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DarthParametric

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Posts posted by DarthParametric

  1. 22 minutes ago, vault13deathclaw said:

    000_Hand_Love

    I don't see any references to it in either vanilla or TSLRCM scripts. The only "000_Hand" references I can see are to 000_Hand_Finale and 000_Handmaiden_Dead in 262TEL_Telos_Secret_Academy/a_kreatris. That's despite there being a bunch:

    000_Hand_Angry
    000_Hand_Atris_PC
    000_Hand_Dad_Teach
    000_Hand_Father
    000_Hand_Finale
    000_Hand_Love
    000_Hand_Mom_PC
    000_Hand_React_Evil
    000_Hand_React_Good
    000_Hand_Trial
    000_Handmaiden_Dead
    000_Handmaiden_Force
    000_Handmaiden_Jedi

  2. 1 hour ago, Sith Holocron said:

    a model of it might be in the MMO's files

    There is not. I have posted about it previously (probably multiple years ago at this point), but TOR only has a simple billboard (a plane with an alpha-masked texture) of the station, not a model. It's just a little Easter egg as you fly past Yavin on your way to Yavin IV, you never actually visit it. 

     

    /resources/art/fx/geometry/cinematics/texture/cine_billboard_yavin_station_01.dds

     

    cine_billboard_yavin_station_01.png.b57dc14bd9b03de4c08bc26cc947d5c6.png

    cine_billboard_yavin_station_01.dds

    • Thanks 1
  3. 31 minutes ago, WildKarrde said:

    I'm half tempted to add a similar ship on the ground somewhere else to show off the rest of it...

     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.

    • Like 1
  4. 1 hour ago, Klepto said:

    the screen flashes black for a moment, which I think is the cutscene trying to play and something going wrong

    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.

  5. What does the KBlender version look like? 

    3 hours ago, redrob41 said:

    I don't know if that has anything to do with it.

    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. 

  6. 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.

    • Like 1
  7. 3 hours ago, WildKarrde said:

    Creating the lightmap UVs tends to be the slow part for me, but I would only need to do that once for both freighters

    Having a quick look at it, the main issue is that the landing gear is split out to a dozen other meshes for animation, which makes it way more of a pain to deal with. Fortunately though most of the work is in the main body which is all one mesh. I'd suggest putting that on its own 512x512 map, and then group the landing gear into its own separate map that can be 256x256.

    • Like 2
  8. 6 hours ago, WildKarrde said:

    I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals.

    Shouldn't be a huge deal to add new lightmaps via KBlender. How many of them are there?

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