Sithspecter 909 Posted November 3, 2015 I've updated the first post to include acquired collective knowledge of AuroraDLights, the Dastardly's Injector, and my own findings in regard to setting up K1 minimaps. Quote Share this post Link to post Share on other sites
Quanon 263 Posted November 13, 2015 Not to mention the abundance of privacy concerns. Edit: My tool is just about ready. Downloaded this little gem! Time to experiment Quote Share this post Link to post Share on other sites
DarthTyren 103 Posted November 13, 2015 Downloaded this little gem! Time to experiment Works like a charm now. Thanks Dastardly! Quote Share this post Link to post Share on other sites
Fair Strides 510 Posted December 5, 2015 Just wanted to report something that I've recently found out. For some reason, if you rename a model's files, but not the model's name in the .mdl itself, and then use the models in-game, the game will crash when quitting or switching areas (presumably, the game "tags" the models by the model's file name and builds the model's elements as children of a parent named after the model's name in the file; this would mean that when the game goes to clear stuff, the two names don't match and the model can't be deleted). I've discovered this because of chopping pieces of the Leviathan up for use in a scene for K1R and the game kept crashing. I saw that the AR_Error.log/.txt file in the game's directory mentioned a name mismatch on the model and used a hex-editor to change the name in the model. Tested it in-game and voila! no more crashes. Quote Share this post Link to post Share on other sites
LiliArch 115 Posted December 5, 2015 I'm not surprised... I'd assume that the game uses the model's filename to find the model, but then the renderer or whatever uses the model's name in-model while rendering. Or something like that. Reason of that assumption: if you rename a body model, but not the body model's name in the mdl itself, and then have it in-game, it doesn't exactly crash, but... if you have two models in same module with that same name in mdl, even though if the filename is different, the same model is rendered for both of those models. I noticed that while testing some clothing variants. (Thought it would be a relevant piece of info, considering that mdl name stuff of models, even though it's not actually about areas.) Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted November 17, 2016 Another tidbit from Fair Strides about area fog: Open the .are file in K-GFF (or the Toolset and go to the Module Properties from the View menu). There are several fields that are relevant here: (I only list the Sun fields, but there are corresponding Moon fields that you need to make match the Sun ones for simplicity's sake) SunFogOn = A 0 or 1 setting that determines if the Fog is even present. SunFogNear = A float (decimal) value determining how near the player the fog is, so basically how far you can see before the fog is there.* SunFogFar = How thick is the fog "circle"/"wall"?* *: I don't know if these are in meters (which I believe they are) or percent (which wouldn't really make sense...), but that would be a simple amount of testing. Interesting sidenote: You can change the fog's color through scripting. Sadly you can't turn it on or off through scripting, which is what I would have programmed in... :| :| :| Quote Share this post Link to post Share on other sites
zoranlakic 1 Posted January 2, 2017 Hey Guys. I have just started working on some TSL mod, and i am testing new area on some box room. I have managed for now to do more or less everything wanted, except creating dynamic shadows. Can anyone tell me is this a common issue or it is maybe my version of software or OS or my steps are incorrect? what i am doing is applying aurora trimesh modifier to my room model and there i enable shadows box and render box. as well in light prop. i enable shadows and dynamic light box... anything i am doing wrong? more or less everything is working.. i tested walk mesh injector and its working like charm. no bugs there.. Any advice would be appreciated. Thanks to developers for awesome tools, btw. Cheers lads! 1 Quote Share this post Link to post Share on other sites
DarthTyren 103 Posted January 3, 2017 Hey Guys. I have just started working on some TSL mod, and i am testing new area on some box room. I have managed for now to do more or less everything wanted, except creating dynamic shadows. Can anyone tell me is this a common issue or it is maybe my version of software or OS or my steps are incorrect? what i am doing is applying aurora trimesh modifier to my room model and there i enable shadows box and render box. as well in light prop. i enable shadows and dynamic light box... anything i am doing wrong? more or less everything is working.. i tested walk mesh injector and its working like charm. no bugs there.. Any advice would be appreciated. Thanks to developers for awesome tools, btw. Cheers lads! First, is the IsFadingLight on your light enabled? It needs to be, otherwise it won't work. Second, what's the radius of the light? If the lighted area is too small to reach the objects, then it won't cast shadows. Finally, if your box area has an AuroraTrimesh modifier on the floor with a white setting, no shadows will show up anyway. 1 Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted January 3, 2017 Hey Guys. I have just started working on some TSL mod, and i am testing new area on some box room. I have managed for now to do more or less everything wanted, except creating dynamic shadows. Can anyone tell me is this a common issue or it is maybe my version of software or OS or my steps are incorrect? what i am doing is applying aurora trimesh modifier to my room model and there i enable shadows box and render box. as well in light prop. i enable shadows and dynamic light box... anything i am doing wrong? more or less everything is working.. i tested walk mesh injector and its working like charm. no bugs there.. Any advice would be appreciated. Thanks to developers for awesome tools, btw. Cheers lads! Zoranlakic, glad to hear that you are getting things figured out with area modeling. It's good to have a new face around who is interested in creating new areas. You are correct that the Aurora Trimesh modifier needs to be applied to the area models. You probably have done this, but have you created an Aurora light? You will need to have one in order for dynamic shadows to be cast. You'll need to make sure that the radius is correct in centimeters, and that the light is linked to the Aurora Base of your model. You will also need to make sure that the pivot is centered on the light. 1 Quote Share this post Link to post Share on other sites
zoranlakic 1 Posted January 3, 2017 Hey Guys. Thanks for input. First here is some more info. My room size is 400 cm x 400 cm and my light r is 1000 cm. fading light is enabled as well. It is Aurora D light ofc . I am using Kaurora, and 3dsmax 2017. i will switch back to older versions then try again. Maybe NWmax have some issues because is incompatible with 3dmax 2017. As well i will try first to go with mdlops then see what kind of results i will get with dat compiler. Anyway, thanks guys, and i will definitely be more included in community, most likely with some tutorials on maya and max modeling. Cheers everyone. Quote Share this post Link to post Share on other sites