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Old 07-30-2007, 09:45 AM   #1
magnusll
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Lightmaps and new areas

While studying the Kotor lightmap format, I noticed that there are many area model files where there isn't any lightmap to be seen. E.g. lots of Tatooine's area models do not have a lightmap associated with them. Yet you can obviously see everything when you walk in the area.

I was wondering if anyone had tried creating a new area from scratch, creating the model and importing it with mdlops, and then creating the walkmesh with the KAuroraEditor, and which problems, if any, you met while trying to use it in the game. Because as far as I can tell, there isn't really a strict necessity of using lightmaps... unless I'm missing something, which is entirely possible.

On a somewhat related front, I think I now know how to read the Kotor lightmaps: I've been developing a new version of the editor which is able to render area models, and when I add lightmaps to the texture stages it looks like the correct colors come up... though the lightmap definition looks pretty crappy, to be honest. Unfortunately, Gmax is not able to handle them (lightmapping is part of rendering, and 3DSmax rendering capabilites where one of the things which got stripped down in Gmax). So I'll need to investigate different options for creating (and subsequently importing) lightmaps in Kotor. I'm currently looking at Yafray to see if it's a viable option.
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Old 08-02-2007, 01:30 PM   #2
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Hey magnusll ,

Last days I've been fiddling around with your little program .

So I'm now trying to get my own level model into the game .

Its just a plain simple hollow box , I used my kowledge of Saberhilt modelling .

So I made a copy of this model , scaled it down and turned it into a WalkMeshModifier.

I then just replaced an excisting area model with mine , do note that area models seem to contain lots of dummy objects and by researching into NWmax dummy seem to contain links to kind of files the area uses .

Unfortunally Max doesn't show what the dummys contain .

Anywayz , the material-palette in Max showed me a very interesting thing about the WalkMesh I imported of the orginal areas of Kotor .

Colors seem to say what type of surface things are :

Purple = unwalkable
Gray = stone



and so on ...

I'm really thrilled



I'm setting up all the files wich I need to create a seperate "new" module and I'll try to force it to use it my mdl and mdx files and edited WalkMesh.

Not sure what it will give and I might need some help with this module file thingys


TIQUILAAAAAAAA
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Old 08-03-2007, 10:25 AM   #3
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Yes, if you're using the NWMax scripts you can use the material modifier window to look at which materials are used with the walkmesh objects. There are 20 different types of "walking material"; several of them are unwalkable in Kotor (I seem to recall types 2, 7, and the last ones like lava and snow).

The easiest way to build a new area model + walkmesh would be:

A) create an AuroraBase
B) create the model (i.e. a square room, a round arena, whatever) as an Editable Mesh
C) link everything to the AuroraBase and export the model with NWMax
D) use mdlops to import it? (don't know if you can do this) and build the .MDL and .MDX files
E) reopen the model, turn it into a Walkmesh, assign face materials, re-link, re-export
F) use KAuroraEditor to build the .WOK file

This should give you the .mdl, .mdx and .wok files. Of course the area will suck (no textures yet, for one thing) but it should be usable within the game. To avoid messy things (you still lack a .lyt file, for example) I'd choose an existing area with just one room, copy and edit the relevant files (.ARE etc) to make use of the new files you just made, and rename everything to some mxx_* not used within the game to test it. I seem to remember there are some values you need to look at in the .ARE file within the "map" struct... someone here had once guessed at what they meant, but I can't remember the details.

What I do know is that several of the .mdls used as rooms do not have a second texture associated with them, and given that all the second textures I've seen are in the form "xxx_lm_yy" (i.e., lightmaps), I think this points at the fact that lightmaps are not strictly necessary. Case in point: the five models m18ab_xxx (Sand People enclave in Tatooine) do not have any lightmap associated with them. Yet you can see them normally. I guess it has something to do with either the model's ambient color, the area ambient color, or the presence of light objects in the map.

