KCTools [v1.3.0] - Fast external replacement for DromEd lighting and other tools - by HavvicGames
HavvicGames on 16/8/2025 at 09:18
New minor version 1.2.2 :)
Changes:Lighting:* Fix global attenuation and saturation ("lm32_params") being applied to 16-bit lightmaps when they shouldn't be
* Fix accidental modification of LightColor Saturation values when non-default "lm32_params" are used (oops)
* Fix issue with GUI dropdown menus not reopening when re-clicking a keyboard focused field
* Add reload resources button to GUI
Model Export:* Fix inaccurate help screen text for "--output-directory" argument
(
https://github.com/JarrodDoyle/KCTools/releases/download/v1.2.2/kctools_1.2.2_dromed_win_x64.zip) Main download here.
R Soul on 16/8/2025 at 11:48
Thanks for your efforts.
There are a few issues with the model exporter which I noticed after converting a door:
The vhots have been converted to Empties named LightPosition and Anchor. Is that for compatibility with the neymax .bin file exporter which also uses Empties for vhots, or is there another reason for that choice, e.g. any complexity with generating new meshes for the glb file?
If the neymax exporter re-translates those names back to @h01 and @h02 then I think it would be ideal to give the user the choice of using those names or reverting back to the generic numbers (for other exporters or for generic use of vhots). If those names are purely for your own conveninence with referring to them in the code then maintaining vhot numbers would be even more beneficial.
Secondly, the axle for the handles wasn't imported. It would be nice if they could be brought in, and hopefully it's fairly straightforward to do. Many years ago I read about a problem with 3dsMax deleting axles because they're just two points, with the user having to add a third dummy point with an extreme coordinate so it could be manually deleted from the .e file. :sweat:
HavvicGames on 8/12/2025 at 08:15
Big integration improvements with 1.3.0 :)
Changes:Lighting:- Added direct DromEd integration support for NewDark versions prior to 1.28 (Should function back to any mission portalised in 1.19)
- Added integration of log into DromEd MONO
- Added warning when AnimCellMap limit is reached
- Added warning for out-of-range Hue and Saturation on lights
- Fixed incorrect campaign detection with the DromEd integrated setup when multiple DromEd instances are open
- Fixed engine AnimCellMap limit being ignored
- Fixed crash when too many AnimLights attempted to light a cell polygon
- Fixed absolute paths in install configs being incorrectly joined as a relative path. Note this only works on windows/through WINE because "C:/blah/..." is not a valid unix path
- Fixed user placed Blockable brushes incorrectly blocking light
Model Export:- Added support for including the ".bin" model extension with the "--model-name" flag
- Fixed incorrect transparency on some exported "gif"/"pcx" textures
General- Updated all projects to .NET 10
- Added support to "KeepersCompound.Formats" for saving modified models
- Added early out when the requested campaign can't be found
- Fixed a crash when the expected FM directory (e.g. "./FMs") doesn't exist
- Fixed a crash when specified install directory didn't contain "cam.cfg" or "cam_ext.cfg"
(
https://github.com/JarrodDoyle/KCTools/releases/download/v1.3.0/kctools_1.3.0_dromed_win_x64.zip) Main download here.
R Soul on 8/12/2025 at 22:31
Just tested the lighting integration in Dromed 1.27, works nicely. Good work!
BTW a point about DoOpti.cmd. This issue isn't from you, it was present since the toolkit was made:
It includes a couple of "save_mission Done.mis" commands.
I think it would be best to change them to save_cow Done.cow
A custom gamesys is much more likely to be present that the original dark.gam.