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DarthParametric

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DarthParametric last won the day on May 6

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About DarthParametric

  • Birthday 03/12/1976

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  1. Depends on whether mesh splits along UV seams happen in KMax or MDLEdit/MDLOps. If the latter, that might explain things. Either way, unless the counts are wildly different, I'd just put it down to differences in implementations.
  2. The original intention of the model (which shows how old it is) was for it to replace the G-Wing on Dxun/Onderon in TSL. You could do that, although that raises the issue of take-off/landing videos. Or you could maybe put a hangar next door with it in on Onderon.
  3. That should work fine, unless you loaded a save already in the Temple Catacombs from before the mod was installed.
  4. That doesn't tell me anything useful. List what other mods you have installed. As the description says, it's not compatible with K1R, so if you have that installed then that is the issue.
  5. The door's OnOpen script has to fire in order to set the boolean on the door (which is what happens). But somehow the script is terminating before it starts the dialogue. I plan to completely revise the triggering approach in the next version of K1CP to hopefully remove this issue permanently.
  6. It's Arial. You can tell by the Q stroke being wavy vs Helvetica's being straight: White is font sheet, red is Arial text overlay.
  7. It's supposed to be Franklin Gothic, but they cheaped out on the licensing and used Arial (bold).
  8. What does the KBlender version look like? If you were running the game natively on a Mac (or Linux) it could potentially be a factor, but since you're running it inside Win 10 it should be irrelevant.
  9. I quickly checked the MDLEdit one in the character creator and it's fine?
  10. Try these: TSL_PMHC04_Test.zip Imported your ASCII into KMax, re-exported, loaded into MDLEdit and saved as binary. Loaded the binary into KBlender, looked fine, exported as new binary.
  11. I really would like to know how you people keep doing this. 000220 - Game219.zip
  12. Any model that is exported from KMax, regardless of whether it is compiled with MDLEdit or MDLOps, will causes crashes on Linux because KMax is adding invalid Detonate controllers to every VFX emitter. On Windows these are just silently ignored, but on Linux it causes a crash. Per Synchro on the OpenKotor Discord:
  13. Damn, a decade since I did that thing. Interestingly, having a look at it, there are minimal overlapping faces, so it would require very little work to create functional lightmap UVs. Just a small bit of shuffling for the overlapping islands. There's plenty of space, because it was a pretty inefficient unwrap in terms of maximising pixel density.
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