Feel free to ask about anything you might need, as given the work I'm doing on the .mdl files I'm starting to become familiar with them. I've also discovered a few as-of-yet mysterious details pertaining to some unknown fields in the files, which hopefully will make me able to get a slightly better result than current mdlops state-of-the-art in .mdl handling.
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Old 08-03-2007, 01:39 PM   #4
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Well , I'm going to try and get this working

The lighting ambient is avaible in the options in the AuroraMesh modifier in Max .

The export went not that smooth , but I've got a .mdl and .mdx .

I ran them throw MDlops and they where easly convert to the Binary format .


I going to see if youre program can now create a .wok of my .mdls

And there will be a texture as I used one out of my override

I'll try to post as sone if I have more results .


TIQUILAAAAAAAA
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Old 08-03-2007, 01:55 PM   #5
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Quote:
Originally Posted by Quanon
Well , I'm going to try and get this working

The lighting ambient is avaible in the options in the AuroraMesh modifier in Max .

The export went not that smooth , but I've got a .mdl and .mdx .

I ran them throw MDlops and they where easly convert to the Binary format .


I going to see if youre program can now create a .wok of my .mdls

And there will be a texture as I used one out of my override

I'll try to post as sone if I have more results .
This is incredibly exciting. It reminds me of when the saber format got cracked. Hopefully things go well for you.

Keep us updated!

_EW_



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Old 08-04-2007, 04:02 PM   #6
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Okay , I try something out today in the game .

Following my own intuition , I did the following .

1) Imported a piece of an area of the Taris Sith Base in MAx.
2) Removed all of its Geometry , replaced it with mine Box.
3) Slightly altered its WalkMesh .

4) Exported it , run the .mdl files throw Kauroro ( noticed that the WalkMesh got seriously butcherd in pieces , allthough I did not at or removed any vertices , just moved them and changed somepart of its material in Max .)

5) But I got a .wok file
6) I just putted everything in to my override , fired up Kotor.

7) Game didn't crash, I warped to the area , still no crash , just some lag .

8) I walked to the piece I changed , the geometry was still the "orginal" of the game but the WalkMesh was altered .

I fell into the black , and could walk around a bit , the "new" floor was dirt just like I assigned it in Max , small dust clouds appeared at my feet



Anyway , the geometry problem is simple to explain : I did not use MDlops to replace my new Mesh with the "old_original" Meshes .
I tried but the area is build up out of many Meshes so I didn't know wich one to pick to replace my Mesh with it .

And MDlops just let me replace one mesh at a time.

So far its a small success , the game doesn't crash , Walkmeshes you can be altered .

I wish I could just use my own AuroraBase export and not have to use one of an K1 area. THe only thing missing when I export from a new AuroraBase is the .mdx file . How do I get that ??? Is it possible to create one , and what exactly does an .mdx file contain ?

I'll have another try at it tomorrow , getting a bit to sleepy now


TIQUILAAAAAAAA
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Old 08-06-2007, 09:54 AM   #7
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The Walkmesh you convert into a .wok file should be identical to the model (or at least to the floor part of the model) which you used to obtain the .mdl and .mdx files. That way the two geometries are the same. The simplest way of doing this would be to select the mesh which contains the floor, clone it, and then turn it into a walkmesh by using the appropriate NWMax modifier. This way you end up having two identical meshes, one is the original floor and the other one is the walkmesh.

This however assumes you're able to import the GMax model into Kotor by turning it into and .mdl and an .mdx file... which is the one thing I wasn't sure about regarding mdlops. The .mdx file contains various data belonging to the model's objects' vertices; the exact data varies from model to model, but it's variously composed of:

- vertex coordinates (duplicated from the MDL file)
- vertex normals
- tverts from the first texture (if present)
- tverts from the second texture (i.e. the lightmap) (if present)
- bone weights and indices (if present, e.g. in skinmeshes)

plus a bunch of unknown data at the end of the vertex structure. As far as I can tell, mdlops *does* produce both files... try to do something like this:

