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Unused shuttle interior

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 JCarter426
12-05-2011, 5:44 PM
#1
There is an unused model for the interior of the Telos shuttles. Screenshots here (http://i243.photobucket.com/albums/ff140/JCarter426/cockpit1.png) and here (http://i243.photobucket.com/albums/ff140/JCarter426/cockpit2.png). It was meant to appear in some cutscenes prior to the two shuttle crashes in the game. This, I believe, is why the Bink videos are broken up the way they are. Atton's dialogue was recorded; dialogue files were written as well, though they appear to be incomplete. Two versions of the model exist, each with a different skybox. The first is 231telf.mdl; the other is 261telf.mdl.

There are also walkmeshes, and the models appear in the layout files. This leads me to believe the area is actually present in the game, even though it is never seen. If this is true, it would be far away from the main map area, as done with different areas in other modules. This makes them impossible to see in the game, except when they are meant to be seen. It also makes areas like this extremely difficult to find in the game; because the walkmesh is isolated, you must teleport there. This isn't too difficult if you can get the coordinates. Normally I would find an object I know is in that area - such as Kreia - and extrapolate its location. The trouble is, there are no such objects in this case - either they were never placed, or they were removed during development.

There are other ways to ascertain the coordinates, however. By analyzing the layout file and comparing it to the models in 3ds Max, I've determined that the shuttle in 261TEL should be at approximately (853, -210, 21). But there's nothing there in the game that I can see. I got these by translating the models in 3ds Max, based on the information in the layout files, and I'm looking for the one in 261TEL because there's barely anything else in that module. I have tried teleporting to these coordinates, but it would not let me - which in my experience would mean there is not a walkmesh there. I have tried placing a camera there to get a look around, but there is just darkness and snow. I've tried messing with the layout to bring the shuttle to me, but I never noticed any difference. My coordinates must be wrong... but I don't understand why they are wrong. I have checked other areas on the map, and they match up with my projected coordinates.

So, I present to you this conundrum. If any of you has found the shuttle interior in the game, or can think of a way to find it, please let me know.
 newbiemodder
12-05-2011, 7:20 PM
#2
I messed around with this a while back...I think it was the polar cap exterior module where it exists....I'll have to check my files...
 Sithspecter
12-05-2011, 7:47 PM
#3
The best way to find models that I have determined, is to use KotOR tool to extract all of the games models into individual folders (it will do this automatically, you just have to change a few options), and make sure that it exports the textures too.

Then, look in the game's texture files until you find one that matches, and search for it in the big model folder with all of the individual folders. All the models with said texture will appear, you can then check them out.
 JCarter426
12-05-2011, 7:49 PM
#4
No, I have the model... I'm trying to get to it in the game. I'm pretty sure it's already there.
 Sithspecter
12-05-2011, 10:01 PM
#5
Oh, I see. Why don't you check in the .lyt file? It usually has different coordinates than the stuff in 3DS Max. Also, I want to say that the .git or the .are usually contained coordinates of the various modules.
 Canderis
12-05-2011, 11:24 PM
#6
It may not be lightmapped. Idk if that would cause a problem, but it may be a possibility.
 Sithspecter
12-05-2011, 11:32 PM
#7
Oh yeah, check in the .vis file. If it's not in there, then add it.
 90SK
12-06-2011, 1:12 AM
#8
Surprising that something so useful was actually in the original content without direct plot need. Thanks for the screenies.
 Sith Holocron
12-06-2011, 4:21 AM
#9
JC, I'm glad you've finally brought this topic up to HL. I hope some information comes to light.
 JCarter426
12-06-2011, 6:26 AM
#10
There appears to be a lightmap texture for the shuttle in 261, but not 231. The texture is 261telf_lm0.tpc. Additionally, the model appears in the VIS file for 261, but not 231. This is the info in the VIS file:

261teld 0
261telf 0


Now, I'm not sure if any of this is set up properly because I've never messed around with lightmaps. And even so, my inability to teleport there suggests that the coordinates are just wrong. But again, I can't imagine why they are wrong. I've gone to the entrance to 261, the crashed shuttle, and the HK-50 spawn points; the coordinates I get in the game match up perfectly with what I see in 3ds Max. But when I try to use the 3ds Max coordinates to find the shuttle in the game... nothing.

