Pre-CU Kashyyyk

Aug 17, 2014
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#1
So, I have been tinkering with Kashyyyk for years.  I know many others have been as well.  Lately, I've been asked by several people if it would be possible to restore Kashyyyk into pre-CU.

After several days of intense study, I have figured out the terrain files about as far as I need to see what needs to be done.

http://i.imgur.com/b1LVHN6.jpg

http://i.imgur.com/UgZ40Wb.jpg

http://i.imgur.com/7etfxXC.jpg

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

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


As far as I can see, we have some options.

perhaps somebody has some more knowledge about this setup, perhaps someone who's done NGE modding...  or perhaps somebody's already gotten further than me...

Kashyyyk is a bunch of terrain files, with kashyyyk_main being the nexus, the one with Kachirho on which we followed the paths to the instances, which are all separate terrain files with their own environments, etc.  These are all drawn with height maps.

There is ALSO a kashyyyk.trn that was generated with terrain code.  I have picked it apart and made my own kashyyyk.trn that has the code ready to be applied to any landforms I design.

I have fixed the code in both terrain files so it all renders with no complaints - even have it working on a server.  BUT, in the pre-CU client/EMU server code, it just doesn't render out like it did back in the old days. 

SO-

I can either...

A)  Write a new terrain code to handle and draw the bitmaps more or less as we remember.  Only I'd be getting rid of those invisible walls...  this presents a few challenges but seems do-able.

or

B)  Use the terrain code I made to generate a new, normal sized, open-world Kashyyyk that still has Kachirho and still connects to all the instances...  which I'll work on one by one.


note - in either option, it will be possible to include some of the instances as part of the open world.

note 2 - keep in mind the limitations of core3 in recreating the exact CU experience regarding instancing and quests

And here's another note-  Myyydril Caverns were easy enough to put in... I made an open-door model even.  But it's subject to the same restrictions as Echo Base (see http://www.modthegalaxy.com/forums/thread-new-pre-cu-planet-hoth) because of its immensity.

What does everyone think?
 

Sytner

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#2
Personally I've never been a fan of the CU Kashyyyk. The hunting map looks kind of ok when ported (see screenshot on http://www.modthegalaxy.com/forums/thread-mustafar-and-kashyyyk-for-precu) but everything else not so much.

I would much rather see an effort to redo the terrain properly using the assets we have from the CU.
 
Aug 17, 2014
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#4
Oh, very nice.  I wish I'd checked the staff release section in January!

This is a large portion of what I was about to do myself!

so, the question is...

is there any interest in a brand new, full planet design using these assets?   Like... one we could drop our treehouses on... who knows?

---

Hunting area looks beautiful. Had been so long...

I'm gonna make a more complete asset tre...

got the rest of the instance terrain files working just by changing the RGRP and FBIT form types. wish I'd noticed that was the catch like... 2 years ago.

Dead Forest, for instance, can now just be added on to the main map, no need for a gate. Same with some others. Rryatt is not impossible, either...
 

Lasko

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#5
Personally, I'd like to see the originals in game again as it was one of the places i used to spend a lot of time.

That being said, there's always room for another version and with the assets available, well the imagination runs riot with what you could do.
 

Sytner

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#6
Lasko said:
Personally, I'd like to see the originals in game again as it was one of the places i used to spend a lot of time.

That being said, there's always room for another version and with the assets available, well the imagination runs riot with what you could do.
Seeing your name reminds me that you wanted the other kash terrains converted - I'll do them soon sorry!
 
Aug 17, 2014
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#7
Sytner said:
Lasko said:
Personally, I'd like to see the originals in game again as it was one of the places i used to spend a lot of time.

That being said, there's always room for another version and with the assets available, well the imagination runs riot with what you could do.
Seeing your name reminds me that you wanted the other kash terrains converted - I'll do them soon sorry!
I was working on them last night, but after seeing yours, you should do it...  even though I pulled every bit down to the bare bones, it was still looking a little rough around the edges.

Your translation is just a perfect copy, and I am so glad you (or Timbab?) pulled the build-outs into snapshots because I was not looking forward to doing that... (using a script or something I'm guessing?)

Here's a thought too, even if I incorporate all of the old maps into a new full-size planet, there will still be plenty of room for original design... so everyone can get what they want
 

Sytner

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#8
Takhomasak said:
Sytner said:
Lasko said:
Personally, I'd like to see the originals in game again as it was one of the places i used to spend a lot of time.

