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A NEW AREA IS BORN , Q and GM

Page: 1 of 1
 Quanon
09-07-2007, 4:43 PM
#1
Wooot ! Magnulls program does work like a charm ! :lol:

I proudly present , together with GloveMaster : a new never before seen area in KOTOR !

It took us some work and a couple of test runs , but the result is ... AWESOME !

http://i116.photobucket.com/albums/o34/slazzir/LLL3.jpg)

http://i116.photobucket.com/albums/o34/slazzir/LLL2.jpg)

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

Now to see how Kaurora reacts on the UVW-mapping . As you can clearly see that texture gets stretched all over the place , not a pleasant sight .

Anyway , All hail Magnulls ! Without him this was never possible .

EDIT : GM added a Jawa , there's life in the void :p

http://i116.photobucket.com/albums/o34/slazzir/JAWA.jpg)
 glovemaster
09-07-2007, 5:01 PM
#2
Quanon, there was no need to add my name here as i did barely anything -.- other than the jawa and fixed your MOD file.

So well done Quanon, im sure once UVWmaps are finished in the KAuroraEditor it will look fabulous!
 SithRevan
09-07-2007, 5:04 PM
#3
Amazing guys. Just truely amazing. Good work and make sure to send this to me as soon as you get some time. I'd like to go over it.;)
 glovemaster
09-07-2007, 5:06 PM
#4
This is actually the Beta, well, the 1st Beta, of the Sleheyron train station
 tk102
09-07-2007, 5:11 PM
#5
:guitar2
That's really cool guys! :D Someone beam these to magnusll's satellite phone in Kenya. :p
 southern_fox
09-07-2007, 5:27 PM
#6
This is actually the Beta, well, the 1st Beta, of the Sleheyron train station

Nicely done. I'm impressed. I figured that the module had something to do with the rail system, given the side incline pit on the side.

So, to clarify, for the time being, KAurora stretches the texture?
 Salzella
09-07-2007, 5:34 PM
#7
what am i seeing here, a previously unused module being modified, or an entirely new, user-created module?

edit: ach, nevermind me. i didn't look at the other thread. wow!
 SithRevan
09-07-2007, 5:36 PM
#8
Nicely done. I'm impressed. I figured that the module had something to do with the rail system, given the side incline pit on the side.

So, to clarify, for the time being, KAurora stretches the texture?
Probably, Magnusll said that the UVWmapping maybe a little screwy with this.

@Everyone: Also, I want to formally announce that this area will indeed be put out exclusively on Team-Jawa's Downloads page. It probably won't but up until tonight or mid-afternoon tomorrow but rest assured that it will definitely be up for the public's downloading.;)
 Quanon
09-07-2007, 5:42 PM
#9
what am i seeing here, a previously unused module being modified, or an entirely new, user-created module?

edit: ach, nevermind me. i didn't look at the other thread. wow!

I did use an area called m46aa_01 wich was not used in the game ( story) .
I mainly used its .are and such to make my own .mod file.

And as such you can still warp to the orginal m46aa_01 .

So, to clarify, for the time being, KAurora stretches the texture?

Well Magnulls said to use the regular ( no custom unfolding )UVW-mapping , these are mainly basic shapes , like a box or cylinder . But I played it safe and just like Magnulls used the plane .

These very simple maps stretch the texture all over my mesh .

Don't worry I'll do some more tests with this model , to see if I can use the Box . This should give a better result .
 tk102
09-07-2007, 5:54 PM
#10
Is it just me or is the walkmesh a little above ground level? The shadows aren't touching their feet.

MagnullsIs that your nickname for him? :p
 Miltiades
09-07-2007, 6:02 PM
#11
Is it just me or is the walkmesh a little above ground level? The shadows aren't touching their feet.

Heh, now that you mention it. There's obviously still a lot of trying involved, but it's a start, and it's incredible.
 Quanon
09-07-2007, 6:04 PM
#12
Is it just me or is the walkmesh a little above ground level? The shadows aren't touching their feet.

Is that your nickname for him? :p

Yep ,its just a bit above the real floor . If things are on the same height in Max you get Z-fighting as Max try to draw two faces at the same place the same time .

It just annoyed me , so I shifted the Walkmesh a bit up . The Walkmesh is only invisible in the game :)

And I always forget where to put the s in that name :animelol:

Or else I didn't get what your talking about :p , just to sleepy .

Off to bed !
 Master Zionosis
09-07-2007, 6:10 PM
#13
Wow, nice work guys. :D Maybe if I could actually get onto MSN properly I could be in the know, lol.
 Alexander the Great
09-07-2007, 6:14 PM
#14
New module creation? Is that what we're at?

That's cool... I guess.

...

D00D, THAT IZ LIKE, AWESOME ND STUFF!!!11!!!!1

That'll make new planet mods perfect. Your work is staggering.
 glovemaster
09-08-2007, 12:27 PM
#15
Well we have now fixed a few things, and broken one thing.

