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[WIP] [K1] World War 2 Custom Area Mod and Recruiting

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 Sithspecter
01-29-2008, 8:27 PM
#51
Hey, guys. I'm going to be posting a beta for general public testing very soon. It's just of the first area, and there are obvious problems, but you guys can edit it and give me suggestions. I'll post the link as soon as it gets on!

SS
 Ferc Kast
01-29-2008, 9:00 PM
#52
Cool trees, sithspecter; And overall, I think this looks very awesome.
 Taak Farst
01-30-2008, 3:14 PM
#53
Ill post the robe and then thats it from me, sorry, but i am not as good you would like and my WWII armour wuld look nothing like it.
 Sithspecter
01-31-2008, 7:02 PM
#54
There will be a beta very, very soon! At KotOR files, they accepted it, but my email deleted the actual mod:(. I am uploading it currently, so everone can get an idea of what's going on. I'm working on getting my trees to collide, then I'm making a whole forest, not a grove of 5...

If anyone wants to make any requests or suggestions, please do!

If somebody can model heads, please contact me!
 magnusll
02-01-2008, 3:43 PM
#55
I'm working on getting my trees to collide, then I'm making a whole forest, not a grove of 5...

You may want to learn using reference nodes, as they were made for this exact purpose (i.e. to allow for quick creation of several copies of the same model).
 Sithspecter
02-01-2008, 5:34 PM
#56
You may want to learn using reference nodes, as they were made for this exact purpose (i.e. to allow for quick creation of several copies of the same model).

Hmmm... Could you please be more detailed about how this is used?
 Shrub91
02-01-2008, 7:25 PM
#57
I suggest toning down the saturation of both uniforms, they look way too.... colorful.
 Sithspecter
02-01-2008, 9:55 PM
#58
I'm redoing the U.S. one, but as for the Nazi one, I think it looks alright. If anybody has any suggestions on which model to use for the U.S. uniform, I'm having trouble with it.
 Lordjedi
02-01-2008, 11:20 PM
#59
You need a skinner?
 magnusll
02-02-2008, 3:18 AM
#60
Hmmm... Could you please be more detailed about how this is used?

Kotor has the capability of using reference nodes: you create a particular model (a tree, a bush, a rock etc.) and then you put several copies of it in the area by referencing the original one. This is useful when you have to populate the area with several dozens of those, as it obviously speeds up the work. The trick is to create 4 or 5 different source models and then mix them while populating the area.

I have no clue how this is done in Max, though.
 Quanon
02-02-2008, 4:59 AM
#61
I have no clue how this is done in Max, though.

Max gives you like three options when you start copying objects.

It can be a copy ( a full new object on its own.)

a reference ( keeps a very tight link with orginale, if you alter the orginale the reference alters to. )

an instant ( is inbetween a full copy and reference. )

The last 2 safe memory more , cause of the link to the orginale , though I have no idea what Kotor would do with such "objects".

Or if this is even what Mag ment?
 magnusll
02-02-2008, 7:04 AM
#62
Max gives you like three options when you start copying objects.

It can be a copy ( a full new object on its own.)

a reference ( keeps a very tight link with orginale, if you alter the orginale the reference alters to. )

an instant ( is inbetween a full copy and reference. )

The last 2 safe memory more , cause of the link to the orginale , though I have no idea what Kotor would do with such "objects".

Or if this is even what Mag ment?

Kotor knows how to use reference nodes in its .mdl files. Sounds like they represent objects of type "reference" in Max. They should help populating a forest without having to model every single tree....
 Quanon
02-02-2008, 9:08 AM
#63
Kotor knows how to use reference nodes in its .mdl files. Sounds like they represent objects of type "reference" in Max. They should help populating a forest without having to model every single tree....

I actually used that a lot for the pillars of my Temple, used zillion of copys :p

Though in the end I turned/ converted everything into Mesh, so I'm not sure if the "reference" was erased by that or not.
 Sithspecter
02-02-2008, 9:39 AM
#64
I'm still not sure how that is done. Could you post some screenshots?
 Sithspecter
02-02-2008, 10:58 AM
#65
I've been a little tired of the World War 2 Mod, so I decided to make a new model of a drawing that I made. I am not abandoning the project, I just took a little rest for the 1/2 hour :lol:!
Here's the screenshot!
http://i269.photobucket.com/albums/jj73/Sithspecter/m-16.jpg)
 Darth Payne
02-02-2008, 11:02 AM
#66
Holy **Bleep**.

Man, you have to realease that one. It would make a perfect replacement for the repeater rifle that canderous carry when we first meet him.

