LeftWing Posted December 10, 2007 Share Posted December 10, 2007 I know , I rotated the temple , then used the ResetXform and that my friends killed the UV ... Boooooh! But from what I'm seeing the meshes aren't sickingly (English?) complex, so I hope you can get them re-uv'd in a good fast rate seeing I would find it very interesting how the final thing looks like, and how it was compiled. Link to comment Share on other sites More sharing options...
H2O Posted December 11, 2007 Share Posted December 11, 2007 OR is it totally differant and I should use the big numbers from Max to set everything straight . I thought it worked more like this: http://www.lucasforums.com/showpost.php?p=2395316&postcount=134 but like Magnusll I've never tried it. I notice though that your WorldPts would be far bigger than anything in any other .are files that I've seen. I've noticed it in my own stuff as well, including placable locations. Not entirely sure why this is, perhaps something gets changed after so many exports/imports? Perhaps you might try getting your WorldPts in-game somehow. Link to comment Share on other sites More sharing options...
glovemaster Posted December 11, 2007 Share Posted December 11, 2007 EDIT : The mini-map appears now , but it looks like crap . In the Menu where you can view the map , I only get the top left ... so it got stretched out somehow ... Okie Dokie Q, i think this requires some serious attention I'll see you on MSN abouts 17:00 say? Uh, thats about 18:00 for you then Link to comment Share on other sites More sharing options...
Quanon Posted December 11, 2007 Author Share Posted December 11, 2007 I thought it worked more like this: http://www.lucasforums.com/showpost.php?p=2395316&postcount=134 but like Magnusll I've never tried it. I notice though that your WorldPts would be far bigger than anything in any other .are files that I've seen. I've noticed it in my own stuff as well, including placable locations. Not entirely sure why this is, perhaps something gets changed after so many exports/imports? Perhaps you might try getting your WorldPts in-game somehow. Thanks for the help ! I noticed that in the Max scene space , I work with cm's , so you usually get big numbers . Though its often a floating point number , the point shifts two places to the left in the exported ASCII file when I look things up . So something about 500.0 cm => become 5.00 , so ASCII works in meters I guess . Then again I'll use the big numbers now and shift the floating point two places . Perhaps this will give me a better result . Okie Dokie Q, i think this requires some serious attention I'll see you on MSN abouts 17:00 say? Uh, thats about 18:00 for you then Save me GM !!! See you at six EDIT ; Did another test run on the mini-map affaire , this time with a box that is 80 in the game . In Max it goes from LeftUpperCorner -4000, -4000 to RightButtomCorner 4000,4000 . Still no good results , I tried the 0,0 | 80,80 WorldPt values . I also tried -40,-40 | 40,40 values , no results either. I even used rediculs 4000 values ( since that is the number in Max ) But the shifting of the floating point is correct . -4000 , -4000 ( X, Y) in Max becomes -40, -40 in the game ( long live the whereami cheat ) Another perculier thing is that the little arrow that presents the PC on the mini-map was walking backwards , though I was really going forward . Oddities *sigh* Thing is wathever I change the mini-map gets displayed about 9 to 12 times , but in the map menu I get one ugly stretched blurred thing ... Its close I feel ... I might have to change the MapPt points to , I only worked on the WorldPt points . Link to comment Share on other sites More sharing options...
