New Pre-CU Planet: Hoth

Aug 17, 2014
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#42
Halyn said:
Stupid question, but are you deleting the clientobjects.db file between snapshot changes?
yes.  but haven't changed the snapshot in a while.  planet only has 6 objects so far.

been flushing databases regularly anyway, for a number of reasons.

stupid questions are required, anyway.  once you eliminate everything that is impossible, whatever remains...
 
Aug 17, 2014
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#43
still working on importing items. Doing some POB experiments today. I learned a LOT about those files last night...

Tauntauns
http://i.imgur.com/iooMMJm.jpg

Rebel Transport
http://i.imgur.com/nt1QrTy.jpg

E-Web repeating blaster
http://i.imgur.com/2NMg6Pu.jpg

Snow Troopers
http://i.imgur.com/RZDIrWh.jpg

Mountains by the frozen lake - still a general shape, general shaders/textures - not refined yet:
http://i.imgur.com/6xvlnpz.jpg

some subtle drifts/dunes:
http://i.imgur.com/5ApbIKg.jpg
 
Aug 17, 2014
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#46
and thanks! I can't wait to get this technical stuff over with, importing models and creating scripts and whatnot.. so I can just finish the terrain. It's showing promise even with the base shaders and simple colors...
 
Aug 17, 2014
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#47
One more for today - my incorporation of the NGE assets, including the heightmap. I am using my own textures and coloring, and have altered it slightly in places. (the exclusion is there, by the way, on that visible entrance, it's just outside the high detail render radius)

http://i.imgur.com/K0qKYSq.jpg


okay - one more....

http://i.imgur.com/CraG5Pq.jpg


and also - it seems the Echo Base thing is an issue of players desyncing when they go in... but they just resync when they emerge. If that gives anyone any ideas or notions to help get me pointed in the right direction... I know it's got to be something about the object type, or some bit on the server, like in a screenplay (I've been examining DWB, Warren, Corvette screenplays)... I have converted all the 0008s to 0007s of course on the client side... anyway. Still gonna be fun!

--further note on this, can't spawn an NPC inside it (don't know why I hadn't tried yet)... it just spawns on the world. Soooo... going to try forcing this with a screenplay.
 
Aug 17, 2014
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#49
have a good variety of rebel NPCs available now

http://i.imgur.com/RMgAcoZ.jpg

Working on importing 2-3 more models, finishing the terrain design, building the Imperial area...

then all I have to do is fix the POB issue... I made steps last night, actually, after a LONG session of code/script investigation. I can teleport another player into a cell with me, then that player will be in sync with me... but not vice versa. I can spawn NPCs, kill them, and the player will witness this, but I will continue to see the player and NPC as frozen, at their entry point.

To make up for the frustration over this... I staged a little battle

http://i.imgur.com/4Lq9XJc.jpg

http://i.imgur.com/Eg0RIIh.jpg
 

Nee

Member
Oct 27, 2016
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EARTH
#50
I wish i had more to offer in posting besides my sheer EXCITEMENT (and encouragement) .

I literally check this thread everyday like a youngling waiting for Bantha Claus on Life Day morning!
 
Aug 17, 2014
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#51
The support is helpful.  Especially after days with... I dunno, 50 builds that yield little progress.

and the tunnel vision.  Taanab looked like crap to me after a while...  so I stopped.  this one has more unique properties, but I'm starting to feel the burn.  

I already have a solid plan for the next one, though.  No new techniques required...  just plain design and variety...    Hoth was due to demand, and I wanted the challenge of learning to import assets.
 

aag1220

New Member
Jul 20, 2013
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#52
Very nice work. Added Taanab the other day "Impressive, most impressive!!"

I have only just started delving into the trn files and beginning to see how it all works , getting there, but very slowly. 
Are you designing your planets from scratch? or amending an existing trn file?  
Not asking for trade secrets!!, but is there any pointers you could give me in learning how the terrain files work =)
 
Aug 17, 2014
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#53
aag1220 said:
Very nice work. Added Taanab the other day "Impressive, most impressive!!"

