Game Updates Fixes and Additions: Difference between revisions
(Created page with "= Fixes and Additions = == 5/29/2024 == * Added UI pedestal to login BP. * Added SWG space station backdrop (needs lighting). * Fixed lighting on Tatooine. * Fixed ground textures on blocking mats. * Fixed ground textures in Coronet near the cantina. * Added new island to Corellia called Viskini Island. * Added shuttle port and shuttle model to Viskini Island. * Fixed floating building on Vreni Island, Corellia. * Added bank/personal stash to all cities on Tatooine. * A...") |
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* Updated Nym's Stronghold: removed additional geometry designed for the original SWG occlusion culling system. It is now complete and fixed. | * Updated Nym's Stronghold: removed additional geometry designed for the original SWG occlusion culling system. It is now complete and fixed. | ||
* Added specific travel terminals by planet for certain planets. These terminals allow travel outside normal hyperspace routes to forbidden and remote worlds, including the Unknown Regions and Wild Space. For example, travel can start from Tatooine, Corellia, and Naboo, branching out to the greater galaxy. Future alterations to these terminals will include quests to unlock special worlds or orbital bodies and the Galactic Travel Commission credit payment system. | * Added specific travel terminals by planet for certain planets. These terminals allow travel outside normal hyperspace routes to forbidden and remote worlds, including the Unknown Regions and Wild Space. For example, travel can start from Tatooine, Corellia, and Naboo, branching out to the greater galaxy. Future alterations to these terminals will include quests to unlock special worlds or orbital bodies and the Galactic Travel Commission credit payment system. | ||
== 7/12/2024 == | |||
* Transferred Yavin 4 and Rori planet folders to prime project files. | |||
* Created a small lighting panel to show emissive glow on texture. | |||
* Added city ambient lighting for nighttime travel in Corellia Coronet. | |||
* Added Corellia trees and Corellia flora, wheat, and tan ground textures. | |||
* Added ambient lighting to Coronet starport, will be grouped and used as a template for other starports on Corellia. | |||
* Replaced galaxy travel terminals in Coronet starport Coronet. | |||
* Re-added the Naboo starport from archives. The original had too many mistakes made by me in 3ds Max, all fixed now. | |||
* Found a fast workaround to light leaking into internal area cells, with culling should better warmer inside when it is daytime. | |||
* Started working on normally on Rori, just finishing touches and missing POIs and some caves. | |||
* Replaced old galaxy travel terminals on Rori. | |||
* Addressed performance issues with UE5 by disabling Lumen and setting quality to Epic. | |||
* Went into program/unrealengine5.4 and adjusted ''WindowsEngine.ini'': | |||
<syntaxhighlight lang="ini"> | |||
[TextureStreaming] | |||
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming) | |||
PoolSizeVRAMPercentage=0 <---- changed from 70 to 0 | |||
</syntaxhighlight> | |||
* Created the planet Ossus. | |||
* Created the planet Nal Hutta. | |||
* Added acid lakes and pollution to Hutta. | |||
* Added Nar Shaddaa moon to the Hutta skyline. | |||
* Moved a copy of Brushify to each new planet. | |||
* Modified Brushify to reflect the flora and theme of Hutta and Ossus. | |||
* Added Chiss male species. | |||
* Added travel points to Ossus and Hutta. | |||
* Fixed clickable button zones for planet travel UI. | |||
== 7/22/2024 == | |||
* Added travel points to Ossus and Hutta. | |||
* Fixed clickable button zones for planet travel UI. | |||
* Added 3 soundtracks from SWOTOR for Ossus and Hutta. | |||
* Added Mim and Nerit moons to Ossus sky. | |||
* Modified the Coruscant space port, added missing geometry. | |||
* Added Dantooine as the final planet for the alpha. | |||
* Fixed sky on Dantooine. | |||