Here we have added the skybox, prehaps a bit too big for the area, we will scale that down later.
http://img252.imageshack.us/img252/8076/screen1ub3.jpg)

A train, yes we have a train, not the best texture in the world, but we will sort that out.
http://img467.imageshack.us/img467/2462/screen2pt3.jpg)

And a general view of the station and the front of the train.
http://img467.imageshack.us/img467/3965/screen3id7.jpg)

When fixing the walkmesh by adding walls we seem to have caused problems with the walking area because it seems to have changed to "non-walk", which is why all the screenshots are from the same position. However i did notice that the areas set to "stone" were still walkable so we may have to change from it being a metal floor, unless we can sort that out.

EDIT: Uploaded to Imageshack now that it seems to be working again. :D
 Miltiades
09-08-2007, 12:30 PM
#16
The images don't load, even when trying to refresh the page.
 Gargoyle King
09-08-2007, 12:41 PM
#17
Great work guys, i'm sure the UVW mapping (or however you say it) problem will be corrected soon, hey atleast the program works, keep up the great work! :thumbsup:
 stoffe
09-08-2007, 1:18 PM
#18
The images don't load, even when trying to refresh the page.

You'll need to copy and paste the URL into your browser address bar. That site apparently does not allow direct-linking to images from other sites.
 cire992
09-08-2007, 1:29 PM
#19
Been reading here for a while, but I just regitered.
Just wanted to say, great work Quanon!
I did a little experimenting myself, editing a k1 module and gmax. Module worked in both games (shhhh). But anyhow, are you lighting your module off of the options in the .are file? As far as I could tell, lightmaps were a no go for me.
 Miltiades
09-08-2007, 1:30 PM
#20
You'll need to copy and paste the URL into your browser address bar. That site apparently does not allow direct-linking to images from other sites.

Ah, yes, that works. Interesting screens again.
 glovemaster
09-08-2007, 1:30 PM
#21
sorry about that, for some reason Image shack doesnt upload my pictures so i had to use my site, well its not mine since i dont own it but the images cant be linked to from other sites, which sucks..
 Quanon
09-08-2007, 1:33 PM
#22
Looks like GM beat me to post a new update :)

Nothing to special : 1) Tried out another way for UVW , its like we expected : stretched at most places

2) Added a second object with another texture , works in a way , but my new added object is out of place and deformed . The second texture works ok

http://i116.photobucket.com/albums/o34/slazzir/TestRoom_Screen04.jpg)

http://i116.photobucket.com/albums/o34/slazzir/TestRoom_Screen03.jpg)

Another test run is with a landscape .

http://i116.photobucket.com/albums/o34/slazzir/TestLand_Screen01.jpg)

http://i116.photobucket.com/albums/o34/slazzir/TestLand_Screen02.jpg)

http://i116.photobucket.com/albums/o34/slazzir/TestLand_Screen03.jpg)

THats all for now ;)

EDIT : Been reading here for a while, but I just regitered.
Just wanted to say, great work Quanon!
I did a little experimenting myself, editing a k1 module and gmax. Module worked in both games (shhhh). But anyhow, are you lighting your module off of the options in the .are file? As far as I could tell, lightmaps were a no go for me.

Welcome to the Forums .

On the Lightmaps , nope I haven't used or created one . This a part our friend Magnusll is still working on .

In the .are file adjust the SunAmbient and SunDiffuse values to this :

16777215

This comes straight from the Readme from Kaurora 0.2 .
 Shem
09-08-2007, 2:15 PM
#23
That's amazing guys. Keep up the good work. :D
 cire992
09-08-2007, 2:16 PM
#24
^Thanks! That solves my problem, my module was beat red! Now again, I only had a problem with the lightmaps in TSL, it works fine in Kotor.

Anyhow, those pics are awesome! But what's going on in the second to last one, those streaks in the back aren't the skybox, right?
 Quanon
09-08-2007, 2:36 PM
#25
Anyhow, those pics are awesome! But what's going on in the second to last one, those streaks in the back aren't the skybox, right?

Yep thats the sky-box . :lol:

Don't worry I got it fixd thanks to GM , to point out that I need to put off "save pivot point" at ResetXform Button in NWN-max .

I was sure I used xform , but still things can go wrong :D :

http://i116.photobucket.com/albums/o34/slazzir/TestLand_Screen05screw.jpg)

Oeps , don't know what happened here , but my Landscape looks like Malachor now :lol:
 glovemaster
09-08-2007, 3:19 PM
#26
I though it looked more like a failed attempt to set up a tent :P

Interesting, there seems to be some sort of glow, or is the texture just bright?
EDIT: Why am i asking when your here on msn? :lol:
 cire992
09-08-2007, 4:38 PM
#27
Looks like a banana cream pie and a paper airplane in sex-ed... very provocative.
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