- open NWMax
- create an Aurorabase, type "other", name whatever you want
- create something simple to use as the area model... a plane, a box etc.
- convert the object you just created to an editable mesh (button "trimesh" in NWMax general utils)
- clone the editable mesh (edit-->clone, then select clone)
- convert the cloned object to a walkmesh ("modify" button, modifier list, aurora walkmesh)
- select everything
- link (button "fast linker" on general utils)
- export

Now you should have an ascii .mdl file containing whatever you created plus its copy in the form of a walkmesh. Now fire mdlops, read the file, then write it - it will generate the .mdl and .mdx files. Then fire KauroraEditor, read the file, generate the binary .WOK.

There you go... you now have an .mdl, .mdx and .wok file which are consistent with each other.
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Old 08-06-2007, 10:06 AM   #8
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Thx for the help , I already did some of the steps :

created a Box-Trimesh,
make copy -> turned into WalkMesh

Linked to AuroraBase

Main problem is its hard to get it exported , I have to try more then 3 times , I don't get any error messages .

And your little program likes to crash on these newly created .mdls , but then again I didn't run it through MDlops .

I'll try this out tonight , following your steps preciesly.

Thanks again for your support


TIQUILAAAAAAAA
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Old 08-06-2007, 10:20 AM   #9
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Quote:
Originally Posted by Quanon
And your little program likes to crash on these newly created .mdls , but then again I didn't run it through MDlops .
Argh, I just tried it on a newly created model with a plane and you're right, it crashes. There's a bug which makes it crash if there isn't at least one walkable and one unwalkable face.

I'll correct the bug; meanwhile, just be sure to give an unwalkable material to at least one of the faces of the walkmesh; that should take care of the problem. You don't need to run the ascii model through mdlops to produce the .wok, by the way; just read the model as exported by NWMax and that should do the trick.
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Old 08-06-2007, 12:13 PM   #10
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Okay I did another test run and followed your instructions, things went smooth exporting and making the .wok file.

In the game though , I don't get a good result , though this may be because I'm just dumping everything into the override folder and not creating an new area-files.

What I get is blackness where there should be my own created room , the walkmesh of this room seems to block my way , so I get the impression the walkmesh works , but my Mesh doesn't get rendered somehow .

And I don't have clue how big I should make this room , I used SetEnviron of the NW-tool and set my room about 500cmx500cm and about 210cm height .

I made sure my "save-game" was in the part that got Overriden , annoyingly Kotor just spawn me next to my room , not in it , while my coordinates in my save game should put me in the center of it .

Ofcourse this could all be cause I'm not using a new area , but I'm not sure how I could set it up properly .

As I have no idea how to get the needed coordinates for a spawn point and such .

Is there somesort of Spawn-armband I could use ? or is there a cheat to respawn my character at new coordinates ?

EDIT : edited the .wok file again and changed the adjacency of the edges .
Weird things is , they didn't change of color .

The number was -1 , I entered 2 , I thought this might have helped .

Another strange thing to notice is that certain parts of the area dissapear when certain borders are crossed ( mostly doors) .

Huge parts are gone , and there's only the black .
Kinda weird , but I think my invisible new mesh is collading or blocking light information or the .lyt got messed up .

Not sure , what causes this .

I thought I would be able to see my Mesh cause Kotor would use the .vis files and such to "render" my own mesh . Is there a way 3D max might read/import the .vis file from Kotor ? Could I make my .vis own if I added some Aurora-Lights ?

EDIT 2 :

Made me a new bigger fitting box , it kind of worked , I'm able to walk around somewhat , but if I dare to go closer to another piece of the level or a door , I suddenly pop upwards . And I'm stuck .

Not sure if he does it randomlly , as I have no idea where exactly I'm walking on my Walkmesh . The box surrounding it is still invisible .

Adding an AuroraDlight did not help , I'm not sure why the orginal .vis does not give light to my mesh as they share the exact name and such .