* Started to add abandoned rebel base. | |||
* Started on the POIs for the planet Dantooine. | |||
== 7/27/2024 == | |||
* Added short musical passage on player death in BP_CharacterPlayer. | |||
* To implement: search "death" in interactions, click on base-death on the killer controller node (purple), add sequence move from "then 0" to "then 1", and from "then 0" create 2D sound and choose combat defeat sound. | |||
* Created Luke's Jedi temple on Ossus; started to add flora. | |||
* Added extra geometry to Luke's temple and terraformed terrain; landmass causing some memory issues, solution pending. | |||
* Set 309 materials to masked and double-sided for SWG decd trees and shrubs. | |||
* Changed physics on 20 trees. | |||
* Partially fixed FPS issue by turning off Nanite landscape and Lumen lighting; FPS improved from 20 to 70+. | |||
* Added trees to Ossus. | |||
* Turned off ray-traced translucent refraction in project settings for FPS boost. | |||
* Reverted open-world maps to a single map; FPS shot past 100 with similar sizes. | |||
== 8/6/2024 == | |||
* Moved Brushify to Ossus folder. | |||
* Added Jedi ruins to Ossus. | |||
* Added character infobox to wiki. | |||
* Completed abandoned rebel hideout on Dantooine. | |||
* Turned off annoying red polygon highlight in 3ds Max. To do this, go to Viewport, then Preferences, and uncheck Highlight Selected Faces. | |||
* Unreal Engine wasn't getting all the materials exported out, so I exported the model from 3ds Max to GLB/GLTF format, loaded it into Blender 4.3, and exported it from Blender to FBX. The materials all showed up named, but I manually had to add images to the named materials. I also made sure in 3ds Max to add the texture paths (e.g., Ahsoka model) in Custom Paths. Finally, I ran the model through ActorCore near the end of the process to finalize the model for use in Unreal Engine 5 with a compatible skeleton | |||
== 8/6/2024 == | |||
* Moved Brushify to Ossus folder. | |||
* Added Jedi ruins to Ossus. | |||
* Added character infobox to wiki. | |||
* Completed abandoned rebel hideout on Dantooine. | |||
* Turned off annoying red polygon highlight in 3ds Max. To do this, go to Viewport, then Preferences, and uncheck Highlight Selected Faces. | |||
* Unreal Engine wasn't getting all the materials exported out, so I exported the model from 3ds Max to GLB/GLTF, loaded it into Blender 4.3, and exported it from Blender to FBX. The materials all showed up named, but I manually had to add images to the named materials. I also made sure in 3ds Max to add the texture paths (e.g., Ahsoka model) in Custom Paths. Finally, I ran the model through ActorCore near the end of the process to finalize the model for use in Unreal Engine 5. | |||
== 8/7/2024 == | |||
* Fixed all buildings that needed visibility removed to resolve terrain clipping issues. | |||
* Added furniture to houses. | |||
* Added automatic doors to small houses. | |||
== 8/9/2024 == | |||
* Added new sand textures for landscapes on Tatooine and other planets. | |||
* Added first-person camera; use the middle mouse button to switch to first-person view. | |||
* Updated the hangar to remove duplicate polygons bleeding through the mesh. | |||
* Removed grass in paved areas. | |||
* Started adding logic to the space terminal and created a new HUD for ship selection. | |||
== 8/12/2024 == | |||
* Added Jawa NPCs with positions and placement. | |||
* Added Jawa portrait image to Jawa PC. | |||
* Removed nameplate with stats above Jawa NPCs. | |||
* Added Hera Syndulla PC. | |||
* Added Chewbacca PC. | |||
* Redid Bo-Katan into a PC (Player Character). | |||
* Searched for character health; found it in the character blueprint, but there was no change, possibly because it's a child blueprint or defined in a data file. | |||
== 8/13/2024 == | |||
* Color corrected Corellia sky. | |||
* Adjusted transparency on `thm_corl_power_arial_thin`. | |||
* Added and enabled POIs: | |||
* Corellia: Abandoned Bunker | |||