Surprising that something so useful was actually in the original content without direct plot need. Thanks for the screenies.
Yeah, they're handy... if you can actually do something with them. As SH mentioned, I've been trying to figure this out for ages... I always inevitably give up. According to my files, I took those screenshots June 6, 2007. Eek.
 Sithspecter
12-06-2011, 10:09 AM
#11
Could you not just use those models to set up a new module?
 JCarter426
12-06-2011, 10:11 AM
#12
I could not... I've never had the patience to learn. And it's quite annoying that it's probably in the game and I just can't see it. I'd settle for a new module, though... I mean, if someone else did it, obviously. :p
 Sithspecter
12-06-2011, 10:18 AM
#13
No, I just mean you take the shuttle module, and set up all the stuff in the .git, .are, .ifo, and just make a new .mod file. Not all new models. It's really not that difficult at all.
 JCarter426
12-06-2011, 10:20 AM
#14
Yes, I know what you meant. I managed to do that once or twice successfully. I always make a typo or something on some step and it takes hours to identify the problem and fix it... hence my lack of patience.
 Darth InSidious
12-06-2011, 11:00 AM
#15
Hey, very cool find! Slightly jealous I didn't discover these myself. :p

If there's a model, lightmap, and walkmesh I can whip up a .are/.ifo/.git set for it, if you'd like. It shouldn't take me too long. Of course, working out where to put the module start co-ords is another matter... :p .

The model file is 261telf.mdl, right?
 JCarter426
12-06-2011, 11:05 AM
#16
Yes, that's the model. I would be eternally grateful if you made it work. I probably should have come here with these four years ago, but oh well... :p It's not an urgent matter, it's more of a "it's already there, someone should do something about that" matter.
 Darth InSidious
12-06-2011, 2:22 PM
#17
Done!

After some teething problems with the spawn-in location...
http://i15.photobucket.com/albums/a362/jimspriggs33/shuttleattempt1.jpg)

I fixed it. Initially, I got the player spawning beside the left chair, but I've moved it to the back of the shuttle, facing forward, ready for use.

http://i15.photobucket.com/albums/a362/jimspriggs33/shuttle6.jpg)
http://i15.photobucket.com/albums/a362/jimspriggs33/shuttle5.jpg)
http://i15.photobucket.com/albums/a362/jimspriggs33/shuttle4.jpg)
http://i15.photobucket.com/albums/a362/jimspriggs33/shuttle3.jpg)
http://i15.photobucket.com/albums/a362/jimspriggs33/shuttle2.jpg)
http://i15.photobucket.com/albums/a362/jimspriggs33/shuttle1.jpg)

Some bits of the walls clip slightly; not sure why. Maybe this could shed light on why the walls in the game's own models don't have camera-clipping issues?

Download link: Click here (http://www.box.com/s/sm0ggdx5prph66il4uj2)
 JCarter426
12-06-2011, 2:29 PM
#18
You are a gentleman and a scholar, sir. I can't thank you enough! Looks like there are still some things that need fixing up, but this will suit my purposes quite nicely.
 Darth InSidious
12-06-2011, 2:35 PM
#19
It was my pleasure!

If you don't mind, I'd like to upload it to my website as a modder's resource, and put a thread for it in the TUCE.
 JCarter426
12-06-2011, 2:39 PM
#20
Absolutely! If you have the time, I'd suggest doing it for the 231 shuttle as well. I think all you'd need to do is just change the skybox, since it's essentially the same area.
 UltimateHK47
12-06-2011, 3:50 PM
#21
Is this compatible with k1?
 Dak Drexl
12-06-2011, 3:53 PM
#22
It's a TSL model. No.
 LDR
12-06-2011, 3:55 PM
#23
Is this compatible with k1?

