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Originally posted by Xcom

Does anyone know how one can increase the illumination of the level or add some lights? K1 doesn't seem to use LightingScheme.2da because it always point to 0.

 

Also, is it possible modify area mdl/mdx with Gmax/mdlops?

 

Currently we can not modify Area models, Although Fred has been getting somewhere with the walkmesh's SO with him and cchargin working on it we may be able to soon enough.

 

You know I'm not really sure if the lighting can be increased, But I'm pretty sure that is set up in the model itself. I remember a few months back svösh was trying to change the pink tint on Taris but concluded that its set in the maps lights.

 

In the .are file the is a node "DynAmbientColor" I have played with that in KotOR but I never really noticed any difference, But most modules are set specifically. It does appear though that there are several obsolite nodes in the .are files.

 

The other nodes that look interesting are

LightingScheme(might do something but seems to always be set to 0. btw there is a lightingscheme.2da :confused: )

SunAmbientColor (color of the sun :giveup: )

SunDiffuseColor

SunFogFar ( I would assume Fog distance higher number less fog I think)

SunFogNear (similar I guess ;) )

 

you might wat to try out adjusting the values for those, Sry I'm not certain what precise effect they would have.

 

On a completely random note: I wonder what ChanceLighting, ChanceRain and Chancesnow would look like indoors ;)

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I was afraid it might be 3d model dependant. Oh well.

 

Originally posted by T7nowhere

In the .are file the is a node "DynAmbientColor" I have played with that in KotOR but I never really noticed any difference

 

This one works. I tested it few days ago. It will blend the color you sepecify with every dynamic object (like PLC or creature). It's similar to TweakColor you can use per object basis in the GIT file, only this one affects everything.

 

 

The other nodes that look interesting are

LightingScheme(might do something but seems to always be set to 0. btw there is a lightingscheme.2da :confused: )

 

Yeah, this one doesn't do a thing.

 

SunAmbientColor (color of the sun :giveup: )

SunDiffuseColor

 

Haven't tested those.

 

SunFogFar ( I would assume Fog distance higher number less fog I think)

SunFogNear (similar I guess ;) )

 

Yeah, I played with fog. It does work.

SunFogNear appears to be the distance where fog starts (relative to player's position). SunFogFar is the distance where the area becomes completely filled.

There is also obviously SunFogColor or something to specify the color of fog. BTW.. using fog kind of makes a significant hit on the CPU, at least that was my observation.

 

 

There are also some curious fields in the Are file:

 

DirtyARGBOne - Three

DirtyFuncOne - Three

DirtyFormulaOne - Three

DirtySizeOne - Three

 

Have no idea what they are for.

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Originally posted by Xcom

Anyway, at this point, I pretty much know what every character is going to be doing, except Darkkender. (where are you, man?)

 

I'm here/back sorta. Life has sent me on a temporary hiatus from everything web related it seems. :mad: VIRUSES.:confused::mad:, Now the phone company has disconected our internet line however they claim it is still in service. Which means a telephone repair that may take up too a week before it's back.:swear: I tell you when it doesn't rain it pours and don't ask what it does when it is already pouring(Something about a Rain of Frogs). I'll slap together the UTC & 2da's for you Xcom I'll leave the dialogue to you.:p

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Originally posted by Darkkender

I'm here/back sorta.

 

Good! :D

 

Life has sent me on a temporary hiatus from everything web related it seems. :mad:

 

Not so good.

 

I'll slap together the UTC & 2da's for you Xcom I'll leave the dialogue to you.:p

 

Wait. I sent you 2nd PM.. (well, quite awhile back). IIRC, you wanted to do something special with your character, something related to your own mod.

Maybe you can still find my message in your pm box. ;)

 

Also, I can no longer just use any 2das. I, too, have been making some modifications to appearance.2da. However, I am doing it so that the installation of this 2da is optional. In other words, I'm not making (and not going to make) new rows.

Other 2da I'll probably have to distribute is upcrystals. That's all as far as 2da's go.

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As far as upcrystals.2da goes, unless you are making more new sabers than the one I sent you, you probably shouldn't have a problem, ChAiNz.2da made it compatible with the USM and the one I sent you is compatible with all the main mods I can think of.

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Originally posted by Xcom

Also, I can no longer just use any 2das. I, too, have been making some modifications to appearance.2da. However, I am doing it so that the installation of this 2da is optional. In other words, I'm not making (and not going to make) new rows.

Other 2da I'll probably have to distribute is upcrystals. That's all as far as 2da's go.

 

If you plan to use existing PC heads for any of your NPC's you will have to setup a seperate appearance entry as you will discover this is due to the fact if your PC is using the same head the NPC's head will become invisible. I discovered this when I built my area mod. However if you are using non-PC heads then you will be fine(provided nobody undermines that plan and makes all the NPC heads selectable.).;)

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Originally posted by Darkkender

If you plan to use existing PC heads for any of your NPC's you will have to setup a seperate appearance entry

 

I haven't yet used any pc heads, however, you just need to provide different backuphead value for your npc to solve that problem.