* Corellia: Agrilat Swamp | |||
* Corellia: Afarathu Cave | |||
* Corellia: Corellia Stronghold | |||
* Corellia: Crystal Fountain of Bela Vistal | |||
* Corellia: Drall Patriot's Cave | |||
* Corellia: Grand Theater of Vreni Island | |||
* Corellia: Hidden Rebel Base | |||
* Corellia: Lord Nyax's Cult | |||
* Corellia: Rogue CorSec Base | |||
* Corellia: Tactical Training Facility | |||
* Dantooine: Abandoned Rebel Base | |||
* Added Dantari male and female models, animated and ready for placement on Dantooine. | |||
* Added NavMesh to Dantooine. | |||
== 8/14/2024 == | |||
* Added all player housing, including city housing. | |||
* Added Dantari village (south). | |||
* Fixed Dantooine grass maps with full replacement to make it work. | |||
== 8/15/2024 == | |||
* Changed shadow setting on non-collidable flora to turn them off for drawcall test. | |||
* Fixed textures and client crashing due to a material crashing the compiler using a new Brushify.(It was a foilage actors that was greyed out and crashed the shader compiler all fixed) | |||
* Added new 2K terrain textures to Brushify Dantooine. | |||
* Added new terrain textures to Dantooine. | |||
* Added new POI: Mokk Stronghold. | |||
* Adjusted post-processing film slope settings. | |||
* Spent two hours correcting Brushify error for Dantooine; frame rate increased by 15% and all errors seem gone. | |||
* Added Mokk Stronghold. | |||
* Added lens flare very sparingly (didn't go full JJ Abrams) for testing. | |||
* Added emissive multiplier on fire coals model. | |||
* Modified 37 3D models from SWG retail models. | |||
== 8/17/2024 == | |||
* Created Dromund Kaas. | |||
* Added new terrain texture shader. | |||
* Fixed a crash when trying to build; the issue was turning on Nanite landscape, which was resolved by turning it off. Will wait on building things on Kaas for a later date. | |||
== 8/18/2024 == | |||
* Added all the strongholds: Mokk and Janta. | |||
* Added Jedi temple ruins. | |||
* Added Force crystal cave. | |||
== 8/19/2024 == | |||
* Added Force crystal cave. | |||
* Added all of the Jedi ruins POI. | |||
* Added waterfall and new water table to Jedi ruins. | |||
* Added science outpost on Dathomir. | |||
* Added trade outpost on Dathomir. | |||
== 8/20/2024 == | |||
* Added lighting to cantinas, science outpost, and trade outpost. | |||
* Added doors to cantinas. | |||
* Changed day sky color to a reddish hue and toned down light intensity of the Dathomir sun. | |||
* Raised the cloud ceiling much higher. | |||
* Did a full build pass. | |||
* Started Nightsister POIs. | |||
* Added mission, bazaar, and bank terminals to trade outpost on Dathomir. | |||
* Added Singing Mountain Clan POI area on Dathomir. | |||
* Added the Nightspider Cult Cave to Dathomir. | |||
* Added interactive UI to mission terminals, crafting stations, bank terminals, and bazaar terminals. These are the basic functionalities to start with for these stations and terminals. | |||
* Added Nightsister stronghold. | |||
* Added crashed escape pod. | |||
* Added Dathomir Sarlacc pit. | |||
* Added Imperial prison complex POI on Dathomir (defunct since the Battle of Jakku). | |||
== 8/22/2024 == | |||
* Conducted a planet-by-planet check to ensure proper functionality for player characters. | |||
* Added Imperial bunker to Corellian POI. | |||
* Added new mission and bazaar terminals for UI interaction. | |||
* Re-arranged and moved old model folders to the prime folder. | |||
* Changed more terminals on most worlds. | |||
* Added clone terminals for UI radial menu testing. | |||
* Tested the achievement system for exploration badges, total kills, etc. | |||
* Replaced mission terminals on Endor with new UI terminals. | |||
* Added auto doors to Mun landing pad models. | |||
* Added Echo Base to Hoth; had to modify the mesh several times, but it’s now in place. |
Latest revision as of 04:11, 23 August 2024
Fixes and Additions
5/29/2024
- Added UI pedestal to login BP.