No. TSL modules can't be imported to K1. Sorry.
 UltimateHK47
12-06-2011, 3:55 PM
#24
ok, be pretty sweet though because you could pretend endar spire escape pod mission. Although itd be porting and if i say ill do it ill get banned so i wont do it.!
 Scorge
12-06-2011, 4:03 PM
#25
Wow, I never knew about this. Downloading now,
 JCarter426
12-06-2011, 5:24 PM
#26
The chairs appear to be... well, too damn big. I tried having Atton sit down and do his Ebon Hawk animation, and he clips right through it. Now, the chairs are part of the model, not placeables. 3ds Max and I do not get along - and I can probably cheat with camera angles for what I'm doing anyway - but if anyone wants to make this area fully operational, I suggest starting with the chair models. Although, it occurs to me that the walkmesh for that part could be raised... it would mean his feet would be off the ground, but he'd be at level with the chair and the controls. I may work on this further.
 Darth InSidious
12-06-2011, 5:30 PM
#27
Absolutely! If you have the time, I'd suggest doing it for the 231 shuttle as well. I think all you'd need to do is just change the skybox, since it's essentially the same area.

Easier said than done, unfortunately: it appears there isn't a 231tel skybox texture to do this with. What you get if you load up that area model in place of 261telf is:

http://i15.photobucket.com/albums/a362/jimspriggs33/shuttle231tel.jpg)

The skyboxes may be changeable using the Ebon Hawk skybox changing script function, or it may have to be done manually, either with placeable skyboxes, or by creating different reskins of the same module.
 JCarter426
12-06-2011, 5:36 PM
#28
Hmm... I had noticed that the 231 shuttle and its associated files seem to be less incomplete than 261's. The Ebon Hawk skyboxes are room animations, and I thought it wasn't possible to create new ones. But theoretically you could just duplicate the module and use a different texture for the skybox - and getting the a new texture wouldn't be too hard.

EDIT: Oh, never mind, placeables... that could work. Easy to create or delete those. Hmm...
 Fallen Guardian
12-06-2011, 6:10 PM
#29
If the shuttle is to be used for the scene when the party crash on Telos you may want to use the animated Ebon Hawk lightspeed skybox and reskin it as a new skybox of Telos sky and ground speeding by, although the quality of the result may depend upon how often the animation repeats upon itself.

And great find, I look forward taking a look at it in-game.
 VarsityPuppet
12-06-2011, 8:06 PM
#30
Hmm, there are a couple other places this could be used, you know. Wherever there's a shuttle being used basically...

Good to see that someone finally made use of that model.
 Qui-Gon Glenn
12-06-2011, 8:37 PM
#31
I think this is, despite my reservations using the word, awesome!

Nice turnaround time there, DI :clap2:

Great find JCarter... I find it interesting that there is a significant difference in the two cockpit interiors... There is an extra protruding channel of some sort along the upper side walls in the second module.... And brighter lighting it appears, although that could just be the shot.

Very cool :D
 Quanon
12-07-2011, 4:47 AM
#32
Wow, nice work you guys! :o
Looking at the quality of the textures used on that smallish cockpit I think this is a sort of cinematic module only... There's certainly some normal mapping business happening to make it look that good O_O

Ofcourse it's another little extra modders can use. Very nicely done, bravo! :)
 Zhaboka
12-07-2011, 10:24 PM
#33
Oh, god, that is beautiful. Will fit very nicely into mods. :D
 90SK
12-07-2011, 11:59 PM
#34
Oh, god, that is beautiful. Will fit very nicely into mods. :D

Ditto, this has become wicked sick, many thanks to all involved in resurrecting this resource.
 JCarter426
12-10-2011, 1:24 PM
#35
Well, I tried editing the walkmesh but my results were not satisfactory. Either it would fail to export, giving me an error message claiming "sanity check failed" - it's right about that - or it would go through but the walkmesh would be broken in the game, throwing me into a singularity at certain parts. I'm not sure whether this is due to my poor 3ds Max skills or some eccentricity of the walkmesh format - it is known to be very temperamental - or quite possibly both. But I've found a way to get around it - as you can see here (http://i243.photobucket.com/albums/ff140/JCarter426/KOTOR/K2/ShuttleInterior.jpg) and here (http://i243.photobucket.com/albums/ff140/JCarter426/KOTOR/K2/ShuttleInterior2.jpg). It doesn't look too good from the side (http://i243.photobucket.com/albums/ff140/JCarter426/KOTOR/K2/ShuttleInterior3.jpg), however. In any case, I've determined that it should be raised approximately 0.22 game units - or 22 units in 3ds Max - in case anyone else wants to give it a try. I'm willing to help out in any way I can... well, any way that doesn't involve me using 3ds Max.
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