N-DReW25 1,338 Posted February 10, 2018 I am wondering whether the cut modules in K1 from Darth InSidious' module resource pack can be fixed using the new tools released by ndix UR and bead-v? The modules I specifically am referring to is the cut Czerka Depot and the Tatooine Temple module. The problems with the module are that they appear to have walkmesh issue's. The Tatooine Temple is in the worst shape with broken walkmesh almost everywhere and parts of the modules go invisible if you're not in that specific part of the module so that may be too much to fix but for the Czerka Depot there is a walkmesh issue in the receptionist room to the left, the walkmesh inside of an unimportant side room makes the room inaccessible and the last room at the far end of the module has, what I believe, broken textures that look "unclean" in a way, the Czerka Depot at least should be fixable. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted February 10, 2018 I would say that theoretically, yes they can be fixed with the new tools. It would still be a substantial amount of work, especially in the case of the Tatooine Temple. It's been a while since I have looked at them, but I remember that the Tatooine Temple had some missing geometry, some missing effects/area settings, and obviously a very broken walkmesh. I think the .vis in the version you mentioned is messed up, causing the disappearing. Darth InSidious had a version I believe that had a fixed .vis, though I can't remember for sure. The Czerka Depot is a much better state, I think. It has some walkmesh-y issues as well, but those should be easily remedied. The last room does have some lightmap issues, which could be harder to fix given the lack of 3ds lighting, but overall it's pretty doable. 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,338 Posted February 19, 2018 The Czerka Depot is a much better state, I think. It has some walkmesh-y issues as well, but those should be easily remedied. The last room does have some lightmap issues, which could be harder to fix given the lack of 3ds lighting, but overall it's pretty doable. If I were to attempt to fix the Czerka Depot, let's start with the walkmesh, what tools would I need to do this? Quote Share this post Link to post Share on other sites
Kexikus 995 Posted February 19, 2018 If I were to attempt to fix the Czerka Depot, let's start with the walkmesh, what tools would I need to do this? mdledit to convert the models to ASCII and later the fixed models back to binary. And 3ds Max with KotORMax to do all the model editing. 1 Quote Share this post Link to post Share on other sites