magnusll Posted December 11, 2007 Share Posted December 11, 2007 Bump Question ( GM or Magnusll , HEEEEEEEEEEEEEELPP ) : So I looked to create that mini-map ... I went into Max and noted these Coordinates down for the WalkMesh : the 0,0 point or most upper left point was : X1 = -3292,49 , Y1 = 11996,427 the most down to the right point : X2 = 2761,488 , Y2 = -5527,42 So after some Math , I got that the X runs from 0 <=> 6053,978 and the Y runs from 0 <=> 17523,847 That's a bit big pixelwize , so I divided by 100 => So I got something like this : 61 pix / 175 pix a bit weird , but my Walkmesh is not a nice fitting squerre . I took a topdown render , fiddled with Photoshop to make it fit the size and then started to look in the .are file . Should I set WorldPt 1X and 1Y still to 0 and put 2X and 2Y to 61 and 175 and Keep the MapPt X1 and Y1 to 0,1 X2 and Y2 = 0,9 OR is it totally differant and I should use the big numbers from Max to set everything straight . You've got it all wrong WorldPt1X and Y = the Max coordinates of your upper left corner. And BTW, are your Max units set in meters? If not, set them to meters and check them again. WorldPt2X and Y = Max coordinates of bottom right MapPt1X and Y = the UV coordinates of the map pixel you want to correspond to the upper left point. If you didn't add any border, those would be (0, 0). If you added a border, you need to compute them. E.G: - let's assume your map image is 50x80 (btw, your map size need not be equal to the area size in meters. You should be able size your map pretty much however you like, though I'm not sure of this) - you add a 10 pixel wide border around the image - the upper left corner has now been displaced 10 pixel to the right and to the bottom by the border, so the UV coordinates (in pixels) would be (11,11) - you need to express those UV coordinates in the range [0, 1] instead of pixels, where 0 = first pixel to the left (and top), and 1 = last pixel to the right (and bottom) - your map total size is now 70x100 (the original 50x80 + the border on both sides) - 11/70 = 0.15714 - 11/100 = 0.11 - so your MapPt1X = 0.15714, Y = 0.11 - the bottom right corner was originally at (50,80). It is now at (60,90) - 60/70 = 0.85714 - 90/100 = 0.9 - so your MapPt2X = 0.85714, Y = 0.9 Of course, if your map size and/or border size is different you need to redo the math Let me know how it goes.... Link to comment Share on other sites More sharing options...
Quanon Posted December 11, 2007 Author Share Posted December 11, 2007 You've got it all wrong - let's assume your map image is 50x80 (btw, your map size need not be equal to the area size in meters. You should be able size your map pretty much however you like, though I'm not sure of this) - you add a 10 pixel wide border around the image - the upper left corner has now been displaced 10 pixel to the right and to the bottom by the border, so the UV coordinates (in pixels) would be (11,11) - you need to express those UV coordinates in the range [0, 1] instead of pixels, where 0 = first pixel to the left (and top), and 1 = last pixel to the right (and bottom) - your map total size is now 70x100 (the original 50x80 + the border on both sides) - 11/70 = 0.15714 - 11/100 = 0.11 - so your MapPt1X = 0.15714, Y = 0.11 - the bottom right corner was originally at (50,80). It is now at (60,90) - 60/70 = 0.85714 - 90/100 = 0.9 - so your MapPt2X = 0.85714, Y = 0.9 Of course, if your map size and/or border size is different you need to redo the math Let me know how it goes.... Okay , I'll type my Math down here , check it out for dumb mistakes . WorldPt X1 : -32,92 WorldPt Y1 : 119,96 WorldPt X2 : 27,61 WorldPt Y2 : -55,27 So the image becomes about 61 / 175 pix I then add the borders => 81/195 I then do the magic math part ( you never mentioned dividing by 11 !! ) MapPt X1 => 11/81 = 0,1358 MapPt Y1 => 11/195 = 0,0564 MapPt X2 => 11/71 = 0,1549 MapPt Y2 => 11/185 = 0,0594 Correct ? I'll let you know how it went in a zippy . stretched and looking ugly Repeating map stuff : Link to comment Share on other sites More sharing options...
magnusll Posted December 11, 2007 Share Posted December 11, 2007 Okay , I'll type my Math down here , check it out for dumb mistakes . WorldPt X1 : -32,92 WorldPt Y1 : 119,96 WorldPt X2 : 27,61 WorldPt Y2 : -55,27 This is correct. [EDIT] Actually I'm not sure... is the Y axis reversed in Max? Shouldn't Y1 and Y2 be reversed? So the image becomes about 61 / 175 pix I then add the borders => 81/195 I then do the magic math part ( you never mentioned dividing by 11 !! ) MapPt X1 => 11/81 = 0,1358 MapPt Y1 => 11/195 = 0,0564 MapPt X2 => 11/71 = 0,1549 MapPt Y2 => 11/185 = 0,0594 Correct ? No Provided your original map is indeex 61x175, and becomes 81x195 after adding borders: MapPt X2 = 71/81 = 0.87654 MapPt Y2 = 185/195 = 0.94871 Link to comment Share on other sites More sharing options...
