Kaidon Jorn 207 Posted October 13, 2024 23 hours ago, Spectrometer said: Hi @Kaidon Jorn,have you decided on releasing the Jedi Temple reskin? It seems inetresting to try. I might, but it wouldn't be for a little while as I'm still going through it and deciding on what I really want to use and not use texture wise. I was even thinking about just kind of redoing the mod itself to add or subtract different things to make it not just seem like just a big cheat box. You can test it out first if you want. 17 hours ago, DeathScepter said: to Kaidon Jorn, you are doing an excellent job with these lightsabers Thank you very much. 2 Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted October 15, 2024 (edited) I did have to shorten it at the grip section by 4cm a side. Looks ok though. ...orange is going to be a *****. Edited October 15, 2024 by Kaidon Jorn 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted October 17, 2024 Conundrum: This was going to be the orange/gold default... But trying to make that a double bladed would absolutely suck. So I'm trying to work out which of two other hilts I could use.. Either.... or... this bottom one doesn't line up nicely for a double bladed but also I've already used it in KSR. So I'm trying to formulate another plan... 1 Quote Share this post Link to post Share on other sites
Spectrometer 16 Posted October 20, 2024 On 10/13/2024 at 6:56 PM, Kaidon Jorn said: I might, but it wouldn't be for a little while as I'm still going through it and deciding on what I really want to use and not use texture wise. I was even thinking about just kind of redoing the mod itself to add or subtract different things to make it not just seem like just a big cheat box. You can test it out first if you want. Oh ok, thanks for clarifying. I don't think I have time to replay the game now, I was thinking about trying it out on summer holidays (I'm on Argentina so it would be winter in the US). But when you decide to release it I will gladly try it out on my next playthough and leave feedback. I really like the idea of further differentiating the Jedi Temple. Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted January 27 (edited) Aight. So I wanted to use Rebuilt Jedi Enclave Sublevel new room models (by PapaZinos?) to renovate DeathDisco's Coruscant Jedi Temple models. Which means Jedi Enclave's room models 01, 19, 24 and 32. What else would I need to edit to convert those 610dan models into 952cor models aside from textures?? Lightmaps? .woks? .lyt's?? I am so lost. Edited January 27 by Kaidon Jorn 1 Quote Share this post Link to post Share on other sites
brents742 81 Posted January 28 5 hours ago, Kaidon Jorn said: Aight. So I wanted to use Rebuilt Jedi Enclave Sublevel new room models (by PapaZinos?) to renovate DeathDisco's Coruscant Jedi Temple models. Which means Jedi Enclave's room models 01, 19, 24 and 32. What else would I need to edit to convert those 610dan models into 952cor models aside from textures?? Lightmaps? .woks? .lyt's?? I am so lost. I have some limited experience messing with the Sublevel room models, but I also am not familiar with the Coruscant mod at all. To my knowledge, you should be able to drag PapaZinos mdl, mdx, and wok for those rooms, rename them to 952cor variants matching the number that mod uses for the rooms, and that should give you an idea of what's working and what not. I've never changed what textures a model calls for so no clue on that front. The best thing I can tell you is to play around with it and see what happens. Walkmeshes might be your issue. Can potentially use the same from the Coruscant mod. Lightmaps I would try one, then the other, and see what if anything changes. Layouts might also need to be Coruscant's but again I;m not familiar with that mod's room layout so not sure. In case it's relevant, here's a map of the sublevel rooms 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted January 28 Ok yeah, I used MDLEdit to make them ascii files and opened them up in a Text Editor to change all the "610DAN" references to "952COR", and converted back to binary. Then I just used Model Viewer to change the textures. But then when I entered it was really dark and some textures were missing. See through walls and such. So that's where I thought I'd have to edit lightmaps. I'd walk through doors into blackness then the room would appear after. Which makes me think it's walk meshes. Is that what a .WOK file is?!? I dunno, maybe I should stick to lightsabers, I've never done this before. Thank you for the info. Quote Share this post Link to post Share on other sites