- Added SWG space station backdrop (needs lighting).
- Fixed lighting on Tatooine.
- Fixed ground textures on blocking mats.
- Fixed ground textures in Coronet near the cantina.
- Added new island to Corellia called Viskini Island.
- Added shuttle port and shuttle model to Viskini Island.
- Fixed floating building on Vreni Island, Corellia.
- Added bank/personal stash to all cities on Tatooine.
- Added bank/personal stash to every city on Naboo.
- Fixed all audio on Tatooine so it can be changed in audio settings.
- Removed town lighting and rebuilt lights.
- Removed time of day change in level blueprint for testing.
- Added time and weather control UI to main UI (for testing only). Press (P) on keyboard to access it.
- Added NPC to Mos Eisley cantina: 1 drinker, 1 dancer, 1 holo dancer, 2 sitting patrons.
5/30/2024
- Added nav mesh bounds to Corellia for AI/NPCs.
- Added bank/personal stash to all cities on Corellia.
- Added test vehicle Sorob Lars.
6/03/2024
- Redo River textures to match the green world of Corellia's waterways.
6/02/2024
- Added transparency to vehicle windows.
- Added steam particles to pipes in Tatooine cities.
- Fixed water puddle texture near shuttleport.
- Removed the ability to select top-down mode in BP_inventoryComponent.
- Added Corellian Corvette Dungeon and mesh.
- Added new sounds for lightsaber and new music for Corellian Corvette.
- Added Evo_Trooper mesh.
- Added T21 skinned mesh.
- Added Evo Trooper hostile AI.
6/03/2024
- Added custom sky for Tatooine twin suns.
- Added moons Ghomrassen, Guermessa, and Chenini to Tatooine sky.
- Fixed the rest of the audio so it can be turned on or off in settings.
- Added Evo Trooper dancer.
- Added Han Solo (hiding in the corner of the cantina).
6/05/2024
- Added lights to the Moeina Cantina (more work needed).
- Added the ability for AI to open doors.
- Fixed AI NavMesh collision issues at the Mos Eisley cantina by removing the collision mesh.
- Added Tatooine rock walkway texture paths to Mos Eisley.
6/11/2024
- Gained a new template with tons of new features, fully featured for the project.
- Isolated and created a new open-world version of Tatooine, repopulated with models from the original Tatooine map.
- Added a world map to Tatooine and updated markers for POIs, towns, and cities.
- Edited UI-HUD and altered the UI text to reflect SWG-RPG.
- Added player armor, backpack, food, water, and Jawas and a crawler at the Lars homestead.
- Added ranged weapons for testing with targets and increased ammo to 300 for testing.
- Added melee weapons: spears and halberds.
- Updated the Demo_menu map to start at the Lars homestead.
- Couldn't alter the music in the demo_menu; more research needed.
- Added the XP-38 to the Demo_Menu map and moisture vaporators from the Mos Eisley original project map.
- Unlocked the UI for editing.
6/12/2024
- Changed Max Step Height to 55 and Walkable Floor Z to 55 in character blueprint.
- Added original Star Wars Galaxies player creation UI pedestal and SWG 3D space station.
- Added UDS star background.
- Changed new ground and rock textures to retail SWG textures.
- Removed ground inside Mos Entha cantina using visibility tool.
- Added dome and walls inside Mos Entha; more placement needed.
- Changed the music from a WAV file to a CUE file for looping in UI_MainMenu.
- Made most settings editable in BP_gameInstance class defaults.