I have only just started delving into the trn files and beginning to see how it all works , getting there, but very slowly. 
Are you designing your planets from scratch? or amending an existing trn file?  
Not asking for trade secrets!!, but is there any pointers you could give me in learning how the terrain files work =)
thanks!  It all worked out?  I'll have a minor patch again for it soon.  (baby datapad appearance, some other minors)

Designing new planets from scratch, yes.  Taanab was a redesign...  but I learned almost everything necessary to build my own in there, tested in a few spots. (the cities, Hex Farm, Shipwreck area)...

I wish it was my trade, it's just a hobby, that I have the luxury of time right now to indulge in.  I read the actual patent file, and studied/thought about it for a while (over a year), then began examining the files in SIE.  After about two solid weeks of trial-and-error in September, it all clicked for me.  Then, all the ideas I'd had for years were instantly possible.  I'd like to be able to write a guide or help people understand better, and I've tried a bit, but I have honestly been concentrating on it for a very long time...  and I lost my job in July...  so since then, I've been getting back into game design and modding beyond full-time.
 

Nee

Member
Oct 27, 2016
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#54
Takhomasak said:
 Then, all the ideas I'd had for years were instantly possible.

 I'd like to be able to write a guide or help people understand better,
Anything i could do to help facilitate such a 'guide' , let me know.

Like i mentioned before, if i'm fortunate enough to still be a part of the Dev Team during Post-1.0 era, i've got a ton of  original SW-canon based  quests & content  i'm planning on  proposing to implement someday (that involves HOTH, Taanab, and another *surprise* planet i'd like to design myself from scratch)  , so  while i have become somewhat adept with certain aspects of our codebase , i'm admittedly very newbish  when it comes to  modding in the way people like You & Sytner & Timbab  can do.

In other words, a  'How To Customize Your Planet _____ '  for dummies like me would be most appreciated. :cool:
 

aag1220

New Member
Jul 20, 2013
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#55
Ive just been looking into the simple.trn file and changing shaders, switching off layers and such. Altering and moving that small hill in the middle of the terrain, Hopefully it will all click one day. Even just a simple workflow guide would be nice just to get an idea of how to set it up. Sorry, im being cheeky in asking now lol!!! But great work, cant wait to see HOTH!!
 
Aug 17, 2014
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#56
If you're doing that, you're most of the way there. Develop your own workflow! Don't be afraid to change things.

<this whole section was an unecessary ramble>

I would talk more about it in vent. I have an "office" on Choice vent, and am in there 3/4 nights a week. PM me if you have some hours to dedicate to a discussion.


Hoth update:

successfully imported the NGE snow and ice shaders, working on effects today.

made MUCH better mountains

looks much more realistic now, screenshots later
 

Nee

Member
Oct 27, 2016
47
0
6
EARTH
#57
Takhomasak said:
Hoth update:

successfully imported the NGE snow and ice shaders, working on effects today.

made MUCH better mountains

looks much more realistic now,
Awesome!

and btw: If you're still running into trouble with the  'zone in , zone out'  stuff ,  maybe post  in that  thread you made on our SWGEmu forums and see if  someone like  Miztah or Reoze or Ivojedi  replies with a tip or 2.

Just a thought.
 
Aug 17, 2014
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#58
Nee said:
Takhomasak said:
Hoth update:

successfully imported the NGE snow and ice shaders, working on effects today.

made MUCH better mountains

looks much more realistic now,
Awesome!

and btw: If you're still running into trouble with the  'zone in , zone out'  stuff ,  maybe post  in that  thread you made on our SWGEmu forums and see if  someone like  Miztah or Reoze or Ivojedi  replies with a tip or 2.

Just a thought.
I might.  I have isolated the problem to the entrance cells now...  so I think I'm getting close.
 
Aug 17, 2014
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#59
playing with some new looks on the terrain. still a little rough, but homing in on complete:

Just the general shape of things:
http://i.imgur.com/sm7qtGa.jpg

My coloring on the Echo Base heightmap:
http://i.imgur.com/f4IT8TV.jpg

A bit of the mountain/frozen lake border:
http://i.imgur.com/OirHqYH.jpg
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
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#60
Awesome work, what your saying is starting to make sense of the problems i had. I got Echo base to load via snapshot, albeit some of the entrances were in the sky...... But as soon as i tried to enter it crashed. I've added all the NGE worldbuilding assets for the next MTG tre file and checked the ilf file for any items i may have missed, but it still crashed.....

Looks like i have some catching up to do.

Good work:)