posting from my new computer, downloading all the tools and attempting to recover my files currently...
as for JTL. when they say it's mostly complete, they're right. a bright coder just needs to fill in some gaps, it seems to me. seems to be lacking AI and good physics. the quests, NPCS, objects, and item templates seem to be in place mostly, and of course it's all ready done client-side.
I believe that where I left off, I had all the objects that I needed. What I will finish before release is environment balancing and a little more terrain coding, then some more snapshot and screenplay work. Consider it a Hoth sandbox when it's done, though, and look to add/improve where you want.
(this is all from memory, not looking at it right now)
follow the format of the current heightmaps, image wise - save/export with no compression and origin in (bottom left I think? one will work and one won't)
for adding it to a terrain file -
-you must add a second MGRP, the MFAMS will point to the bitmaps... look at Dathomir (I think) in the NGE patches for an example of the second MGRP in a pre-CU planet
-then find any .trn that uses a bitmap and copy and paste the FBIT code into your new one, adjusting the parameters and layering it as you desire - I sometimes have mine up in the main worldbuilding layer and sometimes put them in lower layers, depending on what it's supposed to be
-there might be a limit on the pixel size and/or the ingame unit size. or there might not be. I remember having some trouble doing anything bigger than about 4k by 4k. Maybe I'm just dumb
-play with the feathering to make bitmaps integrate seamlessly into the surrounding terrain
I have a beautiful (not blinding) environment working now, thanks to photoshop...
I am going to release two different versions of Hoth-
v1- will not include Echo Base or any sign of the Galactic Civil War. it WILL include the creatures, Scavenger Starport, the cave, the volcano, and the two bosses Gigantic Wampa and Sher Kar) - and more...
v2-will include the Imperial landing zone, Echo Base, all of the troopers... and will not include the volcano. Echo Base will only be partially functional in the release. I will include the code fix in the README file, for servers that can handle the potential increased lag. I will include the atmospheric flight Snow Speeder object I made as well, to be utilized as desired.
So I'm making a more adventure oriented edition, and a more canon (but buggy) edition.
The full functionality of Echo Base is still dependent on new code that I am incapable of making. It seems to me that it requires a new object type definition on the server with a custom spawn distance. Regardless, the base is fully populated and can be explored and enjoyed for the most part. New elevator terminals will need to be scripted into the Echo Base screenplay to allow access to the command level, or a standard elevator terminal could be installed in r1, perhaps. None of the elevators in EB are stacked, to allow the standard elevator terminal behavior to work.
The object CRC string table will require many amendments. I am looking at finding the best way to release the updated information - probably offering multiple options.
Hoth is built to stack with my Taanab mod, and will include a few fixes and updates for Taanab, hopefully.
I'll put it up just like my last mod, zip or rar file on my Google Drive. Might be a week still, but I'm in the home stretch. Have plenty of time freed up through February.
Thanks for the continued interest and support, this has really been a community effort. Excited to move on to the next planet.
Ive had Hoth live on Bloodfin for years guys, its real simple. Remove all the Echo Base files from the NGE files, adjust where neccesary, as for Hoth, we hex edited snow, Ice , ect, created terrain files, and had core3 inject echo base using its own pob file directly into the database. Those files are available in Bloodfin_Patch_03 if im not mistaken. If anyone has any trouble, id be happy to help.
I am just taking extra time to make sure it is compatible and super nice. Bloodfin's reskin is actually what motivated me to make an originally coded planet. Trust me, it will be worth the wait. It will be up for testing again on Choice Test this week. We had some hiccups and I lost all of my files for a while. I have them all back, I have access again, and now I understand many of the things that were vexing me before.
Perhaps I was a little too hasty with my release predictions, I underestimated my perfectionist streak... not saying it will be perfect, but there are things I simply have to resolve before putting it up for download.
In the meantime, another original planet has entered alpha, and will also be on Choice Test this week. No NGE structures or object import gimmicks, straight up original terrain using assets already in the TREs.
(also, *real life* has been kicking my ass lately! I'd love nothing more than to do this full-time, but it doesn't pay)
It's all in this cumbersome thread somewhere.
Though I can't explain why, exactly, I tend to rebuild and even wipe some databases for certain changes - adding/removing zones, or any object that has a new string. I have had issues in the past when I don't.
Taanab requires a rebuild for the new resources to begin spawning properly. Maybe a resource db wipe, but your server's spawns can be backed up and loaded from an auto generated LUA list.