That being said, there's always room for another version and with the assets available, well the imagination runs riot with what you could do.
Seeing your name reminds me that you wanted the other kash terrains converted - I'll do them soon sorry!
I was working on them last night, but after seeing yours, you should do it...  even though I pulled every bit down to the bare bones, it was still looking a little rough around the edges.

Your translation is just a perfect copy, and I am so glad you (or Timbab?) pulled the build-outs into snapshots because I was not looking forward to doing that... (using a script or something I'm guessing?)

Here's a thought too, even if I incorporate all of the old maps into a new full-size planet, there will still be plenty of room for original design...  so everyone can get what they want
I think that would be interesting yeah - all the original locations on a single planet (fixed up as necessary to account for server limitations) and the parts in-between filled in with new stuff.
 

Nee

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#11
omg *Open World* Kashyyyk = tantalizing !!

(But i support whatever method works the best/easiest , for server stability and player facility )

p.s. I have tons of SCREENSHOTS for Kash reference, if needed lmk
 
Aug 17, 2014
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#12
Having the hind sight of all the trial and error from the previous planets I've done... this shouldn't be too difficult or take too long. But I'm not putting any time limits or ETAs out there :p

Hoth is waiting on a couple of files, then you can all judge if my methods are good. It's a mixture of my own bitmaps, the NGE bitmap, and my own terrain code. Same plan for Kash. Except this time I don't have to design the whole aesthetic from scratch... very excited.

Also still developing *another* new planet at this time... details in the future

-----*edit*
Nee - I was looking for something like that initially, but then Sytner pointed me to his and Timbab's ports from earlier this year. They solved MANY of the problems I was still having. So I just have Kashyyyk itself as reference now. I've got the dead forest working, Rryatt Trails partially working, and their hunting area is absolutely beautiful.

I will try to do what I can with the terrain to eliminate the need for teleports and some of the server work. Not planning on doing any quests or npcs myself, but I believe I have many, if not all of the spawn files available already.

Also, seems this will be about a 100-150mb TRE file when it's done. Up to 139mb now with some stuff to clean up, but haven't added creature assets yet.
 
Aug 17, 2014
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#14
We are cooking now. This is on my VM. Snapshot is currently only loaded clientside, as there are still a couple of objects that need LUAs.

http://i.imgur.com/RnFb3Fm.jpg


further discussion of how I got it working is in the MTG community repository thread...

http://www.modthegalaxy.com/forums/thread-mod-the-galaxy-community-content-repository?pid=9766#pid9766
 
Aug 17, 2014
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#16
http://i.imgur.com/NjeVyHP.jpg

Gonna need some working teleports on those doors in the Great Tree. 


http://i.imgur.com/5lV7NO0.jpg

also, static Varactyl.  I know people have already put these in, but I haven't had one since the old days
 

Lasko

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#17
Takhomasak said:
http://i.imgur.com/NjeVyHP.jpg

Gonna need some working teleports on those doors in the Great Tree. 


http://i.imgur.com/5lV7NO0.jpg

also, static Varactyl.  I know people have already put these in, but I haven't had one since the old days
I already have an npc teleprter on my tc for those doors as a workaround if you'd like em??

Also the Varactyl is in on the mtg server
 
Aug 17, 2014
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#18
Lasko said:
Takhomasak said:
http://i.imgur.com/NjeVyHP.jpg

Gonna need some working teleports on those doors in the Great Tree. 


http://i.imgur.com/5lV7NO0.jpg

also, static Varactyl.  I know people have already put these in, but I haven't had one since the old days
I already have an npc teleprter on my tc for those doors as a workaround if you'd like em??

Also the Varactyl is in on the mtg server
yeah, I'll grab em.

I've got this up on Choice Test (launcher still broken unfortunately), and will start on the instances and new regions this week, as well as the basic creatures and NPCs.

As I remember, the planetary map was never actually accurate on live, nor is it right now, but when I finish the full terrain,  Sytner can make us a new one that will be lined up perfectly.
 

Sytner

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#19
Posted the extra .trn files over on http://www.modthegalaxy.com/forums/thread-mustafar-and-kashyyyk-for-precu?pid=9778#pid9778

I assume most of the resources should have been included in my original dump, if not just grab them from the CU/NGE files :).
 

Lasko

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#20
Just checking the snapshot, theres a ton of stuf not ported over yet.

NGE collections and such.

Looking at the object id's, they may conflict as well