CapitaineSpoque 45 Posted Friday at 11:15 PM Hi there! I am trying to create new rooms in K1 jedi enclave. I reached Thor110 about this, as he has done it before, and he had really good insights about this. However there is something going wrong in the finalizing steps for this. So here is how i am trying to do it, with detailed screenshots: - First I create my new room model with unique names for every parts/objects... (here, I mirrored a room, in this case i mirrored m13aa_06a). - Then i extract every model files, layout, .vis and walkmeshes into a single folder. - Then i check in blender the correct coordinates for my new room in the layout, i edit my new room walkmesh to be perfectly aligned with the adjacent room (in this case, m13aa_01a). To do this i select the vertices from my new room m13aa_07a, then i select the vertices i want it to be aligned with from m13aa_01a, and i make the vertices from m13aa_07a jump into the exact position from the adjacent m13aa_01a ones. - Then i add the new room to the .lyt and the .vis using Notepad++. - Then i open Gmax/Kotormax to check the edges from the walkmeshes where my 2 rooms meet each other. - Then i convert my 2 model files (m13aa_01a, and my new room m13aa_07a) into ascii using mdledit, with the walkmeshes/lyt/vis files in the same folder to edit the roomlinks with notepad++. - Then i convert the 2 model files back into binary. - Finally i drop all the needed files into override (.lyt, .vis, the new model and .wok files). And after all of this is done, it should work, but it does not. I also edited the .are rooms to add my new one, but it does not work either. To make sure my room links were accurately taken into account, i converted back my edited models into ascii, and i noticed the edited model from the preexisting room in the game did not take into account my new roomlinks that i added using notepad++, everytime i convert it back to binary my new roomlink disappear, so there is something wrong here i guess. Ty for any help, it'd be appreciated. 1 Quote Share this post Link to post Share on other sites
JCarter426 1,253 Posted Friday at 11:55 PM I don't see where something might be going wrong in your workflow, but if you are using KOTORmax anyway, I would suggest using it to set up the layout, visibility, and walkmesh edges. All of that can be done in KOTORmax, and assuming everything is set up correctly, it can export all of the files you will need in one automated process. Also, for reference: 38 minutes ago, CapitaineSpoque said: I also edited the .are rooms to add my new one, but it does not work either. As far as I can tell, the rooms in the .are fie are only used for configuring ambient audio. You probably still want to have that, but it won't help here. 38 minutes ago, CapitaineSpoque said: New room and doorhook in the .lyt files with accurate coordinates I don't believe the game does anything with these. My best guess is they were used by the toolset to automatically place doors in the correct positions. Quote Share this post Link to post Share on other sites
CapitaineSpoque 45 Posted Saturday at 12:40 AM 45 minutes ago, JCarter426 said: I don't see where something might be going wrong in your workflow, but if you are using KOTORmax anyway, I would suggest using it to set up the layout, visibility, and walkmesh edges. All of that can be done in KOTORmax, and assuming everything is set up correctly, it can export all of the files you will need in one automated process. Also, for reference: As far as I can tell, the rooms in the .are fie are only used for configuring ambient audio. You probably still want to have that, but it won't help here. I don't believe the game does anything with these. My best guess is they were used by the toolset to automatically place doors in the correct positions. Ty for the extra insights. I think Thor told me about this already, but as it was not working for me in game i tried black magic to try fixing this. I don't know what goes wrong, I tried other versions of mdledit as Thor suggested, and extracting files with other software than holocron (in this case, Kotor Tool) but it didnt work either. One thing i can do is extend m13aa_01a's walkmesh to go into that new room, but as you said each room can have a specific ambient sound. Here it would take the exterior ambient sound, which is not ideal. I am going to try all the process using only KotorMax i guess. Quote Share this post Link to post Share on other sites