Continuing assorted projects at present, approximately none of which have anything to do with tents.
Given that by the time I've cut everything into Tile-sized pieces, there's really not a colossal amount of point to most of KotOR's exterior geometry and what interesting buildings there are I'll likely just turn into Placeables, I've packed in the idea of converting the exteriors excepting the Onderon City (see page 1) which I'm progressing with quite nicely as a mixture of KotOR II meshes and completely new PHoD geometry stapled to them.
So I'm concentrating on getting the Interiors done. Currently examining all the amassed masses of stuff I've already converted with an eye to amalgamating as far as possible and getting as much geometry into as few Tilesets as possible... Just discovered, for instance, that the swoop racing tracks can be hit with bricks, retextured and turned into quite useful tunnels - see below.
However, frustration abounds in the fact that apparently not one single piece of KotOR geometry has the same base ground height as any other piece of KotOR geometry.
Frustration abounds further, bounding fashion, in a sort of marsupially grotesque way like some blighted wallaby that's gone abnormal and should be in a special prison for evil marsupials, due to the fact that, since all the small bits of corridors and rooms and things are not used in KotoR for versatile Area building but simply for combining together into a single set groundplan of immense size. Thus they are all static in relative position to each other.
Which means that they can often be several kilometeres off centrepoint, which means you open an interesting looking model in gmax only to discover that there's nothing in sight 'cause the dirty Spleen's gone walkabout. Hunting around in the vast, arid, empty expanse of desolate greyness, you eventually locate an infinitesimally tiny dot which, upon zooming in to eight billion times magnification, proves to be the elusive piece of laboratory sitting thousands of light years away in a remote corner. Then you have to drag it - all three-hundred of its inefficiently unlinked meshes - all the way back to the middle in order to realign it, hit it with bricks and tape all its bits together - that's before you can even start making a Tile out of it - or in most cases, several Tiles.
Not to mention that the necessary walkmeshes are mostly the exact shapes of particularly, offensively ugly diseased pigs.
I occasionally question vehemently whether it's worth the hassle...
And there are so many other projects, so many other things to be hit with bricks...
I need approximately an extra 24 hours every day. Then I could make some progress.