Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Atmosphere (Walls and stuff)

Page: 1 of 1
 Elven6
06-30-2006, 8:19 PM
#1
Does anyone know how to change the atmpsphere of a place, for instance a area that might be blue would look more like a tomb or something.

I want a area's surrondings to look more like a Sith tomb or even the Sith acedemy and I wanted to know if it was possible.
 Darkkender
07-01-2006, 12:50 AM
#2
Are you refering to the textures of the walls? If so yes. If your refering to the lighting. Then within the area module gff files I can recall if it is the "ARE", "GIT", or "IFO" file will have lighting option that you can adjust.
 Darth InSidious
07-01-2006, 3:12 AM
#3
The dynamic ambient colour and fog change that. I'd just change the dynamic ambient colour, though. The fog settings are fiddly...
 Elven6
07-01-2006, 11:54 AM
#4
And where would this stuff be on Kotor tool?
 Darth InSidious
07-01-2006, 12:13 PM
#5
Its not in KotOR Tool, except if you are using the module editor. If you are using the module editor, right click on an empty area of map, and click "module properties". Then, in the box that opens, click 'area', IIRC. Have a look around in the module properties thing, anyway, and you should find the dynamic ambient colour and fog settings.

If you are editing an area manually, open the .are and the settings are listed there.
 Elven6
07-01-2006, 12:49 PM
#6
Ahh yes I found it, Ill have to test this later on when I begin modding again, im just looking over the tutorials and stuff.
 Lit Ridl
07-02-2006, 11:53 AM
#7
Yeah, textures of the walls are modifing on that way. But if you want to ask about environment editing, then the best ways are in Environment in your KTs module editor, area properties. Their fog, fog color, ambient color and other colors, by changing them you may make your area unrecognizable. For better effect, most of the modules (even some tombs) uses sky textures. They have L**_sky000* name (Ex: LDA_sky0005 - dantooines cloud texture.). To create new sky for new area, you will need to find this areas sky box model, open it in HEX-editor and find all L**_sky0001 to L**_sky0005 values, rename your textures (Ex: LMY_sky000*) and save it. Later, place your .mdl and .mdx in your .mod file. To give your module even more new view, change strting area location, and placeables, especially rocks, they makes your module newer, tested. Placing some new plants may create this effect too, but rocks have the most powerful effect. Big creatures like rancor may do it too, but rocks rulez! I hope that I understand you well.
Page: 1 of 1