brents742 81 Posted February 1 Seems like a .vis issue from what you're describing. Vis determines what areas of the map are visible from another. It might seem silly but ChatGpt has become a decent troubleshooter to at least give some insight into issues when they arise that are hard to browse DS for due to their nature. 1 Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted February 2 Ok. So I would need to rename or edit Rebuilt Jedi Enclave's 610DAN .vis file to use with it? Am I way off base? Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted February 14 Ok I can't get rid of these. Deleted every struct in the git file named "box1" and also the .utp file named box1 in the module file. But they're still there. The droids are gone - took care of that no problem. But these huge metal box crate things won't delete. Quote Share this post Link to post Share on other sites
DarthParametric 3,806 Posted February 14 Part of the level model presumably. Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted February 14 I converted the Restored Jedi Enclave's room models into the 952COR models for those rooms. Restored Enclave Sublevel - Modder's Resources - Deadly Stream The rubble is gone and its all rebuilt but those are still there. But its just the outside wall part. Quote Share this post Link to post Share on other sites
DarthParametric 3,806 Posted February 14 Hrm, can't see anything obvious loading up the layout with the edited models, so it seems like it's not the level models. Load up the module in Holocron Toolset and see if anything shows up there in the GIT editor. There's also the possibility of something being spawned in by script I guess. Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted February 14 OH... Oh no...maybe it wasn't box1 Maybe it was plccrt That was my first time actually using Holocron Toolset and I was able to at least figure out which placeables I need to delete. So that's good! Thanks for the help! Well new problem. Hmmm...is that the rubble supposedly taken out by PapaZino's model fixes? Arrgh. Quote Share this post Link to post Share on other sites
LoneWanderer 106 Posted February 14 Maybe something is wrong with your .wok files? I was working on a Coruscant project a while ago (but it was left in beta state), and if I remember correctly had to delete objects with tags 'corcrate' and 'box1'. Try .wok files from this archive.952cor walls.7z Also, what is the endgoal of your project? I can help you with setting up map for 953cor module and some other things. 2 Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted Friday at 07:55 PM Yes that's what I did - removing those placeables. I will try that .wok as you suggested. Thanks for the tip. Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted Sunday at 02:34 AM On 2/14/2025 at 1:31 PM, LoneWanderer said: Maybe something is wrong with your .wok files? I was working on a Coruscant project a while ago (but it was left in beta state), and if I remember correctly had to delete objects with tags 'corcrate' and 'box1'. Try .wok files from this archive.952cor walls.7z Also, what is the endgoal of your project? I can help you with setting up map for 953cor module and some other things. Hey hey hey ya that worked! Passed through both of those areas and did not run into any invisible barriers. I just tossed those .wok files in override and it fixed it. So thanks a ton for that. I am most grateful. Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted yesterday at 04:43 PM Some things I've been doing... Can anyone tell me why this happens?...what is that? CM_Bright on a door? Only happens on the Jorran door, and the door to the library on Coruscant. Still alot more to do for Coruscant. 1 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,806 Posted 17 hours ago 8 hours ago, Kaidon Jorn said: CM_Bright on a door? No. For starters, CM_Bright is blue. Could be the door has self-illum enabled though. What's the door type? Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted 17 hours ago (edited) NarShaddaaDoor2 Oh.... Edited 15 hours ago by Kaidon Jorn Quote Share this post Link to post Share on other sites
DarthParametric 3,806 Posted 15 hours ago Yeah the door meshes have a white self-illum. But I think all doors probably have self-illum, since they aren't lightmapped. That's a bad combo with a white texture, although the degree to which it glows depends on the environment. Quote Share this post Link to post Share on other sites
Kaidon Jorn 207 Posted 14 hours ago Ohhhh. Interesting. Ok well..what I got from it was ...just change the door. malachor door2 don't work. Quote Share this post Link to post Share on other sites