Are you going to release it? I'll even say pretty please?
 Sithspecter
02-02-2008, 11:06 AM
#67
Heck, yes I'm going to release it! I'll probably release it after I texture it though :lol:
 Darth Payne
02-02-2008, 11:08 AM
#68
Man, i got tingles all over seeing that one.

Now, i have pins and needles.

Ouch.
 Sithspecter
02-02-2008, 11:33 AM
#69
Ahhhhh crap! My computer crashed and I didn't save it! Arrrghhhh! That makes me so mad! :( Hahahaha JK!
 Darth Payne
02-02-2008, 11:35 AM
#70
Aww man.

Your jokin' right?

I suck at acronyms.
 Sithspecter
02-02-2008, 11:39 AM
#71
Yes, I still have it! My computer didn't crash. Scared you right?
 Darth Payne
02-02-2008, 11:40 AM
#72
Man, don't do that.

Heck yes you scared me.
 Sithspecter
02-02-2008, 11:43 AM
#73
Well, I'd better save it just in case my computer crashes...
 Sithspecter
02-02-2008, 11:58 AM
#74
 Darth Payne
02-02-2008, 12:01 PM
#75
Sweet.

Looking better already.
 Quanon
02-02-2008, 12:08 PM
#76
:lol: Cloning => About the reference stuff.

Getting referance ... referencnencene , ugh ...

How the get the 'stuff' is pretty simple , hold down shift and move an object to a side , gives the cloning window .

Or go to Edit=>Clone.

In this window you can pick what the 'clone' will be , a copy ( new object)
a refer or an instant ( these 2 keep up a sort of link to the 'parent' their cloned of. )

A screeny as asked :

http://i116.photobucket.com/albums/o34/slazzir/Cloning.jpg)


I think for a quick forest , you best make like 3 to 4 kinds of tree's.
Then group them and copy/clone this group using referance.

Like that you'll have a big bush , without draining your system or Kotors engine :p

Just don't make it a nationale park size ;)
 Sithspecter
02-02-2008, 12:22 PM
#77
Here's the final product!
http://i269.photobucket.com/albums/jj73/Sithspecter/m-163.jpg)

I'll upload it soon.

Thanks for the screen Q. I'll experiment on this some more later! Also, the Aurora D lights are still not working! I even found one in a Kolto tank Placeable, and used all the same things as it, except for the radius. It's probably just Gmax. And, I'm not getting 3ds max (:
 Darth Payne
02-02-2008, 12:27 PM
#78
Looking Very good there sithspecter.
 Marius Fett
02-02-2008, 1:18 PM
#79
Here's the final product!
http://i269.photobucket.com/albums/jj73/Sithspecter/m-163.jpg)

I'll upload it soon.

Thanks for the screen Q. I'll experiment on this some more later! Also, the Aurora D lights are still not working! I even found one in a Kolto tank Placeable, and used all the same things as it, except for the radius. It's probably just Gmax. And, I'm not getting 3ds max (:

You could always get Max's free trial?
 Quanon
02-02-2008, 1:25 PM
#80
Thanks for the screen Q. I'll experiment on this some more later! Also, the Aurora D lights are still not working! I even found one in a Kolto tank Placeable, and used all the same things as it, except for the radius. It's probably just Gmax. And, I'm not getting 3ds max (:

Great gun SS!

What you could do for lights is type them in manually in the Your_Area.mdl , you get when its just is exported.

Its in ASCII format so you can open it with notepad.

Paste in this part


node light AuroraDLight01
parent m77ab_01a
position 0.0 0.0 0.0
orientation 0.0 0.0 1.0 -3.14159
wirecolor 0.337255 0.337255 0.337255
radius 10.0
multiplier 1.0
color 0.854902 0.611765 0.34902
ambientonly 0
nDynamicType 1
affectDynamic 0
shadow 0
lightpriority 5
fadingLight 1
endnode


Edit: Change the parent name to the name of your AuroraBase

You'll have to put in a position yourself. In this example you'll get a light at the centre.

The ASCII works in Meters and so does the game.

NWmax works in Centimeters , so becarefull when you take positions out of G-max.You'll have to shift the " ," or " ." 2 places up.

When your done , compile it with Kaurora.

I'm not sure which version your're using. It could be that Kaurora 2.0 does not support lights.

Best you contact Magnusll about that.
 Sithspecter
02-02-2008, 1:34 PM
#81
Uploading it now. The link is http://www.mediafire.com/?cbmxlds3bym)
 Darth Payne
02-02-2008, 1:58 PM
#82
Got it.

