Zhaboka Posted May 29, 2013 Share Posted May 29, 2013 Those semi-circles really help sell the marble-ish surfaces. Looks awesome! Link to comment Share on other sites More sharing options...
glovemaster Posted May 29, 2013 Share Posted May 29, 2013 Great to see you're still supporting the community GM! You've always been handy with the scripts/ code. Of course Q, we are definitely in need of a catch up and also I found the old sources for our Galaxy Map fix and I think if there's anything that we need to finish, it is this because we were really onto something here it just needs a looking over. Also I believe Bioware owe us loads of money for stealing the idea for Mass Effect haha :') Link to comment Share on other sites More sharing options...
Canderis Posted May 29, 2013 Share Posted May 29, 2013 I'm kinda curious about what the idea of yours is GM. Link to comment Share on other sites More sharing options...
Quanon Posted May 29, 2013 Author Share Posted May 29, 2013 Of course Q, we are definitely in need of a catch up and also I found the old sources for our Galaxy Map fix and I think if there's anything that we need to finish, it is this because we were really onto something here it just needs a looking over. Also I believe Bioware owe us loads of money for stealing the idea for Mass Effect haha :') Yeah, Aqualaris still needs to get finished It just needs lightmaps now, everything does x-D I'm kinda curious about what the idea of yours is GM. The idea was to make the big holo-table, at the center of the Ebon-Hawk, into a galaxy map. As the Galaxy map in the cockpit could only have 1 extra planet or such... GM wanted a ingame tool of sorts, so modders could easely at TONS of new planets, making a new galaxy map interface thingy. I was working on some small models which would look like holograms to sell the whole thing Link to comment Share on other sites More sharing options...
Marius Fett Posted May 29, 2013 Share Posted May 29, 2013 Coola would be pleased to see these textures finally getting used. Yeah, Aqualaris still needs to get finished It just needs lightmaps now, everything does x-D Promises, promises, Q! This lightmapping thing is fun, mind you. Been getting some interesting effects tinkering with the various things you can do with 'em! >_< Link to comment Share on other sites More sharing options...
glovemaster Posted May 29, 2013 Share Posted May 29, 2013 Yeah, Aqualaris still needs to get finished It just needs lightmaps now, everything does x-D The idea was to make the big holo-table, at the center of the Ebon-Hawk, into a galaxy map. As the Galaxy map in the cockpit could only have 1 extra planet or such... GM wanted a ingame tool of sorts, so modders could easely at TONS of new planets, making a new galaxy map interface thingy. I was working on some small models which would look like holograms to sell the whole thing Ah did the lightmap problem get solved then? I also remember the camera collision problem, I'd hope by now that's also fixed? Yeah the galaxy map idea was to expand the map into a projection with selectable planets; like the galaxy map but 3D and with essentially unlimited extra slots for modders to contribute - it was pretty much finished but it needs revisiting and fixing, I know how to go about it but I remember Q said there was a bug to do with the 003ebo enter script injection since I couldn't decompile the original. Buzz me on Facebook next week Q as I've got a load of free time Link to comment Share on other sites More sharing options...
Darth InSidious Posted May 30, 2013 Share Posted May 30, 2013 More fantastic stuff, as always, Q! I'm really looking forward to seeing these in-game. And the galaxy map project, too - I think I remember some screenshots of that from way back when. Link to comment Share on other sites More sharing options...
Sith Holocron Posted May 30, 2013 Share Posted May 30, 2013 Q, with the size of the module you've been showing off lately, I do have to wonder - should we expect some amount of lag once it is in game? Even since I've played those M4-78 modules, map size and lag has been on my mind. That being said, I like what I see. Link to comment Share on other sites More sharing options...
glovemaster Posted May 30, 2013 Share Posted May 30, 2013 More fantastic stuff, as always, Q! I'm really looking forward to seeing these in-game. And the galaxy map project, too - I think I remember some screenshots of that from way back when. Yeah I was looking for the old screenshots but I've got some cool ideas to improve on the old one Q, with the size of the module you've been showing off lately, I do have to wonder - should we expect some amount of lag once it is in game? Even since I've played those M4-78 modules, map size and lag has been on my mind. That being said, I like what I see. If you build the module correctly in rooms and you spend time writing the module layout then you shouldn't get lag - we did experience lag problems in the past but I did solve it by making only visible rooms render Link to comment Share on other sites More sharing options...
