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Found 4 results

  1. Has anyone tried to fully understand what is saved by the client in Kotor 1 in the swkotor.exe? I know that movie resolutions, letterbox dimensions, and resolution are saved in the exe. Is there a list that explains which hex sequence attributes to what? And if not, is there a way or does anyone already have an idea on how to decode it? We could fix a lot of issues if we can understand the hex data fully, like the map size after the widescreen fix ( which Im mainly interested in ) My ideal dream would be at least understanding the important things in the hex data and making a list or even a script that reads the exe and spits out a text file, that says this sequence means XX and has YY values. An interpreter of sorts
  2. Just a simple information to share to save ones from getting burnt-out, lol. Why we don't want to use TPC format for lightmaps? It broke the maps When put into a module/MOD file, it crashes your game upon reloading and/or exiting the game Stick only with the TGA for that one...
  3. Greetings, fellow Jedi! Hope you all doin' fine. On my latest attempt, I tried to edit an ASCII to attach MaskHook and GoogleHook with standard Notepad and when I convert the ASCII to Binary, it works. But when I load the Binary with MDLedit an error occurred which leaves the Binary model can't be loaded. So, I surfed the net looking for an answer and then I found this freeware: PlainEdit.NET I'm an amateur with tools and stuffs but as stated in the description; In short; when I edit the ASCII with the said tool and then save the changes, convert it again to Binary and load it with MDLedit- it loads, and all changes does loaded to the model! The MaskHook and GoogleHook does working seamlessly despite the fact some further changes would be necessary for their positioning and orientation. So I thought I share the news with fellows here whom perhaps having the same problem which I hope it can be helpful. I know many have known about editing ASCII and stuffs but I'm certain a few haven't known about it. I hope the information kind of helps; may the Force be with you all!
  4. Greetings, fellow Jedi! May the Force be with you. Along with the compiling-decompiling model attempt I have done recently, some discoveries were found regarding the end-result of using both MDLedit v1.0.3 and MDLOps v1.0.0. First, this comparison purpose is to give the potential user of both tools a preview of the compiled model using each of the tools mentioned. This also had no intention to show which tools are best and which are less; it's simply to share the discoveries been found. Here's a screenshot for details: Left image is TSL's n_quarren [Quarren's F model] model compiled using MDLedit v1.0.3 with tangentspace enabled by not ticking the bumpmap flag, but instead changing its value inside the ASCII file from 0 to 1 using a text editor. Right image is TSL's n_quarren [Quarren's F model] model compiled using MDLOps v1.0.0 with tangentspace enabled by changing its value inside the ASCII file from 0 to 1 using a text editor. As we can see there is a difference in the head part; which MDLOps version produce a noticeable line whilst MDLedit version isn't. This occurrence already emerging several times on my end; such with compiled TSL's n_commf model. I hope this discovery kind of helps with any future modding attempt, and gave an insight of what will and what won't regarding the implementation of the aforementioned method. Edit: Be advised that they had nothing to do with normal maps. It's a smoothing error, as informed by DarthParametric. The normal maps activation is just part of the compiling process.