Next I'm going to set-up a new area , or at least have a try at this .


TIQUILAAAAAAAA

Last edited by Quanon; 08-06-2007 at 01:55 PM.
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Old 08-06-2007, 04:32 PM   #11
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magnusll, I have to say, what you are doing here is nothing short of revolutionary. This is my most anticipated project.

Far greater things may be on the horizon. I wish you the best of luck. Unfortunately, I know so little about lightmaps that I could never be of any serious help, as much as I’d like to.
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Old 08-06-2007, 08:09 PM   #12
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About the edge adjacency: yes, changing one of the edges to a value different than -1 should visually turn the edge to red. I'll have a look into this.

About the weird results: this is unfortunately not unexpected. It is most likely the result of trying to "fit" a new area model into an area which was not made for it. There are various other files which are used by the game engine when it renders an area:

- lyt; describes the layout (i.e. the relative positions) of the various area models (let's call them "rooms", even though it is not completely correct) which form an area, along with a bunch of other positions (like doors). This is just a text file, you can open one with notepad to check the structure
- vis; describes which rooms you can see when you're in another room. Text file.
- are; this contains several fundamental pieces of data used by the game while building the area as a whole; there is the list of rooms, just to name one thing; but you can also find a "Map" structure containing some sort of global coordinates / values, along with several color values like "SunAmbientColor", "SunDiffuseColor" etc. GFF file.

You may want to check out this thread, which contains a link to a tutorial used to build a new area starting from an existing one; it's a bit outdated but it still contains very good info on what you need to insert a new area into the game:

new module tutorial thread
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Old 08-07-2007, 09:04 AM   #13
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Quote:
- lyt; describes the layout (i.e. the relative positions) of the various area models (let's call them "rooms", even though it is not completely correct) which form an area, along with a bunch of other positions (like doors). This is just a text file, you can open one with notepad to check the structure
- vis; describes which rooms you can see when you're in another room. Text file.
- are; this contains several fundamental pieces of data used by the game while building the area as a whole; there is the list of rooms, just to name one thing; but you can also find a "Map" structure containing some sort of global coordinates / values, along with several color values like "SunAmbientColor", "SunDiffuseColor" etc. GFF file.
These might be "linked" to the actual model by the dummy objects .
I looked up some info about NWN module editing , looks like these dummy contain certain info needed by the "model-object" ( whatever it is : a head , part of a level) .

Sad thing is , when you select a dummy in Max , you can't see any info on what it orginaly contained .

Perhaps if I kept the dummys things might go better .

Don't know what you think of this and I'm sure you noticed these things aswell or know more on what they are and what they do


TIQUILAAAAAAAA
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Old 08-07-2007, 11:12 AM   #14
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Quote:
Originally Posted by Quanon
These might be "linked" to the actual model by the dummy objects .
I looked up some info about NWN module editing , looks like these dummy contain certain info needed by the "model-object" ( whatever it is : a head , part of a level) .

Sad thing is , when you select a dummy in Max , you can't see any info on what it orginaly contained .

Perhaps if I kept the dummys things might go better .

Don't know what you think of this and I'm sure you noticed these things aswell or know more on what they are and what they do
As far as I can tell, the dummy objects are just used as containers i.e. they mostly are at the root of a hierarchy of nodes in a model. They are auto-generated by NWMax when you export the model using the scripts; if you open the file with wordpad, you'll see the first node generated is always a dummy node.

For example model m46aa_01a (the Rakatan mind prison) is composed of 5 nodes; the first one is a dummy, then there's the actual room, the walkmesh (dubbed "Object01"), and two auroralights. The dummy node does not seem to contain any info which is then replicated in the .ARE file (which is contained in ebo_m46ab.rim, BTW... the names do not match for some reason).
Dummy nodes have very few significant info in them, generally speaking; in this case, it has a position of (0, 0, 0) and a rotation of (1, 0, 0, 0) which are the default "neutral" values... apart from that, it is mostly composed of a bunch of pointers to its children (the other 4 objects) where you can find the interesting stuff. If you have a look at m46aa.are, the stuff in it (especially the info in the "map" structure) doesn't seem to have anything to do with those values. They look like informations on boundaries and scale to me, but I'll need to have a closer look into it at some point.

