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A NEW AREA IS BORN , Q and GM


Quanon

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Wooot ! Magnulls program does work like a charm ! :lol:

 

I proudly present , together with GloveMaster : a new never before seen area in KOTOR !

 

It took us some work and a couple of test runs , but the result is ... AWESOME !

 

LLL3.jpg

 

LLL2.jpg

 

LLL.jpg

 

Now to see how Kaurora reacts on the UVW-mapping . As you can clearly see that texture gets stretched all over the place , not a pleasant sight .

 

Anyway , All hail Magnulls ! Without him this was never possible .

 

EDIT : GM added a Jawa , there's life in the void :p

 

JAWA.jpg

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Nicely done. I'm impressed. I figured that the module had something to do with the rail system, given the side incline pit on the side.

 

So, to clarify, for the time being, KAurora stretches the texture?

Probably, Magnusll said that the UVWmapping maybe a little screwy with this.

 

@Everyone: Also, I want to formally announce that this area will indeed be put out exclusively on Team-Jawa's Downloads page. It probably won't but up until tonight or mid-afternoon tomorrow but rest assured that it will definitely be up for the public's downloading.;)

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what am i seeing here, a previously unused module being modified, or an entirely new, user-created module?

 

edit: ach, nevermind me. i didn't look at the other thread. wow!

 

I did use an area called m46aa_01 wich was not used in the game ( story) .

I mainly used its .are and such to make my own .mod file.

 

And as such you can still warp to the orginal m46aa_01 .

 

So, to clarify, for the time being, KAurora stretches the texture?

 

Well Magnulls said to use the regular ( no custom unfolding )UVW-mapping , these are mainly basic shapes , like a box or cylinder . But I played it safe and just like Magnulls used the plane .

 

These very simple maps stretch the texture all over my mesh .

 

Don't worry I'll do some more tests with this model , to see if I can use the Box . This should give a better result .

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Is it just me or is the walkmesh a little above ground level? The shadows aren't touching their feet.

 

Is that your nickname for him? :p

 

Yep ,its just a bit above the real floor . If things are on the same height in Max you get Z-fighting as Max try to draw two faces at the same place the same time .

 

It just annoyed me , so I shifted the Walkmesh a bit up . The Walkmesh is only invisible in the game :)

 

And I always forget where to put the s in that name :animelol:

 

Or else I didn't get what your talking about :p , just to sleepy .

 

Off to bed !

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Well we have now fixed a few things, and broken one thing.

 

Here we have added the skybox, prehaps a bit too big for the area, we will scale that down later.

screen1ub3.jpg

 

A train, yes we have a train, not the best texture in the world, but we will sort that out.

screen2pt3.jpg

 

And a general view of the station and the front of the train.

screen3id7.jpg

 

When fixing the walkmesh by adding walls we seem to have caused problems with the walking area because it seems to have changed to "non-walk", which is why all the screenshots are from the same position. However i did notice that the areas set to "stone" were still walkable so we may have to change from it being a metal floor, unless we can sort that out.

 

EDIT: Uploaded to Imageshack now that it seems to be working again. :D

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Been reading here for a while, but I just regitered.

Just wanted to say, great work Quanon!

I did a little experimenting myself, editing a k1 module and gmax. Module worked in both games (shhhh). But anyhow, are you lighting your module off of the options in the .are file? As far as I could tell, lightmaps were a no go for me.

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Looks like GM beat me to post a new update :)

 

Nothing to special : 1) Tried out another way for UVW , its like we expected : stretched at most places

 

2) Added a second object with another texture , works in a way , but my new added object is out of place and deformed . The second texture works ok

 

TestRoom_Screen04.jpg

 

TestRoom_Screen03.jpg

 

Another test run is with a landscape .

 

TestLand_Screen01.jpg

 

TestLand_Screen02.jpg

 

TestLand_Screen03.jpg

 

THats all for now ;)

 

EDIT :

Been reading here for a while, but I just regitered.

Just wanted to say, great work Quanon!

I did a little experimenting myself, editing a k1 module and gmax. Module worked in both games (shhhh). But anyhow, are you lighting your module off of the options in the .are file? As far as I could tell, lightmaps were a no go for me.

 

Welcome to the Forums .

 

On the Lightmaps , nope I haven't used or created one . This a part our friend Magnusll is still working on .

 

In the .are file adjust the SunAmbient and SunDiffuse values to this :

 

16777215

 

This comes straight from the Readme from Kaurora 0.2 .

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^Thanks! That solves my problem, my module was beat red! Now again, I only had a problem with the lightmaps in TSL, it works fine in Kotor.

 

Anyhow, those pics are awesome! But what's going on in the second to last one, those streaks in the back aren't the skybox, right?

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Anyhow, those pics are awesome! But what's going on in the second to last one, those streaks in the back aren't the skybox, right?

 

Yep thats the sky-box . :lol:

 

Don't worry I got it fixd thanks to GM , to point out that I need to put off "save pivot point" at ResetXform Button in NWN-max .

 

I was sure I used xform , but still things can go wrong :D :

 

TestLand_Screen05screw.jpg

 

Oeps , don't know what happened here , but my Landscape looks like Malachor now :lol:

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