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magnusll

Latest Posts

Page: 2 of 3
Posted in: .mdl and .mdx?
 magnusll
11-27-2007, 12:23 PM
#7
Wow Quanon you just answered a buch of questions I had. Sweet. Umm...about this KAurora...is it better than MDLops? I ask b/c I have never heard about it. I'm the author of KAurora, and the reply to your question is: it depends on what you're tryin...  [Read More]
Posted in: .mdl and .mdx?
 magnusll
11-27-2007, 5:23 AM
#2
The .MDX contains additional data pertaining to the model, like texture vertex coordinates, lightmap vertex coordinates and vertex normals....  [Read More]
Posted in: Wierd Problem concerning Module Reskining
 magnusll
11-10-2007, 5:45 AM
#2
I can't help you directly with the problem, but I can explain how light works in the Aurora engine. There are three types of items which will affect how room textures are rendered: A) lightmaps B) Auroralights C) light values in the .ARE files (Sun...  [Read More]
Posted in: [WIP] Jedi Legacy - A New Storyline Mod
 magnusll
11-08-2007, 6:59 AM
#17
The 0.3 release of KAuroraEditor will have the capability of navigating within the game areas, warping to a set of coordinates, and updating your current coordinates in real-time. The prerelease I'm working on at the moment is already able to let you...  [Read More]
Posted in: Custom Lightsaber Tutorial
 magnusll
10-28-2007, 3:34 PM
#6
I was just wondering, is the part with KAuroraEditor necessary ? Somehow the application never worked for me (something to do with .NET Framework I guess, I thought I already had updated it though...), and I tried to complete the tuto without it : it...  [Read More]
Posted in: Creating a Game using this engine
 magnusll
10-26-2007, 5:00 AM
#3
I second Devon's comment. The Kotor games do not have any online capacity, and you can't change that barring illegal modifications to the executable. NWN2 is your best bet....  [Read More]
Posted in: EA to acquire BioWare
 magnusll
10-12-2007, 10:18 AM
#32
As everyone else has said, this is one of the worst possible news for gamers everywhere. The only realistic possibility of keeping Bioware's legacy alive is that most of the creative minds which unerringly gave us brilliant game after brilliant game...  [Read More]
Posted in: 3 Byte RGB code calculator
 magnusll
10-04-2007, 5:34 AM
#3
Cool, glad my suggestion has been useful. Oh BTW, this is also the value you should use in the SunDiffuse and SunAmbient colors when you create scratch-built areas. So if you want to have the general area light of one particular color, this is the to...  [Read More]
Posted in: KAuroraEditor (current version: 0.2)
 magnusll
09-06-2007, 11:31 AM
#7
A very quick run down on what you need if you want to come up with an entirely new area: - build the area geometry with NWMax. At the moment, you're limited to trimeshes only plus one walkmesh. You can add AuroraLights, they will be included in the...  [Read More]
Posted in: KAuroraEditor (current version: 0.2)
 magnusll
06-30-2007, 3:32 AM
#1
I've released the first version of the walkmesh utility program. You can find it here: KAuroraEditor (http://www.starwarsknights.com/tools.php#skmo) Please understand this is an alpha and as such, it's bound to have problems [for example, I've alr...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-30-2007, 3:38 AM
#46
Just an heads-up for those who may be tracking this thread: I've created another thread in the modding tools forum with a link to the first release of the editor. You can find it here: thread (http://www.lucasforums.com/showthread.php?t=180034) Fur...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-23-2007, 5:38 AM
#38
I've done the tests with the new code. I put the newly-edited .wok in the override folder, I loaded the save game aaaaaaand..... ... it works :cool: I can finally walk where I'm supposed to be able to and not walk where I'm not supposed to. The pat...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-22-2007, 9:00 AM
#36
Another quick update... I completed the code for rebuilding the binary format and started the preliminary tests. I chose to use the Valley of the Dark Lords' walkmesh as a testbed, as it's a relatively complex one. The first three tests ended in swi...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-20-2007, 12:28 PM
#33
Why not do it the same way as BioWare did it? They made it someway. Why cant we do the same? The adjacency info was probably set using some kind of tool which linked together all the various maps/walkmeshes/etc. belonging to the same area. We don't...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-20-2007, 10:55 AM
#27
I have completed the rebuilding functions for the AABB trees (based on the above notes i.e. zeroing the "MostSignificantPlane" field... hopefully the game engine won't miss it too much; it shouldn't be needed for the tree traversal algorith...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-19-2007, 3:30 PM
#22
NWmax will not export walkmeshes. I have found a way though, You need to create the walkmesh as you would normally (well you wouldn't normally but i mean in general) and export as MDL. Then look through the ASCII MDL file and you can extract the data...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-19-2007, 3:03 PM
#19
Yeah, I noticed that the AABB nodes had 5 values rather than 3 aswell, i have noticed the exact same pattern in the MDL format. Maybe you could ask JDNoa how it works for MDL files? Not how to compile it maybe but you might be able to find out how it...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-18-2007, 10:13 AM
#17
A quick update on the importer: I'm stuck on rebuilding the AABB tree. The AABBs as built by the NWscripts are different from the original ones found in the binary files. Kotor uses a different algorithm, and despite having spent a ludicrous amount o...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-11-2007, 6:47 AM
#13
magnusll, is there any chance of releasing your source code once you're done? I'd be interested to see how you've gone about doing things :). Sure. As I said in the thread about my utility tool, everything will be released under some sort of public...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-11-2007, 5:57 AM
#11
Just a quick question : Is it possible to use just the walkmesh and lighmap of say Manaan ; but to build a new dйcor around it ? Cause this looks promising ; but I guess you would still need to program some sort of renderer who would translate the...  [Read More]
Posted in: The Kotor walkmesh format
 magnusll
06-10-2007, 3:09 PM
#7
^No. No lightmaps yet. Aside from the fact that even if we had, it's virtually impossible to do, given that you have to model each room individually, and then will have to go through a probably quite complex method of creating walkmeshes and then li...  [Read More]
Posted in: Some questions about the maps
 magnusll
08-26-2007, 5:49 PM
#26
Assuming you created the map by taking a shot of a GMax model, try something like this: - load the GMax model and take a note of the coordinates of the edges of your image - adjust them for .lyt file translation - use the coordinates in the WorldPT...  [Read More]
Posted in: Some questions about the maps
 magnusll
08-18-2007, 3:34 PM
#22
What I was trying to say is that you need both set of coordinates to find out the correlation between a pixel in the map and the world coordinates. I think the MapPT values are simply UV coordinates into the .tga file you use for the map; if I'm rig...  [Read More]
Posted in: Some questions about the maps
 magnusll
08-18-2007, 4:18 AM
#19
Those coordinates in the are file determine the limits of the map. If I remember correctly, the WorldPt says "this is the world coordinate which corresponds to this edge of the map". I.e. WorldPT1X=100 says that the left edge of the map has...  [Read More]
Posted in: New MDLOps
 magnusll
07-02-2007, 9:00 AM
#106
Is it just me being stupid, or does mdlops have trouble exporting emitters? I'm trying to work with m36aa_01 (Valley of the Dark Lords), but when GMax/NWMax (v 0.7) tries to import the emitters objects, it complains about not being able to convert &q...  [Read More]
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