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[Request] info Creation node sets (the things that make generic nodes look different) and custom node skins.

My uncle wants to do transitions from ds2 generic grass textures to ds1 grass/desert/maybe even snow textures. I want to do tx nodes for enchforest floor-grs02 walls other than 24m, and corner floor modules. Maybe possibly enchforest01-enchforest02 transition modules depending on what we want to use.

Google only gives us info on the kalrathian nexus and garage hasn't got information on node sets. We only want to retexture already existing models to fill in gaps in our map that we have to cover with irrationally large rocks/dense foliage. (it's ugly and a terrible workaround imo)

edit: edited title to refer

IIRC, the templates link the nodes to their textures (they're not baked-in), so you should just be able to duplicate the templates for the ones you want to change and create a new texture for the clone. I haven't done much myself with .SNO files, but they're exportable from 3ds MAX or gmax with the exporter scripts if completely new ones are needed.

mcarp DS Nodes (link to the left) may give you more to work from.

Textures for area transitions are our goals, to make better use of imported ds1 nodes, such as glacern, stonebridge, lava caverns and cliffs of fire ones.

Unfortunately GPG settled with narrow, corridor-y linear transitions, where one line of nodes do have the transitions from one node set to another, so for example when going to the enchanted forest from grs02, I can't do a corner in the transitions, or the transitions won't look fluid.

Also how do I create a node set for generic natural nodes? Do I need a new folder with subfolders inside the art/bitmaps/terrain folder and that's it? or do I need to modify some other files? I already checked template files, but apparently not every texture has gas files to them.

On a totally unrelated note: how come that I can't attach the 4 meters long rope bridge to the 8 meters (high) cliff designed specially for rope bridges while I have seen the attachment in a2-02enchforest01 map done, yet I can't replicate the effect: doors won't work. Just won't

More: We both have gmax installed and functioning, yet we can't install Siege Max(ds2 tool kit 1.1) . There is no Siege Max exe for us after install and all resources that were referenced to by the bundled documentation or documentation found about it is either no longer available, replaced by adhosting or some other bullshit (ie: Skritter which had Scott Bilas's original input-> chinese writing site: WTF???!?!?!?)

Also I have a .sno file in art/terrain/customs/misc, yet can't find the corresponding dds file for it. I don't even know how to fucking open a .sno file in that god damned gmax. I just want TO MAKE a fucked up grass02-enchforest01-4x4 cnvx siege node usable to the editor,(later a cncv too!), and I want to know what I need to make one, how to make one, and since most of the sites are closed down, files deleted from their hosting providers, information is something I can't get from out there so if ANYONE here knows a solution to my problem then please don't hesitate to tell me.

FUCK now my tank viewer2 too fails to start up (Exception EReadError in module ds2tankviewer.exe at 0002303b. Error reading ShellTree.Indent: access violation at address 004c2234 in module 'DS2TankViewer.exe'. Read of address 00000000). Right after a ds2tk complete reinstall.

What The Fuck is going on?
It is frustrating us to no end any help would be appreciated asap.

btw after I edit the dds file (after converting to bmp and back) AND the gas file, neither untanked in the proper bits folder, nor tanked in the ds2 resources folder and added to the tank viewer ini file worked to me. Couldn't get a node set to appear in SE2

update1: I seem to have the gamepacks in gmax. Checking out if the nodes SU tutorial will work for me....

update2: Do I need to start Gmax through the SiegeMax.exe? because I'm missing the latter. Any ideas about what I could do wrong? I did complete toolkit reinstall and still no exe.

boromonokli wrote:
Textures for area transitions are our goals, to make better use of imported ds1 nodes, such as glacern, stonebridge, lava caverns and cliffs of fire ones.
. . .

Hm, if this is only a visual problem when mapping, what about using custom textures/images for decals? ...to place them above the border of the different node sets!?

We want to use nodes and nodes only to make it work: We found a better workaround for the problem: Copy and rename the .sno file, then edit it in a hex-editor (plugin for FAR manager) to reference to a different texture.

We still think that a hex-editor should not be needed for that specific task.