Quanon Posted December 2, 2007 Share Posted December 2, 2007 Mod note: This post has been copied from this thread, please post any comments or questions there. ~tk Welcome ! This is a rather quick and dirty tutorial on how to setup your scene in Max or Gmax and then export it to be used as a new area model in K1 mainly . NOTICE the QUICK and DIRTY , this is more or less for people who know how to model a bit and now there way around a bit in these programs . I'll do a tutorial on modeling later , like this I think all my other tutorials will tie in nicely . I advice to read the README in the next post, it gives another warning . [ Not that I want to frighten people to do this , once you get the hang its fairly very very simple . But to make things a tad bit easier I included a module file you can use for your first areas . Another advice is to plunder the tutorial section , and read as much as you can . There are tutorials on how to make the module file and such . Creating a whole new area , you need to know about almost everything there is in modding . I myself mainly focus on modelling , so don't expect info about scripts, dialogs and quests ... That should be all * I hope this didn't scare of people* EDIT: Removed dead end links. Added to SWK.com ~tk SWK.com To moderators : You can change the link and files to LF , for friendlier use . Or delete it Link to comment Share on other sites More sharing options...
tk102 Posted December 4, 2007 Share Posted December 4, 2007 The following is the contents of Quanon's readme.txt -Tools Needed- ______________ -Gmax or 3D max + Nwmax -Kaurora -WARNING- _____________ This is a rather quick and dirty tutorial .I expect you have some knowledge of 3D modelling in one of the above mentioned programs . And have a model ready , whatever it is just a box to test this out , actually I advice it to have something simple ready at hand . Kaurora is still in Beta , it can crash and will crash if something is wrong with the model . And sometimes certain parts of the model can get twisted , or weirdly rotated by the export script of Nwmax . Most of the times this can be solved by using ResetXform a zillion times or just re export the model . Other times you'll need to edit the ASCII format .mdl , you can open this with Textpad ; take a note of the objects that go wrong in the game , then look up there names in your scene in Gmax or Max . Open up the ASCII .mdl and use the search function of textpad , fill in the names of the "Bugged" Objects . Look at their Orientation and position . Orientation is set most of the times to : 1.0 0.0 0.0 0.0 Position is a bit more difficult , but shifting the point a place to the rigth or left solves most problems . I had to do this now and then , certain objects seem to refuse to get exported correctly . Save the modified ASCII .mdl and then redo the compile with Kaurora ; things should look better now . But then again , don't be suprised by weird behaviour in game , this is new . The more people that get in to this the more problems will be found , but the more change there is somebody will solve them aswell . -Included- ___________ A Gmax file : Man_Sized_Box A Max file : MAN_SIZED_BOX A .mod file called NewArea001 ( for easy testing use ) A Word file with the Tutorial . Link to comment Share on other sites More sharing options...
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