- Changed the spawn point from Lars Homestead to Mos Eisley Spaceport entrance.
- Moved weapons, armor, and target practice dummies between the cantina and the bank.
- Moved food and water to the Mos Eisley cantina.
6/14/2024
- Added half of the converted model and content from the final versions of SWG retail, including models from the final day with atmospheric flight.
- Fixed world terrain inside lower-set buildings from clipping inside public buildings.
6/15/2024
- Added building plan.
- Added building mallet.
- Added infinite money.
- Added two vendors for testing (placeholder models).
6/16/2024
- Fixed issues with AI Z height floor access (Screenshot7).
- Fixed Tatooine door access for all characters using BP_character_base as the cast to for doors (Screenshot8).
6/24/2024
- Changed discord link in UI_MainMenu.
- Changed loading screens in UI_LoadingScreen to select graph and look to the left for random images to load.
- Changed "showcase" button and redirect, and changed the title to "Tutorial" in UI_MainMenu.
- Added the tag "IsLandscape" to model tags for building on objects in world settings.
7/06/2024
- Removed and fixed various poly issues on new Trandoshan male model. You can fix by highlighting selected polys and using the modifier weighted normal to fix blocky normals.
- Added Trandoshan model.
- Added Sullustan model.
- Added Mon Calamari model.
- Segregated Corellia to a new client and started working on open-world map.
- Added sand textures from SWG retail among various original textures from the SWG TRN list.
- Added water plane and created material to apply.
- Used beach/sand to create beaches around Corellia.
- Relocated Coronet to open-world.
- Relocated Tyrena to open-world.
- Relocated Kor Vella to open-world.
- Relocated Bela Vistal to open-world.
- Relocated Vreni Island to open-world.
- Landscaped multiple cities on Corellia.
- Created new mesh with grass texture.
- Added weather occlusion to indoor areas so weather effects don't produce indoor particles.
- Created Hoth.
- Added snow textures to Hoth.
- Started adding original player houses from SWG retail.
- Added lock UI when selecting travel terminal planet Naboo.
- Changed surface texture in Naboo Moeina.
- Updated galaxy travel map to highlight Naboo open for travel.
- Transferred Naboo to main SWGRPG project client.
- Transferred Dathomir to SWGRPG project client.
- Used 3ds Max to remap UVs causing lightmapping overlap errors (97 models completed).
7/11/2024
- Terrain heights were raised to match bridge levels.
- Updated Nym's Stronghold: removed additional geometry designed for the original SWG occlusion culling system. It is now complete and fixed.
- Added specific travel terminals by planet for certain planets. These terminals allow travel outside normal hyperspace routes to forbidden and remote worlds, including the Unknown Regions and Wild Space. For example, travel can start from Tatooine, Corellia, and Naboo, branching out to the greater galaxy. Future alterations to these terminals will include quests to unlock special worlds or orbital bodies and the Galactic Travel Commission credit payment system.
7/12/2024
- Transferred Yavin 4 and Rori planet folders to prime project files.
- Created a small lighting panel to show emissive glow on texture.
- Added city ambient lighting for nighttime travel in Corellia Coronet.
- Added Corellia trees and Corellia flora, wheat, and tan ground textures.
- Added ambient lighting to Coronet starport, will be grouped and used as a template for other starports on Corellia.
- Replaced galaxy travel terminals in Coronet starport Coronet.
- Re-added the Naboo starport from archives. The original had too many mistakes made by me in 3ds Max, all fixed now.
- Found a fast workaround to light leaking into internal area cells, with culling should better warmer inside when it is daytime.
- Started working on normally on Rori, just finishing touches and missing POIs and some caves.
- Replaced old galaxy travel terminals on Rori.
- Addressed performance issues with UE5 by disabling Lumen and setting quality to Epic.
