Marius Fett Posted July 12, 2008 Share Posted July 12, 2008 This is a small project i'm going to be working on alongside Yavin IV. This isn't a terribly ambitious mod, in fact it's quite small. What it will do, is add a new area into the game on Dantooine (in the enclave), where you can find old Jedi and Sith artifacts that the council have locked away in there. There will be several new items for you to find, aswell as a new area to explore. I'm going to have a bash at modelling my own area for this. It's quite simple, but if it works out ok, i'll go back and add more stuff etc. But how complicated can a place like this be? Link to comment Share on other sites More sharing options...
Istorian Posted July 12, 2008 Share Posted July 12, 2008 Very nice project Marius!! Hope you complete it soon!!! If you need any help, feel free to contact me! I am a bit capable in scripting, NPC and ut* spawning. I wonder...How do you create a total new area?? Not just reskinning, a total new!! If you can, please post a tutorial when done!! I like the idea of creating new areas, and I want to focus on this area of modding!! Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 Quanon has already made an excellent video on how to model a nice area. Check the video tutorial thread for the links. Link to comment Share on other sites More sharing options...
Da_Man_2423 Posted July 12, 2008 Share Posted July 12, 2008 Very nice. Keep up the good work! Link to comment Share on other sites More sharing options...
Darth InSidious Posted July 12, 2008 Share Posted July 12, 2008 DingDong, I think you're taking on too many projects. Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 DingDong, I think you're taking on too many projects. Aside from this small one, i'm only on Yavin, (which i'm gonna start working on properly when school ends) and Infinite Empire and Sleheyron, neither of which I can start working on yet as my role will come in at a later stage. So really speaking i've got a LOT of free time. Link to comment Share on other sites More sharing options...
Sithspecter Posted July 12, 2008 Share Posted July 12, 2008 Right now, the area's pretty simple, not necessarily a bad thing, but anyway, what I would do is take a hard look at the Dantooine modules, especially the ceilings. You'd be suprised what a ceiling can do to an area. But it looks good, and I hope that you can get this one finished. Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 Right now, the area's pretty simple, not necessarily a bad thing, but anyway, what I would do is take a hard look at the Dantooine modules, especially the ceilings. You'd be suprised what a ceiling can do to an area. But it looks good, and I hope that you can get this one finished. Everything went ok, except one step... Guess which one. :( Any chance you can have a go at it? Link to comment Share on other sites More sharing options...
Sithspecter Posted July 12, 2008 Share Posted July 12, 2008 Hmm... I'll take a guess... the walkmesh, maybe? Anyway, something that you could try is to create a walkmesh out of a plane, just to look around your area, and I could do the final one once you're done. Also, could you list the steps that you used and post a screenshot of just the walkmesh? Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 How did you guess! Here are the steps: Copied the floor. Extruded it to the height of the walls. Removed the "ceiling" and capped the hole in the "floor". Split it into rectangle shapes. ResetXForms, and Convert to Mesh. Set the ID for the floor Polys to 10 and the walls to 7. ResetXForms again and added Walkmesh modifier. Centered Pivots, reset XForms again, linked to AuroraBase, exported... Link to comment Share on other sites More sharing options...
NightHammer Posted July 12, 2008 Share Posted July 12, 2008 Sounds cool! Good luck fixing the walkmesh. Link to comment Share on other sites More sharing options...
Quanon Posted July 12, 2008 Share Posted July 12, 2008 Centered Pivots, reset XForms again, linked to AuroraBase, exported... I would do the Center Pivots before you add the Walkmesh Modifier.. Though I get the feeling I might have said it differantly in my video... And to be fair, I mostly end up deleting the walls as these keep making my Meshes bugged. But perhaps SS can give you some better tips to handle it. Link to comment Share on other sites More sharing options...
NightHammer Posted July 12, 2008 Share Posted July 12, 2008 But don't you need the walls to be.. walls? Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 But don't you need the walls to be.. walls? The edges of the floor will stop you going through the walls to a certain extent... Though it's kinda buggy. Link to comment Share on other sites More sharing options...
Sithspecter Posted July 12, 2008 Share Posted July 12, 2008 Alright. Here's what I do with my walkmeshes, and they mostly turn out very nicely. 1. Detach as clone the peices that you will be using for the walkmesh, and then attach them all together as one mesh (Though I usually convert to poly). !!!Floor Cannot be Extruded!!! Must be a flat, one-sided plane. 2. Weld the vertexes so that there are no 'gaps' in your walkmesh. (If you have a one-peice walkmesh, you can skip parts one and two) 3. Select all the edges that will be the 'outside' of the walkmesh, or a part where the character won't be able to go. Extrude them 0 cm. Make sure not to deselect them. Move them up, any amount will do. 4. Hit 'Trimesh' and 'ResetXForm.' 5. Select the walls, and set the mulitmaterial to 7. Put the floor whatever you want. 6. Add walkmesh modifier. 7. Hit 'Trimesh' and 'ResetXForm.' Your walkmesh better work... Adding the non-walk walls enables your character to 'slide' along them rather than 'stick.' Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 I'll try that. Thanks SS. Link to comment Share on other sites More sharing options...
Sithspecter Posted July 12, 2008 Share Posted July 12, 2008 Oh, won't the council get a bit mad if you take all their artifacts? Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 Not if nobody tells them. Oh, should all the parts of the actual area be trimesh too? Link to comment Share on other sites More sharing options...
Sithspecter Posted July 12, 2008 Share Posted July 12, 2008 Yes, that is a necessity (If you're talking about the trimesh modifier). If they're not, you won't get shadows, and Trimesh greatly helps in lighting the area. Link to comment Share on other sites More sharing options...
Marius Fett Posted July 12, 2008 Author Share Posted July 12, 2008 Successssssss. You were right about it being too simple though... Start it again from scratch. Thanks for the help. Link to comment Share on other sites More sharing options...
Marius Fett Posted July 22, 2008 Author Share Posted July 22, 2008 Ok, i've FINALLY got something i'm somewhat pleased with, and the walkmesh works perfectly. I've added some lights to the ceiling, and before you say it's too dark, it's supposed to be that way. Here is an ingame screeny: I haven't added anything yet, the only thing in there right now is that Jawa... Link to comment Share on other sites More sharing options...
NightHammer Posted July 22, 2008 Share Posted July 22, 2008 That looks good MF! Maybe you should keep the Jawa in there? Link to comment Share on other sites More sharing options...
Marius Fett Posted July 22, 2008 Author Share Posted July 22, 2008 Somehow I think not... Link to comment Share on other sites More sharing options...
NightHammer Posted July 22, 2008 Share Posted July 22, 2008 The Jawa got lost and somehow ended up on Dantooine. All the old junk in this vault reminded him of home. Pretty good right? Na, just kidding. Link to comment Share on other sites More sharing options...
Marius Fett Posted July 22, 2008 Author Share Posted July 22, 2008 The Jawa goes... New items though! Woo! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.