very simple skybox model. I tried both 1.0.3 and 1.0.104b and in both cases MDLedit just crashes when loading the model. MDLops 1.0.0 on the other hand can handle the model just fine. However, the ceiling of the skybox in the compiled model is rotated compared to my 3dsMax scene. That's probably a different issue but I thought I'd mention it just in case it turns out to be important. Any help here would be very much appreciated. I attached both the ASCII exported from 3dsMax and the compiled model from MDLops. 402dxnz.zip Edit: Turns out that it was an issue with the animation in the model. I exported it without animations and now everything is working fine and there were no animations in use anyway. Not sure what the issue was before so maybe it's still helpful for you to improve MDLedit.
  4. If you're using either Steam or gog you can just repair your installation and that should redownload the streammusic folder. You should make a backup of everything else though just in case the reparation screws up some mods. And if you're using the CD version you can also just rename your current installation, do a fresh installation and get the streammusic folder from there.
  5. Yeah those are billboards created from the same models I used for the skybox. Those have an unnecessary high poly count though so it wouldn't be quite as simple to use them ingame. Still something to think about though.
  6. And exactly one month later, Kashyyk is finally done. If I had not decided to add some fancy shenanigans that would've taken much shorter but I like the result even though you can't really see much of the skybox. And here's the entrance to the Wookiee village that you can actually see now (that's what was taking so long to get right). And finally, the usual render of just the skybox: Not sure what I'll work on next. The only big one still missing is Dxun and then there are some other skyboxes that still need little tweaks but I'm getting very close to actually finishing the vanilla skyboxes
  7. First low quality test for the new Kashyyyk skybox: Pretty happy with how this turned out. I still have an idea to add some more depth to the entire skybox but that will take some more work first. The tree(s) in this skybox were modelled by myself and use leaf textures by Yughues. I also worked some more on the Dxun skybox and got it pretty close to where I want it to be. I'll get you a screenshot once it's actually done.
  8. IIRC this is also covered pretty extensively in the TSLPatcher manual although that one can be confusing on the first read^^
  9. There's a lot more to quests than just the quest value. In fact, all that's stored in that value is the text displayed in your journal (okay, maybe slightly more than that). To properly reset a quest you would have to edit all the globals related to that quest to whatever their value was at that point in the game. And it's very unlikely anyone here knows which ones you even have to edit not to mention what their values have to be. I don't know why KSE would crash with your edits though but I never used it much so maybe someone else can at least help you on that front.
  10. Okay, that's really weird. Glad to hear you were able to fix it though!
  11. Where did you extract all of your mod archives to?
  12. Sorry for the late reply and thanks for the comment. I can see your point but I actually think that Thrawn's skybox is just way too bright. The buildings in my skybox have pretty much the exact same color as the module buildings themselves. Making them any brighter would just create unnatural lighting. But I'll let the skybox rest for a while and look at it again later. That should give me a new perspective and might convince me to make some changes.
  13. The On Enter script of a trigger is working just as it should. It triggers every time some creature enters the trigger area which may result in something that seems like random behaviour but isn't. So if you want a trigger that only works with the PC, then you need the additional check you mentioned but that is the intended behaviour.
  14. Nar Shaddaa is getting close to the finish line. I fixed the skybox in all modules and added the foreground buildings. On top of that I followed a suggestion by Jorak Uln to add some color variation to the windows of all buildings. The effect is intentionally pretty subtle but visible in this screenshot: Now I just need to get rid of the bright outline around the foreground buildings and maybe tweak the distribution of the background buildings some more to get more variety in the buildings closest to the player.
  15. Glad to hear that. Enjoy your playthrough!