xrefusex Posted December 11, 2007 Share Posted December 11, 2007 I feel I have opened a can of worms with the mini-map! Still, everything looks sweet, quite like the skyline and colours of your Korriban exterior, although perhaps for reasons of continuity, shouldn't it match the sky of the rest of the planet and be sunny? Unless you plan on adding your sky to the other modules ;D Link to comment Share on other sites More sharing options...
magnusll Posted December 11, 2007 Share Posted December 11, 2007 I feel I have opened a can of worms with the mini-map! Testing is a dirty job, but someone has got to do it... in our case, Quanon gets to have all the fun by testing my half-baked theories about how the game engine really works Jokes aside, this will be useful as I'll be able to include a mini-map utility module in KAurora once we have figured out how those values really work. Link to comment Share on other sites More sharing options...
Quanon Posted December 11, 2007 Author Share Posted December 11, 2007 This is correct. [EDIT] Actually I'm not sure... is the Y axis reversed in Max? Shouldn't Y1 and Y2 be reversed? Good chance I switched the numbers ! : No Provided your original map is indeex 61x175, and becomes 81x195 after adding borders: MapPt X2 = 71/81 = 0.87654 MapPt Y2 = 185/195 = 0.94871 AAAARRGHHH ! No wonder I got no success : I feel I have opened a can of worms with the mini-map! Still, everything looks sweet, quite like the skyline and colours of your Korriban exterior, although perhaps for reasons of continuity, shouldn't it match the sky of the rest of the planet and be sunny? Unless you plan on adding your sky to the other modules ;D Don't worry it doesn't slow me to much down ! The areas are 99% ready 3D wise . I'm just tweaking stuff here and there ... like changing the sky for instance . I tested it out with the orginal Korriban sky , but it just didn't fit ... So I opted for a selfmade sky . I'm going to change the lighting again , I added statues and stuff but they feel "flat" , allthough shadows are on . Weirdness allround . Link to comment Share on other sites More sharing options...
xrefusex Posted December 11, 2007 Share Posted December 11, 2007 Glad to hear so! I guess I can come off being an uber-fan or something. Random plot/aesthetic suggestion: It'd be interesting, plot-wise, to include the wreckage of a downed Mandalorian craft containing the weapons cache that you interogate the Mandalorian prisoner in the Sith Academy for (it a Mandalorian craft, right, or am I imagining it?). Weapons, a datapad and a quest entry (I'm just getting into that area of modding) would do the trick: I always felt a bit jipped for not getting anything more from that quest. Shame porting is a no-no, as there was that neat Basilisk model in TSL! Link to comment Share on other sites More sharing options...
Quanon Posted December 11, 2007 Author Share Posted December 11, 2007 Glad to hear so! I guess I can come off being an uber-fan or something. Random plot/aesthetic suggestion: It'd be interesting, plot-wise, to include the wreckage of a downed Mandalorian craft containing the weapons cache that you interogate the Mandalorian prisoner in the Sith Academy for (it a Mandalorian craft, right, or am I imagining it?). Weapons, a datapad and a quest entry (I'm just getting into that area of modding) would do the trick: I always felt a bit jipped for not getting anything more from that quest. Shame porting is a no-no, as there was that neat Basilisk model in TSL! I'm going to decline that little request Allthough I had no idea there was quest about an mandalorian on Korriban ??? Modelling a mandi spaceship ? Wooosshhh , a bit to much to add right now . Not that it is a bad idea , mind you . And I'm gratefull for all the support Anyway some news on the outdoor area ; I Declare it finished ! There still some ugly glitches here and there ... but they'll have to stay for the moment . Some screens will show of the new lightning and Déco stuff added . Keep your hankys ready for the drool , as I'm in love the lighting of this baby . Warm Orangy highlights and a colder purplish tint for the shadowy areas . EDIT : On the mini-map stuff , could I get the right X,Y coords out of the exported ASCII file ? Link to comment Share on other sites More sharing options...
Pavlos Posted December 11, 2007 Share Posted December 11, 2007 This is truly stunning work. Keep it up! Link to comment Share on other sites More sharing options...