The Rakatan mind prison is another one of those areas where there isn't any lightmap in sight, BTW; I'd suggest to use it as a starting point for a scratch-built area as it is very simple, having only one room and no doors.
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Old 08-07-2007, 11:44 AM   #15
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Okay , I tried to do Darth Insidious Tutorial , wich creates a new area aswell.

The link in your proposed Tutorial leads me to the authers site , where I can only find his mods , no sign of his tutorial ??? ( And firefox mangles his site pretty bad )

EDIT: Darn I must be getting blind . I found the tutorial , stupid me !

Unfortunally the game crashes when I try to warp to this "new" area . Haven't changed anything of the .mdl and .wok files , they are still the orginal .
So I might have made an mistake in the .are file or something went wrong HEX editing the .mdl .

I'll restart and use the Rakatan room , I want this to work !


TIQUILAAAAAAAA
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Old 08-11-2007, 10:42 AM   #16
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Okay , I did some other test today and so far no luck , I can't even walk around again , allthough I'm using the same .wok file in different areas .

Are there any .ifo , .are and .git files for m46aa_01a , so far I only found the .mdl and .mdx files with Kotor tool , wich Unk_m40 Rims should I export to manipulate this area ?

Or should I use the other thread for my annoying problems ?


TIQUILAAAAAAAA
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Old 08-11-2007, 11:44 AM   #17
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The mysterious box module is called ebo_m46ab. It's one of the Ebon Hawk modules. .git, .are and .ifo are all present.
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Old 08-11-2007, 02:52 PM   #18
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IT IS VISIBLE , BUT SCREWED UP :D

Quote:
Originally Posted by Miltiades
The mysterious box module is called ebo_m46ab. It's one of the Ebon Hawk modules. .git, .are and .ifo are all present.
Thanks , I just did a super-fast test , and I got results , YEEEEEEEEEEEESSSS!!!




But OMG , my mesh is wrong ! Looks like KotorI mangled the verteces .
And the .wok aswell , can't run around anymore , but I see it , aswell a part of the texture I had assigned it .

I'll now do a good test-run , as I said above it was rather hasty . And I just picke one of my manny TestBox.mdl and .wok I have hanging around on my HardDisk .

But it looks like the end of the tunnel is nearing a bit closer

EDIT : Why didn't any of you prankster told me m46aa_01a is actual a dome , textured in white ,

okay so I overrided the texture , works fine in game , but the orginal UVW mapping makes it really stretched out ( cause I made one with text on ) and I only see the back color .

Funny thing is when I place my new .mdl+mdx ( their pretty big ) and .wok all the sudden Kotor uses a white texture again .

Not sure if I did something wrong in Max , he should have used the orgina named texture LSF_dream l ... and so I can't tell if now actual uses my files .

So far I can run like around , but can't see any clear edges . Allthough my party members spawn very very very far away from me . So I'm like 70% positive I created new area .

This far away spawing is caused because the floor has the "door" material assigned .

Ofcourse I'll go of now and re-edit my max file .

Where getting very close my friends


TIQUILAAAAAAAA

Last edited by Quanon; 08-11-2007 at 03:43 PM.
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Old 08-11-2007, 03:04 PM   #19
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Looks promising.

Things are going in the right direction.
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Old 08-11-2007, 03:32 PM   #20
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The unmoddable about to be able to modified...How exciting!!

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Old 08-11-2007, 03:35 PM   #21
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Keep up the good work guys


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Old 08-11-2007, 03:59 PM   #22
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More news : Look good people !!!

Screenshot 01 , the orginal area-model and Walkmesh , texture got edited and has now the "chroom" effect added . You cand see the area is like a cilinder and Carth stands pretty close .

