NWN_baba yaga wrote...
The only thing I´m realy interested in as a tileset creator is a workaround or implementation of real "shadowmaps/lightmaps" for nwn. Just some way to make the aurora engine able to read extern lightmaps and apply them to an area or object whatever.
String dumps from NWMain
indicate the original lightmapping code is in NWN. The ASCII model setting is "lightmapped". As in "lightmapped 1", I believe. The setting also exists in the
binary model structure (search for 0x0264). Now, although it's not really a secret, most people are unaware that NWN models "technically" (note the quotes) support up to four textures per node- texture0->texture3 Those are also ASCII model commands from the nwmain.exe string dump, BTW, and they work like just like the "bitmap" command does. As in, "bitmap mytexture". Time for another clue,
this one from the KotoR modding community. This would seem to indicate that usage of texture0 (diffuse) and texture1 (lightmap, 8 bit?) in NWN might be the beginning of getting closer to that unexplored functionality. There's a light mapping guide for KotoR called "Lightmapping for Dummies", though I don't have the link for it at the moment. That would walk you through what
they do. Also, it appears that KotoR's lightmapping takes place in area lighting which would essentially be "Interior Torch-lit Only" so the ambient lighting blow everything away.
There are still a lot of things floating around in the code and a debugger and a string dump can help you find interesting bits here and there. For instance,
this is using a command which was sitting around in the game. So was
this. The latter was discovered by Virusman last month and the former by myself about a year ago.
100% functional. Just laying around for 10 years waiting for someone to find them. Only somebody like Scott Greig really knows what made it in there and how it works.
Modifié par OldTimeRadio, 15 août 2012 - 03:32 .