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Content Count
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Last visited
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29
Status Replies posted by Quanon
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Hmm, can't get to my PMs...
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Updated my gallery, have a peek!
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Frame Buffer effect was the culprit. Problem solved
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Getting worse, Kotor doesn't want to load games anymore... I guess I might have to reinstall?
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Getting worse, Kotor doesn't want to load games anymore... I guess I might have to reinstall?
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I have the GOG versions of both the Kotor games. But I think it might be my CPU multi core and multi threading that causes the problem. Some of these old engines just don't know how to handle it.
I'm was already using compatibilty mode and administrator on my WIN-10. The game loads up to the menus, but whenever I load up a save it crashes.
Going to check out GOG forums, see what I can dig up on this.
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Major upgrade done for my PC, new mobo, memory, cpu and graphics! WIN10 just kept working, no re installing business, sweet!
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Major upgrade done for my PC, new mobo, memory, cpu and graphics! WIN10 just kept working, no re installing business, sweet!
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Was testing Jorak Ulns texture packs today and found two more sky textures I had prievously missed^^ So the HD skybox pack just got bigger and a little more complete
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Suffering from insomnia... Not helping to be creative :'-(
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Suffering from insomnia... Not helping to be creative :'-(
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Frustrating; Kaurora 13 crashes, no emitter fun for some reason. And older version of Kaurora don't work on Win10 :- /
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Frustrating; Kaurora 13 crashes, no emitter fun for some reason. And older version of Kaurora don't work on Win10 :- /
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At last victory! A working walkmesh! Step by step build it up and now works like a charm!
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I have 4 pillars, with 4 ramps surrounding a platform. So I had to make sure the player can't go through these pillars.
I added walls and made them NON-walkable. The walkmesh has 2O materials you can choose from: Dirt, Stone, Metal... Water.
It was because of this NON-walk material I had this odd behaviour. I switched the walls back to Metal and only minor correction on some edges did the trick.
But I did everything step by step, to see when and where I got faults in...
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At last victory! A working walkmesh! Step by step build it up and now works like a charm!
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Been working on an old project, I once started with a fellow modder GloveMaster. But it never got finished and released.
But FairStrides and SH stepped in, offered to help and get the thing done. Mind this is a very old thingy, before lightmaps where possible.
So I've been busy giving these old area models of mine that little extra, lightmaps and better fitting walkmesh.
You haven't missed it, because we haven't really made a forum post about this stuff yet.
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At last victory! A working walkmesh! Step by step build it up and now works like a charm!
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Another lost battle with the walkmesh, no matter what I try it refuses to work ingame. I'll stop worrying about it, Lighmaps are priorty.
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Another lost battle with the walkmesh, no matter what I try it refuses to work ingame. I'll stop worrying about it, Lighmaps are priorty.
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I might have a last attempt, for the time being, later today. Thanks for that advice.
It's has me baffled, I've got lots of nice square faces on that walkmesh, I even tracked down loose vertices and welded them.
So there's no overlapping; and still it's broken ingame.
I've compiled my model back with MDLops; just to see what has happened... But there's nothing wrong with walkmesh...
Mighty confused.
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walkmesh keeps being annoying. It either crashes Kaurora or it has faults ingame...
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walkmesh keeps being annoying. It either crashes Kaurora or it has faults ingame...
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walkmesh keeps being annoying. It either crashes Kaurora or it has faults ingame...
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walkmesh keeps being annoying. It either crashes Kaurora or it has faults ingame...
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On the old walkmesh I'm not that sure. I did use the Wokmesh checker tool from NWmax. It does tell me there are some bad verts in there. But sadly it doesn't point them out >_< The newly created walkmesh shouldn't have any loose verts. Do you add wall to your walkmeshes? I got the feeling they give me troubles.
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walkmesh keeps being annoying. It either crashes Kaurora or it has faults ingame...
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It's just a 1 piece. I've been trying to edit it, altering some edges so it would fit better. Saddly, the new edges cause troubles, you can only cross them from one direction o_O
My second attempt was a with a fully new modeled walkmesh, but that one just crashes Kaurora... Which baffles me... As the older walkmesh is a real mess of triangles.
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Lightmaps working, but the area model is upside down somehow x-s
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I think it's because I compiled the model back to ASCII format with MDLops and then imported it into Max. Did my Lightmap stuff, then export and compile again.
I did fix all the odd numbers on orientation and centers in the newer ASCII file, before the Kaurora business; but like 90% was still upsy turney downsy
Anyway, it's all fixed now, I used my orginal 3Ds Max files, no compiling with MDLops. That little tool does funny things to area models
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Working hard on lightmaps. Alas, the export script sets it value 'null'. Not good >_
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Finished another 5hours render run. 60so frames done. 5min20sec averge for a frame. Oh boy.