This screen was taken just when I "warped" in .




This other screenshot is when I put my own Area-model+Walkmesh into Kotor,
the texture doesn't look like it should , but Carth really stand very very far away ... and I can walk to him , get close again . Takes pretty long time .

I drew a circle around him :




So what does this say ... I don't know , I would like to scream and shout this is actually the first ever new area-model imported into Kotor I , but then again the texture should not be like this ... and still I can run like a minute untill I reach Carth , wich would indicate that Kotor DOES use my walkmesh


TIQUILAAAAAAAA
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Old 08-11-2007, 04:21 PM   #23
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*claps excitedly* Good job.

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Old 08-11-2007, 04:24 PM   #24
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Wow, you're really getting there. Another step closer... Amazing work!
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Old 08-11-2007, 04:34 PM   #25
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Quote:
Originally Posted by Miltiades
Wow, you're really getting there. Another step closer... Amazing work!
I noticed something else that gives me more certainty that Kotor actually uses my model , there are no more shadows .

And this is one of the options I haven't put "on" in 3D-Max in the aurora-trimesh modifier , Render is "on" ( obvisiously) .

I'll now check my mdl with a HEX-editor , perhaps I should change the name in there aswell .


TIQUILAAAAAAAA
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Old 08-11-2007, 05:36 PM   #26
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Quote:
Originally Posted by Quanon
I noticed something else that gives me more certainty that Kotor actually uses my model , there are no more shadows .

And this is one of the options I haven't put "on" in 3D-Max in the aurora-trimesh modifier , Render is "on" ( obvisiously) .

I'll now check my mdl with a HEX-editor , perhaps I should change the name in there aswell .
Good work Quanon, your very talented in this (seen your Coruscant reskins aswell, i'm very impressed ). We're getting closer to the goal now can't wait for the first ever "Custom" area built from scratch!
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Old 08-11-2007, 05:52 PM   #27
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Well congratulations to you both. Just out of interest, is there any chance of you running a test for KotOR II. Though several of the model formats were altered for TSL, it will be nice to know if this sort of thing is possible in the sequel.

Again, brilliant stuff, guys. Hopefully, these discoveries will usher in a new age for the KotOR community.
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Old 08-11-2007, 05:55 PM   #28
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Well congratulations to you both. Just out of interest, is there any chance of you running a test for KotOR II. Though several of the model formats were altered for TSL, it will be nice to know if this sort of thing is possible in the sequel.

Again, brilliant stuff, guys. Hopefully, these discoveries will usher in a new age for the KotOR community.
I'm sure it would be possible, i think first it would be good to concetrate on getting it right on K1, to know it works and then try to implement that in TSL, as only few alterations would have to be done for it to work in TSL surely?
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Old 08-11-2007, 06:20 PM   #29
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Awesome stuff guys! Good work. It looks like we'll see Sleheyron soon after all!


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Old 08-12-2007, 07:30 AM   #30
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Okay , Custom walkmeshes do work , I just did some testing with just putting .wok files into the Override folder.

See, I can ran pretty far away from area geometry , the orginal Walkmesh has been overriden .



Great , we can walk through walls now . Whenever I try to replace the .mdl and .mdx file I get zero result or wierd things like this :



Yep my head is floating around .

I even tried to use some of my older .mdl and .mdx , JUst thought I might see just a part of them or even their "screwed-up" version , like in my first test run.

I even did a succesfull replace Geosphere to Box with MDlops , but then Kaurora keeps crashing on these files , so I can't get a .wok .

And worse the game crashes on these files .

So I'll first clean up my folders , cause I'm getting a huge pile of .Mdl and such . I'll restart fresh and clean


TIQUILAAAAAAAA
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Old 08-12-2007, 08:00 AM   #31
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Just a quick note: I was doing some tests myself, and I noticed a possible problem with how Kaurora handles walkmeshes. Namely, Kaurora uses the vertex coordinates it gets from the NWMax .mdl file, i.e. relative to the node position, but a quick glance at vertices in the .wok files seem to suggest they get stored in absolute coordinates. Were you forced to use walkmeshes which are much bigger than the area geometry to make them work? If yes, this would be the cause.

