Sithspecter Posted October 25, 2008 Share Posted October 25, 2008 That's weird, why it doesn't work, especially the metal and dirt... I might try grass in a test area, I just installed TSL again. Link to comment Share on other sites More sharing options...
Quanon Posted October 25, 2008 Share Posted October 25, 2008 Well if you do some test, could you post the results, if they're worth mentioning ofcourse I'm starting to think we might have to start wright down the stuff we do in 3D and that work OK in the game. It might give a much clearer picture, perhaps turn into a sort of copendium tralalal book thing... file Collect our knowledge and put in a big Word Doc, so everyone can download it. Link to comment Share on other sites More sharing options...
Sithspecter Posted October 26, 2008 Share Posted October 26, 2008 Hey, that's a pretty good idea. I think I'll start doing that. Also, I might add emitter properites for easier emitter creation, but I wish Magnus would make an emitter file format to simply save and load emitters. I'll also look at the grass soon. Link to comment Share on other sites More sharing options...
Quanon Posted October 26, 2008 Share Posted October 26, 2008 The book of anwsers Devide it into chapters, starting of easy, with importing stuff and going more silly difficult from there on. Link to comment Share on other sites More sharing options...
Darth InSidious Posted October 26, 2008 Share Posted October 26, 2008 If you want my notes on grass settings in the .are file, I could PM them to you. Link to comment Share on other sites More sharing options...
Quanon Posted October 27, 2008 Share Posted October 27, 2008 Hell yes please ! Oh and DI, check out my 3D album/CLICK, I uploaded some renders of my Egypte Palace thingy Let me know what you think. Link to comment Share on other sites More sharing options...
Quanon Posted October 28, 2008 Share Posted October 28, 2008 Wahoo ! Had a first test run today in the game with my newest area in production. I"ve uploaded some pics to here: http://s129.photobucket.com/albums/p214/Quanon/?action=view¤t=VulT01.jpg Their just some random shots, those pillars are huge Link to comment Share on other sites More sharing options...
Sithspecter Posted October 29, 2008 Share Posted October 29, 2008 That looks pretty cool, but I guess I do it a bit different, I test it out as I go and put it into the game so see what needs to happen. Link to comment Share on other sites More sharing options...
Darth InSidious Posted October 30, 2008 Share Posted October 30, 2008 Looking good, Q! Just a few comments: Out at the front, the way you have the sphinxes now... looks odd and not terribly Egyptian. I'd be more inclined to make them line the path to the entrance: S||S S||S S||S S||S Where 's' is a sphinx, and the || is the path. Also, in one the shots you have some very short pillars. I'd advise either lengthening them, or rescaling them. Now there's just the texturing. The boundary wall should really be mud-brick; if this is a space-temple, though, it could just as easily be a giant death-laser shooting thingy, but accuracy would be nice. I'll see if I can get together some links to the kind of text you'll want on te walls and pillars. Link to comment Share on other sites More sharing options...
Darth InSidious Posted October 30, 2008 Share Posted October 30, 2008 Oh, the grass settings: Already shared these with DV, but other than that these are part of my module editing tut, and _not_ to be shared around: Grass_Ambient - Not used on Dantooine or Kashyyyk, the worlds that use grass settings in KotOR. Used on both Dxun and Dantooine in TSL. The settings are the same for both modules. I surmise that the Grass_Ambient function affects the lighting of some of the grass in the middle-distance, as this appears to its effect. Grass_Density - Primarily seems to affect how sparse the grass is - on Dantooine it is set to 4.0. Other settings can cause greater variance – lower settings will make the grass more sparse, and higher ones seem to have little effect. I'm not sure why. Kashyyyk is set to 5, however – but I don't think the grass looks much more densely packed. Grass_Diffuse - Not used on Dantooine or Kashyyk, the worlds that use grass settings in KotOR. Used on both Dxun and Dantooine in TSL, but the settings are the same in both, and I have been unable to determine the use of it yet, if any . Grass_Emissive – TSL-only? Used on Dxun and Dantooine. Grass_Prob_LL Grass_Prob_LR - These four settings appear to alter how which direction Grass_Prob_UL the grass faces. Setting all four the same will cause Grass_Prob_UR the grass to all face the same way. Probably best to leave as they are, but I would surmise that their positioning is dependent on rotation, between values of 0.0 and 1.0, sort of like Bearing fields, of which more later. Grass_QuadSize – Sets the size of the grass. Higher settings make it taller and thicker, lower settings, smaller and thinner. Be aware, however, that setting it too high will stretch the grass texture until it is very pixellated. Grass_TexName – Sets the name of the texture used for the grass. However, the texture will appear as it is - the game will not 'cut out' the necessary bits, as with lightsabre blades – look up the default grass textures referenced in the .are file in KotOR Tool for a better idea of what I mean. ( N.B. - I believe that the grass settings will only take effect in areas with walkmesh set as grass. As such, you can turn off the grass settings on Dantooine, for example, but will be unable to make grass grow, say, in a modified version of Marka Ragnos' tomb. Not without editing the area models, anyway. ) Link to comment Share on other sites More sharing options...