- Went into program/unrealengine5.4 and adjusted WindowsEngine.ini:
<syntaxhighlight lang="ini"> [TextureStreaming] ; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming) PoolSizeVRAMPercentage=0 <---- changed from 70 to 0 </syntaxhighlight>
- Created the planet Ossus.
- Created the planet Nal Hutta.
- Added acid lakes and pollution to Hutta.
- Added Nar Shaddaa moon to the Hutta skyline.
- Moved a copy of Brushify to each new planet.
- Modified Brushify to reflect the flora and theme of Hutta and Ossus.
- Added Chiss male species.
- Added travel points to Ossus and Hutta.
- Fixed clickable button zones for planet travel UI.
7/22/2024
- Added travel points to Ossus and Hutta.
- Fixed clickable button zones for planet travel UI.
- Added 3 soundtracks from SWOTOR for Ossus and Hutta.
- Added Mim and Nerit moons to Ossus sky.
- Modified the Coruscant space port, added missing geometry.
- Added Dantooine as the final planet for the alpha.
- Fixed sky on Dantooine.
- Started to add abandoned rebel base.
- Started on the POIs for the planet Dantooine.
7/27/2024
- Added short musical passage on player death in BP_CharacterPlayer.
* To implement: search "death" in interactions, click on base-death on the killer controller node (purple), add sequence move from "then 0" to "then 1", and from "then 0" create 2D sound and choose combat defeat sound.
- Created Luke's Jedi temple on Ossus; started to add flora.
- Added extra geometry to Luke's temple and terraformed terrain; landmass causing some memory issues, solution pending.
- Set 309 materials to masked and double-sided for SWG decd trees and shrubs.
- Changed physics on 20 trees.
- Partially fixed FPS issue by turning off Nanite landscape and Lumen lighting; FPS improved from 20 to 70+.
- Added trees to Ossus.
- Turned off ray-traced translucent refraction in project settings for FPS boost.
- Reverted open-world maps to a single map; FPS shot past 100 with similar sizes.
8/6/2024
- Moved Brushify to Ossus folder.
- Added Jedi ruins to Ossus.
- Added character infobox to wiki.
- Completed abandoned rebel hideout on Dantooine.
- Turned off annoying red polygon highlight in 3ds Max. To do this, go to Viewport, then Preferences, and uncheck Highlight Selected Faces.
- Unreal Engine wasn't getting all the materials exported out, so I exported the model from 3ds Max to GLB/GLTF format, loaded it into Blender 4.3, and exported it from Blender to FBX. The materials all showed up named, but I manually had to add images to the named materials. I also made sure in 3ds Max to add the texture paths (e.g., Ahsoka model) in Custom Paths. Finally, I ran the model through ActorCore near the end of the process to finalize the model for use in Unreal Engine 5 with a compatible skeleton
8/6/2024
- Moved Brushify to Ossus folder.
- Added Jedi ruins to Ossus.
- Added character infobox to wiki.
- Completed abandoned rebel hideout on Dantooine.
- Turned off annoying red polygon highlight in 3ds Max. To do this, go to Viewport, then Preferences, and uncheck Highlight Selected Faces.
- Unreal Engine wasn't getting all the materials exported out, so I exported the model from 3ds Max to GLB/GLTF, loaded it into Blender 4.3, and exported it from Blender to FBX. The materials all showed up named, but I manually had to add images to the named materials. I also made sure in 3ds Max to add the texture paths (e.g., Ahsoka model) in Custom Paths. Finally, I ran the model through ActorCore near the end of the process to finalize the model for use in Unreal Engine 5.
8/7/2024
- Fixed all buildings that needed visibility removed to resolve terrain clipping issues.
- Added furniture to houses.
- Added automatic doors to small houses.
8/9/2024
- Added new sand textures for landscapes on Tatooine and other planets.
- Added first-person camera; use the middle mouse button to switch to first-person view.
- Updated the hangar to remove duplicate polygons bleeding through the mesh.
- Removed grass in paved areas.