I'll do further checks and, if needed, eliminate the bug. Meanwhile, you can get around the problem by making sure that both the area model and the walkmesh have their position at (0, 0, 0); this will make absolute and relative coordinates equal.
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Old 08-12-2007, 08:45 AM   #32
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Quote:
Originally Posted by magnusll
Just a quick note: I was doing some tests myself, and I noticed a possible problem with how Kaurora handles walkmeshes. Namely, Kaurora uses the vertex coordinates it gets from the NWMax .mdl file, i.e. relative to the node position, but a quick glance at vertices in the .wok files seem to suggest they get stored in absolute coordinates. Were you forced to use walkmeshes which are much bigger than the area geometry to make them work? If yes, this would be the cause.

I'll do further checks and, if needed, eliminate the bug. Meanwhile, you can get around the problem by making sure that both the area model and the walkmesh have their position at (0, 0, 0); this will make absolute and relative coordinates equal.
Yep , the new area and its walkmesh are bigger , much bigger infact then the original . Do note that the orginal "dome" of m46aa_01a hangs far off to the right of the AuroraBase . My first more succesfull walkmesh was very big and I had made sure that both the "dome" and AuroraBase where in it .

Second walkmesh ( from my last 2 screenshots above) is not that much bigger, , strange thing is it cuts the dome in two , but in Max I made sure I could walk around in the whole dome. Its like it has been pulled backwards a couple of steps .

And Ow ,dear thats something I'm not sure of I did in the last couple of test , the positioning + the pivot point thing .

I also noticed something about map/ coordinates + reallife coordinates in the Ngon object . Does this has any effect or use for my area .mdl and .mdx ?


TIQUILAAAAAAAA
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Old 08-13-2007, 04:09 AM   #33
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Ok, here's what I found out: the walkmesh you have in the .mdl (the original one modeled by Bioware in Max) gets processed before being translated in a .wok file. You can have a look by simply exporting both the .mdl and the .wok in ascii (using mdlops and Kaurora). You'll notice that "object01" (the walkmesh in the mdl) has 63 vertices, while the one in the .wok has 42. This is because there are 21 duplicated vertices in the original mesh (the one in 0, 0, 0 alone is duplicated 19 times); these "useless" vertices get deleted before building the .wok. Also, the coordinates in the .wok file are absolute, i.e. they are the result of the coordinates in the mdl + the position controller of the walkmesh (which in this case is 100, 100, 0).

I've added a new menu option in Kaurora which does the processing, so now when you import a walkmesh created from scratch in Max (i.e. you're not working on one extracted from a previously existing .wok), you'll have to use this option before building the .wok, and this will result in a .wok with the correct vertices and coordinates being built. I tried it by creating a new walkmesh for the mind prison, using a square instead of the oval normally used for the dome, and it works correctly. I can walk outside the dome if I go in the corners outside the oval, but I can't go far... correctly. The walkmesh has the right dimensions and is in the right place.

On a negative note, when I use the very same walkmesh in a new area I created by substituting the dome with a box, I get nowhere. While I enter the area in the correct position, I find myself in the black and unable to move... will have to do more tests to see what is going wrong. But I really think the walkmesh part is working fine now, so we can definitely build new walkmeshes from scratch.
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Old 08-13-2007, 10:15 AM   #34
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Yep , your walkmesh program does his work good , I did some sound-testing.

I've divided my Walkmesh , into several differant "grounds" : dirt , metal ,snow , sand , door ... each of them give another foorstep sound .

And they work perfectly , and like this I was able to orientate me better in my invisible white world .

Sadly I have no idea why or .mdl refuse to show up in Kotor , I would suggest to use the replace technique like you would do with saber-hilts , perhaps this will give a better result .

