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Found 5 results

  1. Xedii

    Dantooine K1

    Created a less boring looking Dantooine
  2. Xedii

    Dantooine

  3. Control Panel unfinished ui
  4. I decided to dig deep into this map editor thing and can confirm the editor works. It allows you to input creatures, doors, encounters, merchants, placeables, sounds, triggers, and waypoints. I was able to tweak the module lighting different colors. and select day or night cycle option or both not sure if that works. Now for the interesting part the map files themselves 1st I look at how the names were structured in the map folder of existing maps 2nd I i created a simple blue 512x512 image saved it as jpg, then gave it a name of a module that didn't have a map. 3rd I opened up the jpg image in a text editor the re saved it in the .map extension and put it into the module folder. 4th Opened up the module editor selected open module project and pointed it to the newely created blue image i made. Results the map loaded the editor accepted the map and i was allowed to use all functions...So the map extension wasn't a mystery after all it just took some determination to figure out. Now new maps can be created for all the levels... Id appreciate all who can help with this. Important. you must use th K-Tool to extract the module you want to edit into a folder FIRST as the module editor needs it to load all the dump files into the map editor. This is so everything already in the level can be in its positon. Solved invisible issues thanks to the suggestion by Sithpecter about Z coordinates.. What i did was take a z coordinate from a model that was on the map like this one 10.19682...then i simply change the the last number 2 to a 5 i realized it was important for every model to have its own Z coordinates. Now all models show up where ever placed Now all there is to do is create maps for the Levels http://www.mediafire.com/view/c1ie1c...K2_00009_1.png
  5. What do u think of this version [iGNORE GUN TEXTURE]... Do you think its...Yay...Nay...Noway