|
-
[Release] Gothic 3 SDK
This inofficial Gothic 3 SDK is intended for modders with experience in C++ and reverse engineering.
The Gothic 3 game engine (Genome) consists of multiple dynamic-link libraries (DLLs) that depend on one another.
Therefore, each of these DLLs exports most of its functionality. We can reconstruct C++ class and function declarations
from the exported symbols, which we then use to interface with the engine.
The example scripts included in the initial release version of the SDK are only mildly exciting,
mostly little modifications I already posted here in the forum.
The "good stuff" (bugfixes, improvements and extended modding functionalities) is entangled with changes specific to Community Story Project,
and I haven't found the time to untangle the mess. Can't promise anything, but I will try to extract and release the relevant changes in the near future.
Geändert von George (20.05.2019 um 00:13 Uhr)
-
-
nomina nuda tenemus
-
Zitat von Don-Esteban
Erstmal danke dafür. Ich würde es allerdings bevorzugen, wenn anstatt der doch etwas holprig klingenden maschinell übersetzten deutschen Beschreibung, das englischsprachige Original zum Einsatz kommen würde.
Zumal ich davon ausgehe, dass die Personen, die mit dem SDK etwas anfangen können, der englischen Sprache ausreichend mächtig sind.
-
@George Bist du zufällig auch Gratt aus den worldofplayers.ru Foren und damit Ersteller des Union SDK Pakets für Gothic 1 und 2?
Wurde nur fast zeitgleich released https://worldofplayers.ru/threads/41415/ deshalb frage ich.
-
Zitat von Niko5511
@George Bist du zufällig auch Gratt aus den worldofplayers.ru Foren und damit Ersteller des Union SDK Pakets für Gothic 1 und 2?
Wurde nur fast zeitgleich released https://worldofplayers.ru/threads/41415/ deshalb frage ich.
Nein, der bin ich nicht, die Zeitgleichheit war nur Zufall
-
As promised here and here I know released my lightmap generation tooling, as part of the Gothic 3 SDK.
Script_ModMe
Script_ModMe is a collection of modifications to Gothic 3's engine intended for modders.
Documentation: https://docs.georgeto.de/script_modme/
Download: Script_ModMe.7z
Source code: Github
Geändert von George (22.01.2020 um 20:48 Uhr)
Grund: Fixed bug in CompileLightmaps
-
Adventurer
Zitat von George
Script_ModMe
Script_ModMe is a collection of modifications to Gothic 3's engine intended for modders.
Hi. I got an error when trying to use CompileLightmaps command.
[Bild: attachment.php?s=88b816dee124a24ce2ff096b26fe8e82&attachmentid=48805&d=1579723640&thumb=1]
Logs:
logs.zip
Gothic 3 Patch_v1.75.14 is installed.
Folder Lightmaps is created.
-
Zitat von yukoz
Hi. I got an error when trying to use CompileLightmaps command.
You are right, there was a obvious bug in the parameterless variant of CompileLightmaps.
I hadn't noticed till now, because I always passed parameteres to the CompileLightmaps command to limit the calculation area.
I have replaced the attachment in my previous post with a fixed version.
-
Adventurer
Therefore the instance lighting is additionally saved into the StaticLightdata folder. Each .sldat contains the instance lighting of one entity. With g3dit, you can import the .sldat files, and thus assign the recalculated instance lighting to entities.
How to assign created .sldat files to needed entities? I cannot find such a possibility in g3dit.
-
Just use the marked option.
[Bild: sldat.png]
-
Adventurer
Geändert von yukoz (30.01.2020 um 18:58 Uhr)
-
-
Zitat von yukoz
Hi, I added a house with a new mesh and textures to Ardea and tried to recount the lighting maps, but after that the house became too dark. What am I doing wrong?
Zitat von stereoamplifier
Hah! I have similar problem, sh*t. What´s wrong?
I suspect the problem is a part of the mesh called 'lightmap UV groups', which is not calculated by the existing tools (e.g. G3MC or Rimy3D).
Fortunately Script_ModMe allows you to let Gothic 3 calculate the lightmap UV groups for your new mesh. See the documentation for a tutorial.
-
Adventurer
Zitat von George
I suspect the problem is a part of the mesh called 'lightmap UV groups', which is not calculated by the existing tools (e.g. G3MC or Rimy3D).
Fortunately Script_ModMe allows you to let Gothic 3 calculate the lightmap UV groups for your new mesh. See the documentation for a tutorial.
The object was fixed a little bit, but it looks as sunlight does not apply to the object.
[Bild: attachment.php?s=88b816dee124a24ce2ff096b26fe8e82&attachmentid=48837&d=1580417488&thumb=1]
-
When you send me your house mesh, lightmap and the .node containing the corresponding entity, I can take look, maybe I am able to figure out what goes wrong.
-
Adventurer
Zitat von George
When you send me your house mesh, lightmap and the .node containing the corresponding entity, I can take look, maybe I am able to figure out what goes wrong.
House_Storage_Ardea
https://drive.google.com/file/d/1FEm...ew?usp=sharing
-
-
Adventurer
Zitat von George
My guess is that the vertex normals of your mesh are messed up.
After a little bit of fruitless experimentation, I loaded your mesh into Rimy3D and exported it again, with the "Recalculate By Angle" option selected for the vertex normals.
Then I let Script_ModMe fix the uv lightmaps, recompiled the lightmap and got the following result.
How did you fix the mesh? I did the same and also try all export options and the result is one - after recalculation objects are too dark.
What command do you use to recalculate lightmaps? I use this one - CompileLightmaps <Entity> <Square-edge-length>
What angle do you choose in Rimsy3D? I use default - 80
[Bild: attachment.php?s=88b816dee124a24ce2ff096b26fe8e82&attachmentid=48843&d=1580645122&thumb=1][Bild: attachment.php?s=88b816dee124a24ce2ff096b26fe8e82&attachmentid=48844&d=1580645174&thumb=1]
-
Zitat von yukoz
How did you fix the mesh? I did the same and also try all export options and the result is one - after recalculation objects are too dark.
What command do you use to recalculate lightmaps? I use this one - CompileLightmaps <Entity> <Square-edge-length>
What angle do you choose in Rimsy3D? I use default - 80
For me the angle was set to 70° by default.
I walked with the hero into the building and then executed CompileLightmaps PC_Hero 2000.
Berechtigungen
- Neue Themen erstellen: Nein
- Themen beantworten: Nein
- Anhänge hochladen: Nein
- Beiträge bearbeiten: Nein
|
|