Pre-CU Kashyyyk

Aug 17, 2014
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#21
Lasko said:
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
I am fixing the IDs...

and mind you - *I* am just doing the terrain plus worldbuilding and snapshot items, probably basic creatures/spawns.

I'm not touching quests, collections, loot, craftables.  Just the place for it all to come from.

I'm the planet man, that's all :p

What I'm doing on Choice Test right now is loading a few items server and client side, from the snapshot, but distributing the complete snapshot client-only so most of the items are a shared visual mod that don't require strings or server load. Of course, some will have to be interactive... but some never will be.
 
Aug 17, 2014
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#22
as of right now, I have four of the instances integrated into a full sized, open map, with Kachirho and the main map at the center.  The main terrain is dense jungle with dirt paths and clearings leading out of the main map, to the special areas.  There is a flat clearing south of Kachirho for player tree houses...

I have all of the north and south dungeons integrated.

hunting, dead forest, and Rryatt will be difficult, but do-able.  the snapshots are another story.  The main map and the four I have done use coords already in the buildout/snapshots, but I will be transposing all of dead forest, rryatt, and hunting area, meaning they will need the object coords similarly 'transposed'

all possible though, and am excited for the final product.  it's looking quite nice already.  I am saving this master terrain into kashyyyk.trn, and amending the kashyyyk.iff environment table to include all others.  This works serverside as well, despite a few bitmap console errors I'm working out.  Pictures this weekend when the 'alpha' goes on Choice Test
 
Aug 17, 2014
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#23
So, I built the hunting area into the master map, it's beautiful! just a few pesky bugs... if I squash them, going for dead forest tomorrow...
 
Aug 17, 2014
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#24
Bocctyyy transitioning into forest

world default forest floor

Hracca Glade

Arena in the forest

border of Etyyy and world forest

slaver compound is in there too but it's not much to look at without the objects

when I finish the instances, I am going to build Rwookrrorro as well, the treetop city...   not only because it's canonical, but as a tribute to Rwookrrorro, the city of the SRA, the Wook guild I became a member of in 2003, and became the leader of in 2011.  Rwookrrorro was on Talus, and I rebuilt it on Basilisk exactly where it had been on Sunrunner...   but now I hope I can make something really special.  No ETAs, but progress has been fast so far.  Been constructing this in my head for many years already.
 
Aug 17, 2014
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#26
Himalayas said:
Keep it up! This is looking amazing!
thanks!

almost done setting the dead forest map NW of Kachiro, today...

Been thinking about making the beach from episode 3 in the SW corner, the gate, and a main drag to Rwookrrorro, then a network of smaller paths to Kachiro and the dense interior...

thanks to Lasko for the help as well.  we are trying to join forces to make this a complete experience!
 
Aug 17, 2014
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#28
So, because of the way the bitmaps are layered in hunting and rryatt, it is going to be extremely time consuming to please targabitmap.cpp by converting them all to square, then having to restructure the terrain layers to avoid the extended pixels overwriting previous layers/affecting following layers.

Can anybody recode that CPP to accept non square bitmaps?  The specific line...  I'll find it later and clip it here.  It may be as simple as one calculation, but I just don't know the specific syntax enough to be confident.
 
Sep 17, 2010
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www.anach.tk
#31
As much as I hated travelling on Kash, I really enjoyed the content it provided, and it would certainly be great to have more official planets restored and back-ported to preCU style.
 
Aug 17, 2014
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#33
heh, thanks. working slowly on it. trying to stabilize a repository with all the assets right now as well, to be able to build it out completely when the land is done
 
Aug 17, 2014
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#36
Just to show that I *have* been working on this...  The details are starting to come together.  When I finish integrating all of the original bits, I'll go ahead and finish my custom designs.  These are all going live on Sunrunner II for testing as well. 

Etyyy
http://i.imgur.com/NmrgmOC.jpg

Etyyy
http://i.imgur.com/RIJ1DZc.jpg

Kerritamba Village
http://i.imgur.com/fqgShZv.jpg

Kkowir/Dead Forest
http://i.imgur.com/Yw0pclm.jpg

Etyyy
http://i.imgur.com/10LRbLQ.jpg
 
Aug 17, 2014
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#39
To avoid cluttering up these forums and making a huge thread like I did for Hoth, all of my new screenshots and updates are posted in my Discord for Sunrunner II.  I have been making great progress on Kash this week!

https://discord.gg/q6mHDqR
 
Aug 17, 2014
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#40
Since I am updating all of my threads - Kash is *still* in active development - and my latest is still alive, 24/7, on Sunrunner 2 - swgsunrunner2.com - this has been a very complex restoration, and despite years of work, Lasko and I still aren't quite finished... What we have, though, is wondrous.