Sithspecter Posted October 31, 2008 Share Posted October 31, 2008 Grass will also be on the nonwalk_grass material as well, I think. I found that one and I guess it is used for places where the devs didn't want you to walk and there be grass. Link to comment Share on other sites More sharing options...
Quanon Posted November 1, 2008 Share Posted November 1, 2008 Well doesn't matter much now, my Laptops GPU is busted... 3D stuff is out of the question. Tried to fix it, but nothing helped the problems returned no matter what. Since its an older machine I can't get it fixed easly anymore in a store. Its now a fancy type writer with internet... :'( So all big 3D projects are on hold, nothing of my files are lost, but I can't work on it. Link to comment Share on other sites More sharing options...
Quanon Posted November 11, 2008 Share Posted November 11, 2008 Ok, back in action ! I have saint as brother, as he paid my new Desktop PC -a loan I now have to pay back ofcourse - Anyway its now a powerfull rig, just to show off Duo Core 3.0 Ghz ( socket 775, so if I feel like it I can go Quad core later on ) 2 Gigs of DDR3 ram A ATI Radeon 4870 with 512 Mb ram A Terra sized harddisk And a 22" Samsung T220 as screen, no more endless zooming in ! Anyway I got everything back installed and here's a peek of a result Show spoiler (hidden content - requires Javascript to show) More pics here: CLICK Link to comment Share on other sites More sharing options...
Sithspecter Posted November 14, 2008 Share Posted November 14, 2008 Nice PC, Q. Area looks nice as well. How is the scrapyard planet going? Link to comment Share on other sites More sharing options...
Quanon Posted November 15, 2008 Share Posted November 15, 2008 Well... thats kind of freezed. GM is quite buzzy with his school, so I guess we'll pick it up eventually, somewhere in a long holiday. *sigh* Tainas Replacer is giving me a headache, the stupid thing keeps crashing on the mdx saving part... EDIT: Better news on the grass testing department ! Succes ! Thx DI for the helpfull tip A screeny of the result: Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
Sithspecter Posted November 17, 2008 Share Posted November 17, 2008 The grass looks amazing. I've been wanting to test that out myself but haven't found the time. I guess if all else failed we could do two sided triangles in max with grass textures... Link to comment Share on other sites More sharing options...
Darth InSidious Posted November 18, 2008 Share Posted November 18, 2008 Woo, grassiness! Glad to know it works. Link to comment Share on other sites More sharing options...
Quanon Posted November 19, 2008 Share Posted November 19, 2008 Yeah, its great stuff ! I can now do that Yavin "jungle" map for Exiles mod. Well... maps rather. Though its still cliffy, but I'm doing my best to dress the map with extra ferns and shrubs and such. Hmmzz loads of work ! Link to comment Share on other sites More sharing options...
glovemaster Posted November 20, 2008 Share Posted November 20, 2008 Glad you got the grass to work! Also I haven't seen Magnus still, I guess I'll have to catch him in a morning and nag him for another miracle. Also Christmas is comin up if you wanna spend some time on the Scrapyard station thing Link to comment Share on other sites More sharing options...
Quanon Posted November 21, 2008 Share Posted November 21, 2008 heheheheh anytime GM ! Link to comment Share on other sites More sharing options...
TheProphet Posted November 27, 2008 Share Posted November 27, 2008 Wow Quanon! You have done some pretty amazing work there. It's nice to see that you are making such progress . Link to comment Share on other sites More sharing options...
Quanon Posted November 28, 2008 Share Posted November 28, 2008 Wooott Doc V ! Its been a long time my friend Progress amazes me aswell I thought I didn't like modding that much anymore, but ... ow well, one can be wrong about his feelings. Certainly a misgotten chaotic head like me Link to comment Share on other sites More sharing options...
Sithspecter Posted November 28, 2008 Share Posted November 28, 2008 Yeah, we all have our ups and downs. I can't wait to use those grass tips, I'm going to have to do a grass area in TSL now. Link to comment Share on other sites More sharing options...
TheProphet Posted November 29, 2008 Share Posted November 29, 2008 Me? Never . I may get bogged down with work... but I get up again . My mod is back full force now. And with the holidays coming up I think we will be seeing some interesting stuff. Hope you are all doing well. Quanon are you still on about 8 million projects? It's always nice to see what stuff you come up with. -Doc Link to comment Share on other sites More sharing options...
Quanon Posted November 29, 2008 Share Posted November 29, 2008 Ow, about the grass thing: Make sure that the walkmesh is contained with an actual model part of your area and lights ofcourse. I sometimes export out the walkmesh alone and compile it then, but somehow, because of that, it doesn't generate the grass. So make sure walkmesh get exported out together with another part of the area and compile. With the right settings in the .are file you should have grassy fields Million projects indeed: - working on 2 areas for Exiles Yavin mod ( 2 are done already) - My own Private Secret "crazy" project ( aka PSCP ) - Samourai stuff with J7 - Scrapyard Games with GM Did I forget anything ? xD Link to comment Share on other sites More sharing options...
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