Changing the texture in a MDL file (NPC, Enemy, Animated Object etc) info

#11
Cool aww thanks I will definatly do just that I am also going to release a new object and item expansion too. I do have a question though last night, I was sad. Working on "buckaunis" one of my maps, I ran into a snag, I was setting up an event with a fire place and it is upsetting me, ok heres the scenerio, walk into a house see a fire place, examine it and it lights, easy right? Wrong. I wanted to use the candle that I placed in the fireplace to add lighting as well, so when I set the the candle up in the fireplace and add lighting effect it looks great. I set the object to only appear as an event, but low and behold the lighting effects are there when the object is NOT visable. so me ever the problem solver thought ok the lighting must be visable even if the object is not, so in the event I started the candle -20.0 meters below the surface. ( looks right at first) but when you activate the event the candle moves into the right position and the lighting effect for some reason stays where you put the object origanly -20.0 below. so anyone know how to set up a candle or lamp event that adds lighting only when you tell it to let me know, for I am stumped, and a fireplace that produces no light is......well........dumb, and will not do ALL my candles, lamp, lava ect have some lighting effects, I spent hours one day adjusting lighting between two maps so they made a perfect transition when you walked from one map to the other so yes lighting is important to me:) and if anyone can tell me how to make fire magic light the candles or fireplace let me know like KF 2(US) that would be swell as well:) thanks all:) and by the way I found a torrent of that Franco "Mario" album @ 11 grand used I figure a lightscribe copy should go for at least 5,000 right:) JK it's not that good anyway:)


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.jpg   the way it should look.JPG (Size: 65.56 KB / Downloads: 321)
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#12
Sorry...that's SOM for you.

Had struggled and gotten pissed off over the very same problem in my game. ‎  SOM handles lighting oddly, it creates a light source when you output the data to the map and its done with it at that point...there is NO way in SOM to actively move a light source in game nor is there a way to turn it on/off.

Now...you could do something though...

Create a fireplace model/texture with and without interior lighting. ‎  This wont allow you to cast a light source on the walls but it will let you change the object from the unlit fireplace to the lit-up version once the fire is turned on.

Its not terribly difficult, and honestly looks more realistic anyways because otherwise you will be lighting the walls behind the fireplace which doesnt make sense in reality.
- Todd DuFore (DMPDesign)
Site Founder
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#13
oh well thats what I thought the answer was, dang japan, I mean really? I can see them now " light no move" ,"who move light... is not of the way" , "no one will want move light". ‎  Thanks todd for the quick responce I will work around this and will be victorious as always. ‎  oh yeah this for you, I found a wonderful RGB chart that helps you create almost any lighting color using the RGB system really handy in creating that"perfect" fog or candle light. ‎  You probably have one , but I am sure others have struggled with 1,000,000 lighting test, and wished they had one:) the chart is royalty free and can be copied as long as you put the author's name in your copy so here it tiz :) ‎  https://web.njit.edu/~kevin/rgb.txt.html ‎  ‎  ‎  ‎  thanks Todd your the best:)
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#14
and john your the biz-omb as well both of you should team up and make a killer title yourselves
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#15
I have been talking to holydiver off the boards, we were contemplating what would be involved in using some of the shadow tower models in SOM.

I wanted to ping you and john since you both have had the most luck with animated model files...i know john has told me how to rip playstation files (which I can do) but they will need textures...

I was curious john, have you found anything in the KFs or ST on the playstation that would give insight as to how SOM uses the .mdl and .cp files?

I am really getting excited about the thought of being able to make another game with SOM..Dark Destiny was very difficult because it was all a bunch of learning and my custom models are so messy right now and out of order that I will be happy to start from scratch.

I still resign to the statement that if someone can figure out custom enemies /npcs i will make another game.

Anyone here want to try to move forward on this tangent with me?
- Todd DuFore (DMPDesign)
Site Founder
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#16
Here, here,. ‎  ‎  I am already on that tangent and am working tirelessly to find some MDL editing software that can read Japans >mdl files and then allow you alter the actual model without killing the C++ features is ..............tough I have been looking, I paid for poser, great for textures but won't load the actual .mdl or mdo or nothin without "error loading this file" I get the same with "gamestudio A7" and I even tried this "dark basic professional to go old school and I am still just able to make awesome textures, pretty yes but very limited:( anyway I love Som all the same and will make at least one great title for my boy Pat and all the KF fans for the world. We will prevail... custom mdl is close I can feel it, I mean they did it like 9 years ago, anyway back to work for me:) And thanks for the light trick I will try some test scenerios and let you know if they are workable:)
one more thing, Can anyone tell the best way to make map part 940 Cliff ledge, 20 meters instead of 10 meters I am using it for my lighthouse and I want it to be taller than it currently is. In this pic would you not agree that taller would add to the effect:)


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.jpg   Rear of S Buckaunis Lighthouse.JPG (Size: 39.53 KB / Downloads: 332)
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#17
Try Part 973...its 24m tall ‎  Wink
- Todd DuFore (DMPDesign)
Site Founder
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#18
ahhh helps to look down the list huh? ok thats good but can we get 944 the corner piece to 24 m? cause now the the sides are all uniform but the top corners are now short:) ‎  I will see what I can do , I will check its parameters maybe. I'll let you know if I get stuck:) thanks again
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#19
ok real easy problem that I know someone can give the answer to:) Map pieces and thier textures. do map pieces have to be in 256 color or can I convert them to 16 bit like enemies and NPC's, 'cause 256 is impossble to edit corectly:) thanks:)
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#20
progress is moving very well now I can now create pretty good looking NPC's and Map pieces, now hoes one edit the objects and items? I know how to create dupes form old ones. but how do I edit the TXR files? there is no txr to bmp coverter for items and enemies, I can't trick the map piece viewer to open mdo files?:) so How do I do it?:) :example I want to change the banner on "banner1.txr I know the bmp to txr will do that, but I need to turn banner1.txr to banner1.bmp first:) but other than that question my progress is booming now:)
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