Cormyr - new module development [video]

Discussion in 'General Modification' started by anatoliy, Mar 10, 2020.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Let us not sully this moment with words...
     

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  2. anatoliy

    anatoliy Established Member

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    I have created tools for unpacking and packing binary formats to xml:
    • skmc, from skm to xml and backwards;
    • mobc, from mob to xml and backwards;
    • secc, from sec to xml and backwards;
    I had to modify SKM's mdf reference to replace skin on some doors and sceneries. That's why I had to browse T+ cpp SKM structure files and port it to c#.

    Now base map and grounds for Armory, the last dungeon in the Shattered Gates are ready.
     
  3. WinstonShnozwick

    WinstonShnozwick Established Member

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    What does this mean for model/animation files? Last time I looked into models, I had to mess with .SKM's. What does this allow people to do that they couldn't do before or as easily?
     
  4. anatoliy

    anatoliy Established Member

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    Example - I want to create new door "Portcullis", by taking a door, copying it into new mesh files and replacing skin (tga).

    Steps:
    1) Copy and rename files to: portcullis.mdf, portcullis.ska, portcullis.skm, portcullis.tga, portcullis.txt.
    2) Convert portcullis.skm to xml -> portcullis.skm.xml
    3) Edit xml by replacing reference of art/meshes/Scenery/portals/13_201.mdf to art/meshes/Scenery/portals/portcullis.mdf;
    4) Convert this xml back to binary skm format;
    5) replace tga file by my desired skin;
    Voila!

    portcullis.skm.xml content (part):
    Code:
    <mesh >
      <header boneCount="8" boneDataStart="40" materialCount="1" materialDataStart="840" vertexCount="140" vertexDataStart="968" faceCount="82" faceDataStart="12168" padding="AAAAAAAAAAA=" />
      <materials>
        <material id="art/meshes/Scenery/portals/portcullis.mdf"/>
      </materials>
      <bones>...
    
    It's the fastest way to have a portcullis in 5 min.
     
  5. Azmodeous

    Azmodeous Member

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    I read the comments about building 3d isometric maps and decided to give it a try. I built a 3d map of "A Dark and Stormy Knight" in blender. I just had a question about camera placement. Does anyone know what the isometric camera angle TOEE would be? I'm using true isometric angles of 35.264 and 45 degrees at the moment. Also, what is the preferred pixel resolution of the map? Right now I have it set to ~5,760 x 3,240.
     
  6. anatoliy

    anatoliy Established Member

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    See this one: https://co8.org/community/threads/toee-isometric-transformation.12139/
     
  7. Sitra Achara

    Sitra Achara Senior Member

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    The exact camera angle is arcsin(0.7) = 44.27 degrees.
     
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  8. Azmodeous

    Azmodeous Member

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    Thanks anatoliy and Sitra Achara. Here's my first-ish render. I'm not an artist but I hope its passable. I had to drastically shrink the resolution to get the file size small enough to load it here, but the full render is close to what I mentioned earlier.

    Dark and Stormy Knight Isometric Map - Low Res.png
     
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  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Wow, that looks way better than my meagre effort. :D
     
  10. WinstonShnozwick

    WinstonShnozwick Established Member

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    This is nice. I'd be very interested in seeing this in action in game to compare to the 2D module art anatoliy has. My biggest concern is with the transparent camera blocking walls, and how to get that to work in game to be in front of characters like other parts of maps do now.
     
    Last edited: Jul 17, 2020
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  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Visual Sector Blocking (VSB) can be set using World Builder easily enough for objects that block vision entirely, and there is a way to partially block vision (for going behind walls) even easier.
     
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  12. Sitra Achara

    Sitra Achara Senior Member

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    Very nice. The cool thing about having a 3d model is that you can also export the geometry to create clip art data (.dag files). I think xvicious had a relevant tool for that. Although I guess for simple 90° angle walls you could recycle existing assets, which does 90% of the job.
     
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  13. anatoliy

    anatoliy Established Member

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  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @anatoliy the .dag files as I tried to explain before will block out all 3d models that go behind them - like monsters, PC's and chests (like Lareth's dresser drawer), they are mostly used for beams in the foreground that players can walk behind, but there are also boxes, chairs, tables, beer kegs and so on. So when a PC walks behind these objects the art for the character will be clipped out of the visible area.
     
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  15. anatoliy

    anatoliy Established Member

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    @Azmodeous if you are interested in ToEE modules development, please consider working on maps from Return to Temple of Elemental Evil. I would like to start working on it in Autumn 2020.
     
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