Quanon Posted May 30, 2013 Author Share Posted May 30, 2013 Q, with the size of the module you've been showing off lately, I do have to wonder - should we expect some amount of lag once it is in game? Even since I've played those M4-78 modules, map size and lag has been on my mind. That being said, I like what I see. Fear not, it might look HUGE and high, but it's not that oversized. It takes less then 3minutes to go from one far edge to the other. My Narshaddaa street areas are bigger and more cluttered. And so far I didn't have any sort of lag issues. Yeah I was looking for the old screenshots but I've got some cool ideas to improve on the old one If you build the module correctly in rooms and you spend time writing the module layout then you shouldn't get lag - we did experience lag problems in the past but I did solve it by making only visible rooms render Aqualaris was rather heavy with all the emitters going off. Those little things can really drag framerates down. But, yes, planning your lay-out and how you'll do the .lyt and .vis file can help a great deal. Ah did the lightmap problem get solved then? I also remember the camera collision problem, I'd hope by now that's also fixed? Alas; cameras keep being pesky as hell. MagnusII never found out what caused it. Yeah the galaxy map idea... ...Buzz me on Facebook next week Q as I've got a load of free time I'll do that, I've got some free time aswell Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted May 30, 2013 Share Posted May 30, 2013 I'll do that, I've got some free time aswell Buzz me on Facebook next week Q as I've got a load of free time One of mind keeping me informed of any developments? I can't use FB too much and I want to know if I should keep the files or if you want to release it separate of SG.K, guys? Be seein' ya. Link to comment Share on other sites More sharing options...
glovemaster Posted May 30, 2013 Share Posted May 30, 2013 One of mind keeping me informed of any developments? I can't use FB too much and I want to know if I should keep the files or if you want to release it separate of SG.K, guys? Be seein' ya. The projector for the SG mod was derived from our galaxy map fix but isn't actually the mod that we initially went for, I'll be sure to let you know if we get the map working fine and release details of how to put extra planets on it for everyone. After a bit of research I had a problem with the k_003ebo_onenter script being replaced but as it happens there is a decompiled version from a year ago by the TSLRP so I should be able to get it working fine now Link to comment Share on other sites More sharing options...
Sith Holocron Posted May 31, 2013 Share Posted May 31, 2013 but as it happens there is a decompiled version from a year ago by the TSLRP so I should be able to get it working fine now TSLRP or TSLRCM? Link to comment Share on other sites More sharing options...
Canderis Posted May 31, 2013 Share Posted May 31, 2013 RP recompiled all the TSL scripts as a resource. Link to comment Share on other sites More sharing options...
glovemaster Posted May 31, 2013 Share Posted May 31, 2013 I believe it was the RCM as I read a note on it being updated from the version decompiled before that Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted May 31, 2013 Share Posted May 31, 2013 I believe it was the RCM as I read a note on it being updated from the version decompiled before that Might want to grab TSLRCM 1.8.2/3's version... Link to comment Share on other sites More sharing options...
Hassat Hunter Posted May 31, 2013 Share Posted May 31, 2013 Yeah, it should be as .nss inside the 003EBO.mod. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted May 31, 2013 Share Posted May 31, 2013 Yeah, it should be as .nss inside the 003EBO.mod. Please forgive the forthcoming outburst... WHHHAAATATTTTT??!!!!! You guys put un-compiled versions of OE's scripts in the .MOD files? That just made my day, HH! As far as I was aware, we were screwed on that front since OE didn't pack the On Enter scripts in the .nss section of Scripts.bif... Link to comment Share on other sites More sharing options...
glovemaster Posted May 31, 2013 Share Posted May 31, 2013 Yeah that's where I found the decompiled script Link to comment Share on other sites More sharing options...
Hassat Hunter Posted June 1, 2013 Share Posted June 1, 2013 No, not all scripts. And they aren't the 'base', it's the modified version TSLRCM uses. So modmakers can use it if they have to use the Ebon Hawk onenter and make it TSLRCM compatible. It's just a few files really I think, onenter and a_next_scene in the 003EBO.mod, and the new base loot script is dropped in the override folder. That's about it. Link to comment Share on other sites More sharing options...
glovemaster Posted June 1, 2013 Share Posted June 1, 2013 Aye I recognised the original is the one decompiled by Stoffe, so for the galaxy map fix I'll use the modified one for compatibility - out of curiosity I didn't notice any commented changes to the script, will there be any bugs for anyone who does not have the TSLRCM installed by using the RCM's onenter script? Link to comment Share on other sites More sharing options...
Hassat Hunter Posted June 1, 2013 Share Posted June 1, 2013 Pretty sure it's fine... Link to comment Share on other sites More sharing options...
Quanon Posted June 2, 2013 Author Share Posted June 2, 2013 Great to see you guys getting that scripting madness sorted Alas, no further updates from me on the 3D front. My personal life is a very big mess atm. I've got a ton of issues to get through, not to speak about the stress and the whole emotianal turmoil... ugh... Link to comment Share on other sites More sharing options...
Sith Holocron Posted June 2, 2013 Share Posted June 2, 2013 Take care of what's important. Modding can wait, Quanon. Link to comment Share on other sites More sharing options...
Quanon Posted July 2, 2013 Author Share Posted July 2, 2013 Hey, guys! Back with a tiny update. I just got a new job, into my 4th week now and it's going great. Besides that, I've got a little 3D work done. Mostly just doing some texturing on the 'unnamed' module But I also worked a bit more on my old Korriban models. I was working on a temple interieur, but never really finished the full model. I've done some work on that old model aswell. Just so other modders might use everything I've made. I'll do my best to improve my 'packages'; so they are easier to use. Anyway, here's some quick renders of that one module! Link to comment Share on other sites More sharing options...
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