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[WIP] A Temple


Quanon

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You might want to look for orthogonal projections, though I have no clue if Max uses this terminology.

 

Luck was with me here :) , orthogonal is an option you can put "on" in the camera in Max , hoera !

 

So I did another of couple of test runs on this mini-map stuff .

This time I modelled myself a nice Box of 80 m / 80 m .

 

Just like your example Magnusll .

 

WorldPt X1 : -40

WorldPt Y1 : 40

" X2 : 40

" Y2 : -40

 

I double checked that out in the game aswell with the whereami cheat .

Allthough the first aabb line (in the exported ASCII file ) says this :

 

-40.0 -40.0 0.0 40.0 40.0 17.5745 -1

 

 

MapPt X1/Y1 : 0,11

MapPt X2/Y2 : 0,9

 

Plus the nice render , adjusted with photoshop to fit the 100x100 pix .

 

Things should have turned out great , but they didn't :(

 

Changed WorldPt point X1/Y1 to 40 , the Pt X2/Y2 to -40 .

 

Didn't work , went for the wild gues of the WorldPt of 0,0 and 80,80 ...

no results either .

 

Went totally wild used the orginal render of 512x512 pix ... ofcourse no results .

 

And the stupid box model makes Kotor crash :headbump: , a 16 000 poly model works fine , a less then 40 polys crashes ... ugh ...

 

Anyway I just used the walkmesh , don't need a model to see if it works .

 

EDIT : Whatever I switch around of the values 40 and -40 in the WorldPt doesn't help , I just gets more confusing because , when I move the PC to the right , the map goes left and all that crazy stuff .

 

The map picture itself seems to get applied totally wrong , I always spawn straight into 0,0,0 , but already , the arrow representing the PC is at the far left ... Something is going wrong here ...

 

Though I've seen these 3 options wich we didn't talk about :

 

MapResX : 1

MapZoom : 1

NorthAxis : 0

 

What Max values can I give these INT's , 8 ? 32 ?

 

Maybe one of these isn't set correctly ?

 

Allthough I think the NorthAxis is of no importance ...

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Luck was with me here :) , orthogonal is an option you can put "on" in the camera in Max , hoera !

 

So I did another of couple of test runs on this mini-map stuff .

This time I modelled myself a nice Box of 80 m / 80 m .

 

Just like your example Magnusll .

 

WorldPt X1 : -40

WorldPt Y1 : 40

" X2 : 40

" Y2 : -40

 

I double checked that out in the game aswell with the whereami cheat .

Allthough the first aabb line (in the exported ASCII file ) says this :

 

-40.0 -40.0 0.0 40.0 40.0 17.5745 -1

 

 

MapPt X1/Y1 : 0,11

MapPt X2/Y2 : 0,9

 

Plus the nice render , adjusted with photoshop to fit the 100x100 pix .

 

Things should have turned out great , but they didn't :(

 

 

Hmm... did you stretch the map image or did you add a border to it?

The AABB is correct, BTW... and the Worldpt are correct, I checked a couple of them and Y1 > Y2. What happened exactly with this first set of values?

[EDIT] Actually sometimes Y1 < Y2, but when this happens it looks like it is accompanied by MapPt Y1 > Y2 too, so it is consistent.

 

Though I've seen these 3 options wich we didn't talk about :

 

MapResX : 1

MapZoom : 1

NorthAxis : 0

 

What Max values can I give these INT's , 8 ? 32 ?

 

Maybe one of these isn't set correctly ?

 

Allthough I think the NorthAxis is of no importance ...

 

As far as I know, NorthAxis is always 0 (I think it identifies which of the four axes corresponds to the North direction) and MapZoom is 1. MapResX varies, and if memory serves it tells the game how much of the map gets "discovered" once you walk nearby.

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Hmm... did you stretch the map image or did you add a border to it?

 

Yes and no :) , the orginal render was 512x512 , I made a new file in photoshop of 100x100 , I outlined the 10pix border. Then dragged in the Render , scaled it down to fit the 80x80 squarre .

 

Anyway as long as the map is 100x100 it should work right ?

 

As far as I know, NorthAxis is always 0 (I think it identifies which of the four axes corresponds to the North direction) and MapZoom is 1. MapResX varies, and if memory serves it tells the game how much of the map gets "discovered" once you walk nearby.

 

ah , ok . Mapzoom looked interresting :p .

 

Some ohter news : both areas are finished , really finished this time .

 

Its now just creating correct .mod files , filling the thing up with enenmys and things to loot :p .

 

And since where working with 2 , GM and me , I could give a positve view , we migth get things finished somewhere at the end of next week .

 

Good enough for a 1.0 version release !

 

:lol: YOU ARE NOT PREPARED !!!

 

A_Asword.jpg

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Yes and no :) , the orginal render was 512x512 , I made a new file in photoshop of 100x100 , I outlined the 10pix border. Then dragged in the Render , scaled it down to fit the 80x80 squarre .

 

Anyway as long as the map is 100x100 it should work right ?

 

The MapPt values are not linked to the image size; rather, they're linked to the UV coordinates of the pixels corresponding to the WorldPt points.

 

I.e. a MapPt1 of (0.1, 0.1) would mean the pixel corresponding to the WorldPt1 is at position (0.1, 0.1) [= 10% height and 10% width] of the map image. At least, it does if my theory is correct ;P

 

So if you put in:

 

MapPt1 = (0.1, 0.1)

MapPt2 = (0.9, 0.9)

 

this means that, when your PC walks at the world coordinates in Worldpt1, he'll be drawn on top of the map pixel at coords (0.1, 0.1), and when he walks at WorldPt2 he's drawn on top of the pixel at (0.9, 0.9).

 

Hope it is clear... ?