Since m46aa_01a , just contains one mesh , Geosphere01 . You could easly replace this with your Box or other object.

I might have try at it today.

I'll post when I have more results , hopefully something visible .


TIQUILAAAAAAAA
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Old 08-14-2007, 11:33 AM   #35
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I was about to start to do some tests today ,but to my suprise I found a small notepad file in my Kotor Directory called :

AR_ERROR , the file contains one line of text :

Names Differ: NewBox01 m46aa_01a

^ Not sure when Kotor created this file , or from witch of my .mdl might be the source .

Do you have any of thes ERROR reports ? Do you think they're the proof of the game saying it doesn't like our new models ?

And how do these ambientcolor values work in the .are file , are they the standard RGB values from 0-256 , doesn't look that way though .

And what about those BYTE can you switch things on by setting them to 1 ( example , chancesnow or rain -> VALUE :0 = off VALUE : 1 = on ), or do they have a range from 0-7 , BYTE is 8 bits , right ?


TIQUILAAAAAAAA
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Old 08-14-2007, 11:52 AM   #36
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Quote:
Originally Posted by Quanon
I was about to start to do some tests today ,but to my suprise I found a small notepad file in my Kotor Directory called :

AR_ERROR , the file contains one line of text :

Names Differ: NewBox01 m46aa_01a
As far as I know the Aurora/Odyssey engines generate an AR_ERROR.log file whenever it encounters a MDL file where the name of the .mdl file and the internal model name within it differs.

So in this case I'd guess that m46aa_01a.mdl has NewBox01 set as model name internally.

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Old 08-14-2007, 02:04 PM   #37
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Quote:
Originally Posted by stoffe
As far as I know the Aurora/Odyssey engines generate an AR_ERROR.log file whenever it encounters a MDL file where the name of the .mdl file and the internal model name within it differs.

So in this case I'd guess that m46aa_01a.mdl has NewBox01 set as model name internally.
hmmm , then most of the time I've been using wrong .mdl files .

I thought it didn't matter that much if the actual mesh/object was called something different , or is it refering to the AuroraBase ?

I was not sure if it would have been advisable to HEX-edit my .mdl to alter the name again, as they're not the same length .

Great I think I made just one of the dumbest mistakes EVER :s , ow the shame of it .


TIQUILAAAAAAAA
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Old 08-21-2007, 01:12 AM   #38
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I'm barely even able to contain my excitement. Though there seems to be many problems, this is only natural when stepping into Unknown Space. I hope your tests produce more amazing results.


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Old 08-22-2007, 02:22 PM   #39
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Quote:
Originally Posted by Quanon
I was about to start to do some tests today ,but to my suprise I found a small notepad file in my Kotor Directory called :

AR_ERROR , the file contains one line of text :

Names Differ: NewBox01 m46aa_01a

^ Not sure when Kotor created this file , or from witch of my .mdl might be the source .

Do you have any of thes ERROR reports ? Do you think they're the proof of the game saying it doesn't like our new models ?

And how do these ambientcolor values work in the .are file , are they the standard RGB values from 0-256 , doesn't look that way though .

And what about those BYTE can you switch things on by setting them to 1 ( example , chancesnow or rain -> VALUE :0 = off VALUE : 1 = on ), or do they have a range from 0-7 , BYTE is 8 bits , right ?
You might try editing your .ARE file in the Kotor Tool module editor; it has a nice UI for managing these sort of values.


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Old 08-22-2007, 03:58 PM   #40
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Quote:
Originally Posted by Fred Tetra
You might try editing your .ARE file in the Kotor Tool module editor; it has a nice UI for managing these sort of values.
Was using your program and the K-GFF from TK , anyway the value's themselve are a bit weird to me .

Agh, anywayz it doesn't change a bit , I'm still wondering around in the absolute whiteness or blackness .


TIQUILAAAAAAAA
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