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I am busy with insane scripting of the arena fighting "engine". It will feature random weapons and random buffs for the opponents (somewhat influenced by your own level. Sort of like hardcore mod, but not exactly.. ).

You'll most likely be able to pick a fight with single foe or a pre-selected group of foes, but I want to make it so you can assemble your own group of opponents (up to 6) to take on simulatiously.

 

I'm pretty much already done with intro cinematic when your enter the Arena to fight. Looking awesome.. IMO :D

 

You'll also most likely be able to purchase a beast and train it. :cool: Training and winning in fights will give it bonusses (sort of like leveling up). You can then put your beast into the arena to fight another beast... and make bets. Or you can train it, and sell it again. BTW.. the selection of purchasable beasts is limited but still.. it's fun. This still requires quite a bit of work.

 

Finally. I initially wanted to include journal file so I can post quest messages. I don't think I'll be doing it now. I found a good way to pop-up messages using datapad system. In fact, it is possible to pop a message w/o actually having PC keep the datapad.. so IMO that's a good alternative, considering there won't be that many messages.

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Originally posted by envida

Xcom, are you using the DisplayDatapad function? Just discovered that one myself ;)

 

Yeah.

I found it to be good way to show a custom message.

I also implemented it in whereami band, together with SendMessageToPC.

 

Just for anyone who's interested.

 

make a datapad uti file, eg: dtp_message.uti

(its baseitem should be of datapad object).

In the DescIdentified field enter <CUSTOM60>

 

Now the script:

 

void main()
{
string sMsg = "Whatever text you want to display in the pop up window";
object oPAD = CreateItemOnObject("dtp_message", GetFirstPC(), 1, TRUE);
SetCustomToken(60, sMsg);
if (GetIsObjectValid(oPAD))
{
	DelayCommand(0.5, DisplayDatapad(oPAD));
	DelayCommand(2.0, DestroyObject(oPAD,0.0,TRUE,0.0,TRUE));
}
}

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I thought of a cool idea. Someone could challenge you to a fight on the roof of the Ebon Hawk. You could use the Ebon Hawk Exterior module from the prologue. Before and after the fight, clips of the ship taking off and landing could play.

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Originally posted by Xcom

Yeah.

I found it to be good way to show a custom message.

I also implemented it in whereami band, together with SendMessageToPC.

(snip)

void main()
{
string sMsg = "Whatever text you want to display in the pop up window";
object oPAD = CreateItemOnObject("dtp_message", GetFirstPC(), 1, TRUE);
SetCustomToken(60, sMsg);
if (GetIsObjectValid(oPAD))
{
	DelayCommand(0.5, DisplayDatapad(oPAD));
	DelayCommand(2.0, DestroyObject(oPAD,0.0,TRUE,0.0,TRUE));
}
}

 

It could be worth mentioning that the datapad does not necessarily have to be in the inventory of the player in order for it to display.

 

So if you are making a custom area you could put such a datapad in an inaccessible container somewhere on the level (or the inventory of a non-hostile creature) and then use that one whenever you are going to display popup messages, rather than creating and deleting a new one every time.

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Originally posted by stoffe -mkb-

So if you are making a custom area you could put such a datapad in an inaccessible container somewhere on the level and then use that one whenever you are going to display popup messages, rather than creating and deleting a new one every time.

 

IMO, creating custom container offers no real advantages, only extra work (albeit not that much but still.. )

I posted that example with the idea of using it generically.. like for whereami band.

 

For my own journal replacement, I'm not yet positive whether I would destroy datapads at all... or whether that will be one generic one. I may still want to be able to let player keep them for the sake of reviewing (the quest objectives) later.. It will depend on quantity and complexity of quest tasks.

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I hate to do this, but do you have an estimate of the release for this mod? I'm not asking this for the reasons you think I am, it's just that I have 2-3 models in the works right now, and if I have time to include them in this mod exclusively I'd like to, but if I don't have the time I won't. An by estimate, just naming the month would probably be enough for me.

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I'd say you have your month, Mono, and probably more than that.

 

By my rough estimate I'd say I have about 15-20% done, and I've already been working on this thing for about a month.

 

It's difficult to estimate when it's gonna be done, but I think some time in june (provided I don't get sidetracked for something more important.. )

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Originally posted by Xcom

I'd say you have your month, Mono, and probably more than that.

 

By my rough estimate I'd say I have about 15-20% done, and I've already been working on this thing for about a month.

 

It's difficult to estimate when it's gonna be done, but I think some time in june (provided I don't get sidetracked for something more important.. )

 

Someone's gonna bash me for saying this, but that's great, it'll give me plenty of time to finish up. :)

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