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It is difficult to say at the moment, our idea for the "boss" is not really capable of speaking i'll let Q post about that since he's working on the models and textures. But i think that it is unlikely.

 

 

I'll try to do some reskins of a certain monster :)

 

If it's going to be a boss , I'm not sure .

 

Besides , I didn't see this area with a quest , it's just an extra to explore and get some nice loot from .

 

I've now been busy on creating a new ancient sword :lol: , sounds a weird ...

 

EDIT : weapon is broken , so it gets scratched ,=> of the list .

Compiling it with Kaurora makes K1 crash whenever it starts a "fighting" animation or "Force-Power" animations . You can run , walk and talk , but thats not where a sword is for :(

 

Compiling it with MDlops , displaces the weapon heavly , allthough I corrected the ASCII , before replacing .

 

And Hex editing is no use ... its not readable , expect the texture ...

 

Dang !

 

Plus I need to do that certain monster skin + 2 new placeables .

 

Better get working .

 

@Magnusll : so 0,1/0,1 will correspont with the first upper , most left pixel of any given image ? And 0,9 /0,9 with extreem right bottom pixel ?

 

I don't get it how the UV uses the texture(mini-map) , it looks like it's scaling my orginal down , there's just one thing not fitting correctly .

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EDIT : weapon is broken , so it gets scratched ,=> of the list .

Compiling it with Kaurora makes K1 crash whenever it starts a "fighting" animation or "Force-Power" animations . You can run , walk and talk , but thats not where a sword is for :(

 

KAurora doesn't handle animations yet.

 

@Magnusll : so 0,1/0,1 will correspont with the first upper , most left pixel of any given image ? And 0,9 /0,9 with extreem right bottom pixel ?

 

I don't get it how the UV uses the texture(mini-map) , it looks like it's scaling my orginal down , there's just one thing not fitting correctly .

 

Nope. If you want to use the topmost, leftmost pixel for your WorldPt1 coordinate, you should use (0, 0). The rightmost, bottommost would be (1, 1).

 

Ok, here it is what I think... again ;) : the game engine, to correctly draw the minimap, needs to match a pixel on your map with a coordinate in the world.

It does so by specifying which pixel of your map (MapPt1) matches the upper left corner of the area (WorldPt1) and which pixel (MapPt2) matches the bottom right corner (WorldPt2).

 

Nominally, it would only need one pair of coordinates (the WorldPt) by automatically assigning the upper left map pixel to the first corner and the bottom right pixel to the second corner.

For reasons which I do not fully understand, it uses the second set of coordinates (the MapPt) so that the upper left world point does NOT necessarily correspond to the upper left map pixel, but instead it matches the map pixel at coordinates (MapPt1X, MapPt1Y). Effectively, the MapPt values are UV coordinates into the map image for the points at the WorldPt values.

 

If you want to go for the simple route, and simply assign the top left pixel to the top left point, and the bottom right pixel to the bottom right point, use MapPt of (0, 0) and (1, 1).

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KAurora doesn't handle animations yet.

 

But the sword itself doesn't contain any animations ?

It just gets used in animations , wich seem to cause K1 to crash .

 

Though the wierd part is , the sword looks more stable then the gun .

Gun crahes after a certain time , whatever I do . Still it doesn't crash in a fighting anim .

 

The sword only crashes in the combat stuff ...

Cause I've been running around with it and whenever you arm yourself , you get that , I draw my weapon flourish . Those are animations ... but it doesn't crash there .

 

Anyway , your the smartguy on this Magnusll .

 

So I'll take your word for it that'tll have to be patient .

 

 

Nope. If you want to use the topmost, leftmost pixel for your WorldPt1 coordinate, you should use (0, 0). The rightmost, bottommost would be (1, 1).

 

Ok, here it is what I think... again ;) : the game engine, to correctly draw the minimap, needs to match a pixel on your map with a coordinate in the world.

It does so by specifying which pixel of your map (MapPt1) matches the upper left corner of the area (WorldPt1) and which pixel (MapPt2) matches the bottom right corner (WorldPt2).

 

Nominally, it would only need one pair of coordinates (the WorldPt) by automatically assigning the upper left map pixel to the first corner and the bottom right pixel to the second corner.

For reasons which I do not fully understand, it uses the second set of coordinates (the MapPt) so that the upper left world point does NOT necessarily correspond to the upper left map pixel, but instead it matches the map pixel at coordinates (MapPt1X, MapPt1Y). Effectively, the MapPt values are UV coordinates into the map image for the points at the WorldPt values.

 

If you want to go for the simple route, and simply assign the top left pixel to the top left point, and the bottom right pixel to the bottom right point, use MapPt of (0, 0) and (1, 1).

 

I'll have to check that out then ...

 

Other bad news , Kaurora now refuses to compile my Placeable object .

 

No clue , why ... it got everything setup , just like an area .

 

Grumble , I might have to redo this thing .

 

Being a test it out dude , can be so annoying :lol:

 

But I kick on the satisfaction when things finanlly work out .

 

EDIT : Great news everyone , Thanks to InyriForge , the blade is back ! Alive and kicking !

 

And I've been fiddling with txi effects for a beasty , a small previewish screens. Let me know what looks best , the Blue-ish CM_Bright effect or the Saber hue effect . Though it turns see through on the black , I think I could use this for the Force Ghosts . It reminds of the movie Forbidden Planet .

 

Great stuff ...

 

A_AATentarak2.jpg

 

AA_Reddy.jpg

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But the sword itself doesn't contain any animations ?

It just gets used in animations , wich seem to cause K1 to crash .

 

Other bad news , Kaurora now refuses to compile my Placeable object .

 

Send me the crashy stuff. I'll do a debug pass with the models, and trust me when I say that having the problematic models available is going to save me A LOT of time while looking for bugs...

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