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magnusll

Latest Posts

Page: 1 of 3
Posted in: KAurora Version 11.7
 magnusll
07-16-2014, 5:03 PM
#18
Just FYI, I gave the source code to Fair Strides 2 so he will be able, if he wants, to either develop the tool further or to incorporate its functionalities in some other program....  [Read More]
Posted in: KAurora Version 11.7
 magnusll
05-14-2012, 3:32 AM
#14
New version, although the reason it now works in W7 is because of the addition of a config file which could probably also work on the old one. Anyway: Link (montecristo-host56.com/KAuroraEditorrc13.zip)...  [Read More]
Posted in: KAurora Version 11.7
 magnusll
05-13-2012, 4:14 PM
#12
Yup. Latest version works on w7....  [Read More]
Posted in: KAurora Version 11.7
 magnusll
05-11-2012, 8:44 AM
#8
With any luck, I will soon be able to give you a version working on Win7....  [Read More]
Posted in: Kaurora w/ lightmaps?
 magnusll
10-15-2010, 4:01 AM
#3
It won't be closed for much longer....  [Read More]
Posted in: Question About Model Lighting
 magnusll
07-22-2008, 5:02 PM
#7
Incidentally: if anyone here wants lightmap-importing capabilities added to Kaurora, and knows how to create a lightmap with 3dsmax, he can contact me sending an appropriate scene file (a stupid square surface with a single light will do) and detaile...  [Read More]
Posted in: Question About Model Lighting
 magnusll
07-21-2008, 4:56 PM
#5
It's probably got something to do with the .vis file. It says this: M02ae_01a 4 M02ae_05a M02ae_09a M02ae_10a M02ae_12a I have no idea what it means, though. I'll give the Kaurora a shot and see what happens. Edit: No luck so far. This thread,...  [Read More]
Posted in: [k1]adjusting lighting attributes
 magnusll
05-14-2008, 6:45 PM
#7
Lightmaps are just a second texture added to the model and combined with the first (the RGB values of the two textures get multiplied), so you'll find the references inside the .mdl files themselves; in particular, the trimesh nodes have the texture...  [Read More]
Posted in: [k1]adjusting lighting attributes
 magnusll
05-13-2008, 7:47 PM
#3
Area lightning is affected by three things: A) Sundiffuse and Sunambient values in the .are file B) Auroralights C) Lightmaps The first one you can edit directly. The second one you can edit through KAuroraEditor if there are no animations in the a...  [Read More]
Posted in: K2 Custom Areas
 magnusll
05-14-2008, 5:42 PM
#25
OW, on that radio button of Kaurora, set it first to K1 or K2, before you load in a model. I had some weird stuff happening when I first loaded in model and then switched the button to K2. Somehow the thing never compiled correctly and TSL kept cra...  [Read More]
Posted in: K2 Custom Areas
 magnusll
05-13-2008, 5:57 PM
#22
Kotor II trimesh nodes' headers have two additional, as yet unknown, 4-byte fields which do not exist in Kotor I models. If you try to use a model from Kotor I and dump it straight into Kotor II bad things could happen. KAuroraEditor knows about thi...  [Read More]
Posted in: Progress on Heads?
 magnusll
05-03-2008, 1:56 PM
#4
MDlops won't work perfectly with animations because there is one particular bone structure which is not coded into it, so it cannot generate it at all. I know which structure it is and I've found the way to create it in the old Torlack's code, but y...  [Read More]
Posted in: [K1] Walkmesh Question
 magnusll
02-26-2008, 5:59 AM
#12
I have discovered that Walkmeshes are not the problem. It's the models. That's what I have been suspecting, too. There's an unknown array made up of a set of 9 [IIRC] coordinates per vertex within the .MDX file. It looks like some kind of normalize...  [Read More]
Posted in: [K1] Walkmesh Question
 magnusll
02-22-2008, 12:19 PM
#6
I think the Exporting script of NWmax might be to blame to. It isn't perfect and it even doesn't generate every possible option for meshes. While you are absolutely right on this, most of the data contained in the WOK file (like the AABB nodes) is...  [Read More]
Posted in: [K1] Walkmesh Question
 magnusll
02-22-2008, 8:18 AM
#4
I'm not sure. I mean, I'm not saying you're wrong, but I've taken a look at quite a few walkmeshes, and they all use a floor material, and then walls of non-walk. But, when I try to use non-walk, a lot of times I get an error, but some of those times...  [Read More]
Posted in: [K1] Walkmesh Question
 magnusll
02-22-2008, 7:17 AM
#2
I doubt the problem is in the walkmesh. I decoded pretty much every field of the .WOK files except one; but this unknown field can only take a finite number of values (-1, 1, 2, 4, 8, 16, 32). The -1 is assigned to every leaf node in the AABB tree, w...  [Read More]
Posted in: Help about nwmax and how to use an item
 magnusll
01-28-2008, 7:01 AM
#2
Latest NWMax version download: here (http://nwvault.ign.com/View.php?view=Other.Detail&id=626) Please note the last update date on NWN2 vaults is quite more recent than that on the "official" site....  [Read More]
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...  [Read More]
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 ori...  [Read More]
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 mod...  [Read More]
Posted in: KAuroraEditor (current version: 0.2)
 magnusll
05-30-2009, 10:13 AM
#10
For anyone wondering (as if... :p): I'm still alive, although I've not been working on the tool in the last several months. Maybe I'll be able to restart in the next weeks, although I cannot promise anything as of yet. In any case, it will require a...  [Read More]
Posted in: Kotor Restoration Project: K1RP Official LF Thread!
 magnusll
01-04-2008, 10:45 AM
#188
My two cents on this: the project started in an extremely loose way and without a strict timeline for the very simple fact that, when it started, it set out to do the impossible: rebuild Sleheyron when there was no way to create areas from scratch. T...  [Read More]
Posted in: Kotor Restoration Project: K1RP Official LF Thread!
 magnusll
01-02-2008, 9:42 AM
#173
Such an effort might take a form like this: I'm in a somewhat peculiar position in this, as I've been working on a tool (KAurora) which is not necessarily linked to any project in particular but can theoretically be used in any mod. Though, truth t...  [Read More]
Posted in: New MDLOps
 magnusll
02-27-2008, 10:05 AM
#120
I guess the basics of smoothing groups is that if you have four polygons in a square, and the two on the left are smoothing group 1 and the two on the right are smoothing group 2, it will 'cleave' the vertices between them (so instead of three vertic...  [Read More]
Posted in: New MDLOps
 magnusll
02-26-2008, 5:43 AM
#116
I cheat it by exporting my files to another format (in this case GLM, which is a Jedi Academy model format, because it automatically cleaves the model by smoothing group) then I reimport it. You might want to get on magnusll's case and see if he can...  [Read More]
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