Looking Sweet so far.
 LordRevan999
02-03-2008, 1:35 AM
#83
I thought this armor reskin might be of any use to you.It is not in good shape but I can change it if you think this armor reskin can be used.
http://img168.imageshack.us/my.php?image=65136120xt7.jpg)
And can any one tell me how to show a pic rather than giving its link
 Sithspecter
02-03-2008, 4:07 PM
#84
I thought this armor reskin might be of any use to you.It is not in good shape but I can change it if you think this armor reskin can be used.
http://img168.imageshack.us/my.php?image=65136120xt7.jpg)
And can any one tell me how to show a pic rather than giving its link

I like the camo! It looks good. If you could add more detail, like pockets, and some minor things like a collar, it would be really awesome. As for new heads, probably not going to happen.

As for putting just the image on there, use IMG code. There is a great tute on it under FAQ's.

Hey guys. I did a retexture of a head, but how do I make the model to accept it? I imported it into Gmax, but the game won't accept my head. I just run around like the headless horseman... And yes, I did edit the appearance.2da and the heads.2da.
 Taak Farst
02-04-2008, 5:11 PM
#85
Ahh did you use the mdlops? you should do
 Sithspecter
02-04-2008, 5:19 PM
#86
Yes, I used MDLOps, and I used the animations on. I'm using version 6.1 alpha.
 Taak Farst
02-04-2008, 5:50 PM
#87
i think versions over 5.0 bugger it up a bit, according to DDD's tut.
 Sithspecter
02-04-2008, 6:40 PM
#88
Hmmm... still screwed up.
 Quanon
02-05-2008, 4:57 AM
#89
Hmmm... still screwed up.

You don't need to edit the head with G-Max, that's just to have a quick preview of how it might look in the game.

What you must do is HEX-Edit the .mdl file.

You need to write down the orginal texture name.
Then with a Hex Editor search for the orginale texture name and replace that with your texture name.

Be warned you need the same amount of letters/ numbers.

So for example : the orginale texture was called PMHC01 ( 6 letters/numbers)
you need to replace with it SSPH01 ( again 6 , SS for your name ;) )

Ofcourse you'll still need to edit the heads 2DA file.

It can be a bit buggy to get it all to work.

But that's the ruff guide.

I think there's a link to a Hex Editor in Generale Tutorial section ( Tools List).

Hope it helps. :p
 Sithspecter
02-05-2008, 7:00 AM
#90
Thanks Q! I never needed a hex editor before, so I guess now's the time to get one!
 Marius Fett
02-05-2008, 12:06 PM
#91
You can use the MDLOps renamer function instead of a Hex Editor.
 Sithspecter
02-05-2008, 5:48 PM
#92
Aha! Thanks DDD. I didn't really want to download a whole new tool.
 Sithspecter
02-06-2008, 7:53 AM
#93
Hey, guys. I've been working more on the new area, so i've decided to post a few screenshots since I haven't posted any in a while. Any ideas or requests?
http://i269.photobucket.com/albums/jj73/Sithspecter/screenee11.jpg)
http://i269.photobucket.com/albums/jj73/Sithspecter/screenee10.jpg)
http://i269.photobucket.com/albums/jj73/Sithspecter/SCREENEE9.jpg)
I'll keep working on it!
 Darth Payne
02-06-2008, 7:55 AM
#94
Aren't we supposed to be crossing that bridge?
 Sithspecter
02-06-2008, 8:00 AM
#95
Well, the story goes that you were going to cross this bridge, but two American fighters blew it up right as you arrived. So, you call up some engineers to build a new one. Hooray for 100 posts!
 Quanon
02-06-2008, 10:06 AM
#96
Wow, those last shots where great !

Looking really great SS !

I'd say keep it up !

Drooltastic that waterfall.
 Sithspecter
02-06-2008, 4:44 PM
#97
Thanks Q! I'd like to take a lot of credit, but you taught me everything I know pretty much. Unfortunately, I don't have an animated texture on the waterfall yet... And, I can't wait to be able to use emitters! Got the lights working now. Around the whole perimeter, I'm probably going to put dantooinish cliffs, or something to make it look better.
 RedHawke
02-08-2008, 9:37 AM
#98
Thread pruning done here.

It is off-topic to post posts asking why this mod is being made, or posting concerns about what quests will be in this mod and that it might offend you. Please use the PM system for these kinds of concerns instead.

Edit: It is also off-topic to make "sorry" posts, or to respond to them. Thanks folks. ;)
 sekan
02-08-2008, 2:11 PM
#99
The screenshots looks Awesome :D
 Miltiades
02-08-2008, 2:13 PM
#100
Yep, these look really good. Keep it up!
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