Marius Fett Posted December 11, 2007 Share Posted December 11, 2007 Looks awsome! Can't wait for the release! Link to comment Share on other sites More sharing options...
sekan Posted December 11, 2007 Share Posted December 11, 2007 Very nice Keep ut the good work Link to comment Share on other sites More sharing options...
Sith Holocron Posted December 11, 2007 Share Posted December 11, 2007 It's looking great so far. In reference to the Mandalorian Cache Quest: To start this side-quest, go to the interrogation room of the Academy and speak to the Sith torturer. He's having no luck extracting information from the Mandalorian prisoner about his weapons cache. Basically you agree to take over from the torturer to get the info. There are light side and dark side ways of dealing with this. I believe this may be related to one of the ways to acquire prestige with Uthar Wynn. Link to comment Share on other sites More sharing options...
magnusll Posted December 11, 2007 Share Posted December 11, 2007 EDIT : On the mini-map stuff , could I get the right X,Y coords out of the exported ASCII file ? You can get the borders of the walkable area by looking at the very first bounding box of the walkmesh. This would be the line which starts with "aabb". The problem is that for this to work, you would have to create your map image so that it corresponds exactly with the walkmesh. I.e. the top border of the map should coincide with the top border of the walkmesh, the left with the left and so on. Link to comment Share on other sites More sharing options...
Miltiades Posted December 11, 2007 Share Posted December 11, 2007 Neat! Love the lightning. Link to comment Share on other sites More sharing options...
Marius Fett Posted December 11, 2007 Share Posted December 11, 2007 If I remember correctly Uthar tells you he has scrapped the Mandalorians ship... Link to comment Share on other sites More sharing options...
Salzella Posted December 11, 2007 Share Posted December 11, 2007 dude, that sky looks sick Link to comment Share on other sites More sharing options...
Quanon Posted December 11, 2007 Author Share Posted December 11, 2007 You can get the borders of the walkable area by looking at the very first bounding box of the walkmesh. This would be the line which starts with "aabb". The problem is that for this to work, you would have to create your map image so that it corresponds exactly with the walkmesh. I.e. the top border of the map should coincide with the top border of the walkmesh, the left with the left and so on. Hmmzz ... I'll have to look into that . Getting a good fitting render is one of the problems to . I'dd might have to look up some things in my Max Bible ( great book ) In my last test run I'd had a better result , the mini-map was less stretched/squashed in the menu and it wasn't repeated in the game itself . Still its oddly how that damn Y-axis works in Max ... I'll have go at this later on ; I'm know giving 300 Cylinders a UV-map God I start to hate temples and churches now Link to comment Share on other sites More sharing options...
Lord2 Posted December 11, 2007 Share Posted December 11, 2007 Great, I'm new to this thread and I've to ask: how big area are you making and will you somehow add it to the storyline? Link to comment Share on other sites More sharing options...
RyuuKage Posted December 11, 2007 Share Posted December 11, 2007 wow guys, really awesome work! it's great to see that people are still working on stuff like this, hehe. Link to comment Share on other sites More sharing options...
H2O Posted December 12, 2007 Share Posted December 12, 2007 Woah, awesome sky! What did you use to make it? (or is that a trade secret...) Testing is a dirty job, but someone has got to do it... in our case, Quanon gets to have all the fun by testing my half-baked theories about how the game engine really works Quanon, this work is very exciting. Between this thread and your tutorial, you and Magnusll have solved most of the major issues I've come across in area creation. I think thanks are in order Link to comment Share on other sites More sharing options...
magnusll Posted December 12, 2007 Share Posted December 12, 2007 Getting a good fitting render is one of the problems to . I'dd might have to look up some things in my Max Bible ( great book ) You might want to look for orthogonal projections, though I have no clue if Max uses this terminology. In DirectX you can ask for a render with a camera which sits "on top" of the image, looking straight down, and with a field of view specified in pixels (height and width). This is what I use for walkmesh rendering, and the starting position when you render a model. By positioning the camera in the center of the rectangle you wish to render, and giving the height and width of the rectangle as the field of view, you'd get the required result. Alternate method: simply render your image however you like, but make a point of writing down the Max coordinates of the top-left and bottom-right corners of the image you rendered. Then tell me these coordinates along with those written in the "aabb" line, and I'll give you the magic numbers Link to comment Share on other sites More sharing options...
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