Jump to content

Home

Module Questions


Miltiades

Recommended Posts

No we are not. The military base and droid factory in 298TEL and 299TEL respectively already (fully) exist. We are merely implementing the content that is present in the modules. This statement applies to all the modules we are dealing with.

Link to comment
Share on other sites

To answer Master Z's question. The actual model format for area models just like player animations has not been fully cracked. TG has only met with limited success if what we have seen in there screenshots is real for animations. However the problem with area models is that we haven't met much success with recompiling back our custom area models.

Link to comment
Share on other sites

I thought a module file was realy information about the position (x,y and z) of the mdl's that make up the module its self, so if you create all of the mdl's required, all you would need to do would be to create the file with the infomation concerning the location of each mdl. I think the .lyt files determine that.

Link to comment
Share on other sites

The Layout file defines how the different models used in an area are pieced together. Most area's consist of 10-20 different models not including the walkmesh models. Your layout file is a simple text file that tells the game how these models are placed. The actual "Mod" file contains alot of similiar data as the layout as well as various other information defining what objects are present within the module. Altogether serious module editing requires alot of familiarity with various aspects of modding the SW Knights games.

Link to comment
Share on other sites

I suppose, but this is why games are easily outdated, because people are bord with the planets/areas and the storyline never changes (Bioware tryed tho counter this with multiple endings). If we could create out own modules then KotOR wouldn't be outdated because we could change it all the time, over the years.

Link to comment
Share on other sites

But the amount of time, effort and energy required would kill the possibility of ANY new area mods.

 

There's simply too much involved in it. There would be none made. And with reskinning and the rudimentary lightmapping that can be done already, existing areas can be used and reused indefinitely without becoming old.

Link to comment
Share on other sites

I actually have to disagree with you DI. The fact that we can't create our own area models and import them into the game yet is one of many reasons that many veterans giveup frequently. The fact that nobody in the community has really picked up the reigns and continued to tackle the model format is sad. I myself started however since my own skills in programming is still very much lacking and I haven't even gotten far enough out of the gate for my goals.

 

IMHO we need to get these model formats cracked so we can do more with the game when it comes to modding. More people would take an interest in some of the aspects of modding if we could provide them the means to mod what they are good at or what they want to mod.

Link to comment
Share on other sites

I think I see DI's point. New area with no content equals boring mod. Which makes sense with an RPG vs maps for a FPS. All though I'm sure Redhawke would have plenty of ideas if he had a new area to work with. But if we really wanted to create new areas, I don't see why we wouldn't model placeables to sit over existing areas. You would be limited to the geography of the areas we all ready have but even those could be re arranged using the .lyt file. More trouble thatn it's worth, I'm sure but theoretically possible.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...