Mustafar and Kashyyyk for PreCU

Sytner

Administrator
Staff member
Administrator
Moderator
Sep 18, 2010
385
26
48
#1
Note: this is not a finished release - we are releasing to let others (*cough* Lasko) finish it off so we can focus on tools and other new content.

This release contains pre-CU ports of most of the visual client side content of Kashyyyk and Mustafar - terrains, snapshots, appearances and so on.

Most of the credit goes to Timbab - I just opened the terrains in SWB and resaved them.

Download




We hope the community can work together to finish this all off - enjoy!
 

Sytner

Administrator
Staff member
Administrator
Moderator
Sep 18, 2010
385
26
48
#3
Savage said:
Awesome!!! Although I am not Lasko. I will take a stab at it!!
The more the better - there is a lot of work to be done still. Maybe you guys could work together.
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
259
8
18
#4
Nice one chaps:)

I'll load it up and add it to the stuff i've already prepared.

And if anyone's interested:p

I've prepared a lot!

I have pretty much, all the NGE worldbuilding/tangible/static assets almost ready to go, including the ones relevant to Musty & Kash. When they are finished, I'll add them to the MTG community server. That'll save the hassle of scripting this lot.

I have sorted some of the shader issues, but don't worry, there's still some left for you to work through:p

The rest, we'll find out along the way.
 

Valkyra

Moderator
Staff member
Moderator
Aug 31, 2010
199
12
18
#11
Getting this error when trying to open it in MtGClient:
unknown location : FATAL aa22180e: DetailAppearanceTemplate::load - unsupported format

For mustafar. Any ideas?
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
259
8
18
#12
Valkyra said:
Getting this error when trying to open it in MtGClient:
unknown location : FATAL aa22180e: DetailAppearanceTemplate::load - unsupported format

For mustafar. Any ideas?
Hey,

I've not used it on the mtg client, but i now have it working on the normal one. There's an awful lot of stuff in the packed snapshot and terrain file that isnt in the zipped files, rocks, shaders and various items etc. Also I had to edit the trn to load properly.

I've added a lot of these so far to the mtg tre's which I'll link when it's working a bit better. There's still some shader work to do though.

#modthegalaxy might be an easier place to talk about it if you like:)
 
Aug 17, 2014
229
1
18
#15
Any chance I could get the snapshots generated with better ID ranges?

I'm working hard trying to make the snapshot completely server-friendly, but it's difficult to figure out what's still crashing it when I know the snapshot is sharing IDs with another planet... even though in the ID rearranger, Kash snapshots show up with the proper range, the IDs actually begin at zero in the WS... too many items for me to manually re-number, and for the life of me, I have never gotten the ID rearraanger to do more than show me the first number in each WS...
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
259
8
18
#16
Funny, was asking about this the other day. Maybe being able to just do one file at a time, set the first number and the rest follow incrementally.

There is a workaround however.

First, you need to realise how it works....

You need to extract all the snapshots to a folder and point the rearranger to that folder(.WS Directory), and it'll renumber everything ensuring no duplicate ID's..

One problem is, everything changes.. obviously. This means everything thats in pre-cu that has been spawned inside via screenplay or spawn manager end up at 0, 0 on that planet as the cell ID has changed.

So, whats the workaround.... Well, and before I tell you, it's not pretty and it's a bit trial and error.

Place a bunch of snapshots in a folder, dont matter which, just paste enough in to get you to a decent ID range.

Rename the snapshot you wanna change z-kashyyk.ws so it appears at the bottom of the list then rearrange. Discard everything but the kash file.

There's a little trial and error to get the numbers right, but it works.

As for Kashyyyk_main, I've now added all the items missing and it doesn't crash the server.

https://drive.google.com/open?id=0B2Fn--PjBjAUeTFrX0tuWUcyamc

https://drive.google.com/open?id=0B2Fn--PjBjAUWk1UbHNxa3Jubms


Maybe we should collaborate on this???????
 
Aug 17, 2014
229
1
18
#17
Lasko said:
Funny, was asking about this the other day. Maybe being able to just do one file at a time, set the first number and the rest follow incrementally.

There is a workaround however.

First, you need to realise how it works....

You need to extract all the snapshots to a folder and point the rearranger to that folder(.WS Directory), and it'll renumber everything ensuring no duplicate ID's..

One problem is, everything changes.. obviously. This means everything thats in pre-cu that has been spawned inside via screenplay or spawn manager end up at 0, 0 on that planet as the cell ID has changed.

So, whats the workaround.... Well, and before I tell you, it's not pretty and it's a bit trial and error.

Place a bunch of snapshots in a folder, dont matter which, just paste enough in to get you to a decent ID range.

Rename the snapshot you wanna change z-kashyyk.ws so it appears at the bottom of the list then rearrange. Discard everything but the kash file.

There's a little trial and error to get the numbers right, but it works.

As for Kashyyyk_main, I've now added all the items missing and it doesn't crash the server.

https://drive.google.com/open?id=0B2Fn--PjBjAUeTFrX0tuWUcyamc

https://drive.google.com/open?id=0B2Fn--PjBjAUWk1UbHNxa3Jubms


Maybe we should collaborate on this???????
hmm.  That's pretty much what I do and I still can't get it to work. (the rearranger, which I think is actually moot to whatever problem I was having, especially since you have it fixed now)

 I still haven't been able to figure out which few objects mine was snagging on, I'm actually using your LUAs already I think...

As of today, what I have is the starport and the great tree spawned server side,  and I have teleporters setup on the great tree, the rest is in a snapshot in a client only TRE.  

Also, does your south bridge flicker as well?

I wanna voice chat with you and get on the same page sometime. I just like to communicate rapidly and efficiently about this stuff

--edit

figured out the rearranger finally. I have never actually needed it before, as I usually just start a fresh snapshot and set the starting number myself...
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
259
8
18
#18
Well I'm uk time so tonight's out, but anytime tomorrow. You have my discord, also I'm on Skype, irc, 2 tins n a piece of string if necessary lol.

Not noticed any flickering bridges yet?

The whole snapshot is on the server apart from a couple of items that are not scripted yet, yeah went through the whole lot.

Once they're done, that should be it for all the kashyyyk assets.
 

Sytner

Administrator
Staff member
Administrator
Moderator
Sep 18, 2010
385
26
48
#19
I can do a hotfix release to change/add functionality to the rearranger if either of you still need anything on that front.
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
259
8
18
#20
Definately if it's not too much hassle please:)

In an ideal world, you set the first ID, then rearrange the rest in a single snapshot file to follow.