- Started adding logic to the space terminal and created a new HUD for ship selection.
8/12/2024
- Added Jawa NPCs with positions and placement.
- Added Jawa portrait image to Jawa PC.
- Removed nameplate with stats above Jawa NPCs.
- Added Hera Syndulla PC.
- Added Chewbacca PC.
- Redid Bo-Katan into a PC (Player Character).
- Searched for character health; found it in the character blueprint, but there was no change, possibly because it's a child blueprint or defined in a data file.
8/13/2024
- Color corrected Corellia sky.
- Adjusted transparency on `thm_corl_power_arial_thin`.
- Added and enabled POIs:
* Corellia: Abandoned Bunker * Corellia: Agrilat Swamp * Corellia: Afarathu Cave * Corellia: Corellia Stronghold * Corellia: Crystal Fountain of Bela Vistal * Corellia: Drall Patriot's Cave * Corellia: Grand Theater of Vreni Island * Corellia: Hidden Rebel Base * Corellia: Lord Nyax's Cult * Corellia: Rogue CorSec Base * Corellia: Tactical Training Facility * Dantooine: Abandoned Rebel Base
- Added Dantari male and female models, animated and ready for placement on Dantooine.
- Added NavMesh to Dantooine.
8/14/2024
- Added all player housing, including city housing.
- Added Dantari village (south).
- Fixed Dantooine grass maps with full replacement to make it work.
8/15/2024
- Changed shadow setting on non-collidable flora to turn them off for drawcall test.
- Fixed textures and client crashing due to a material crashing the compiler using a new Brushify.(It was a foilage actors that was greyed out and crashed the shader compiler all fixed)
- Added new 2K terrain textures to Brushify Dantooine.
- Added new terrain textures to Dantooine.
- Added new POI: Mokk Stronghold.
- Adjusted post-processing film slope settings.
- Spent two hours correcting Brushify error for Dantooine; frame rate increased by 15% and all errors seem gone.
- Added Mokk Stronghold.
- Added lens flare very sparingly (didn't go full JJ Abrams) for testing.
- Added emissive multiplier on fire coals model.
- Modified 37 3D models from SWG retail models.
8/17/2024
- Created Dromund Kaas.
- Added new terrain texture shader.
- Fixed a crash when trying to build; the issue was turning on Nanite landscape, which was resolved by turning it off. Will wait on building things on Kaas for a later date.
8/18/2024
- Added all the strongholds: Mokk and Janta.
- Added Jedi temple ruins.
- Added Force crystal cave.
8/19/2024
- Added Force crystal cave.
- Added all of the Jedi ruins POI.
- Added waterfall and new water table to Jedi ruins.
- Added science outpost on Dathomir.
- Added trade outpost on Dathomir.
8/20/2024
- Added lighting to cantinas, science outpost, and trade outpost.
- Added doors to cantinas.
- Changed day sky color to a reddish hue and toned down light intensity of the Dathomir sun.
- Raised the cloud ceiling much higher.
- Did a full build pass.
- Started Nightsister POIs.
- Added mission, bazaar, and bank terminals to trade outpost on Dathomir.
- Added Singing Mountain Clan POI area on Dathomir.
- Added the Nightspider Cult Cave to Dathomir.
- Added interactive UI to mission terminals, crafting stations, bank terminals, and bazaar terminals. These are the basic functionalities to start with for these stations and terminals.
- Added Nightsister stronghold.
- Added crashed escape pod.
- Added Dathomir Sarlacc pit.
- Added Imperial prison complex POI on Dathomir (defunct since the Battle of Jakku).
8/22/2024
- Conducted a planet-by-planet check to ensure proper functionality for player characters.
- Added Imperial bunker to Corellian POI.
- Added new mission and bazaar terminals for UI interaction.
- Re-arranged and moved old model folders to the prime folder.
- Changed more terminals on most worlds.
- Added clone terminals for UI radial menu testing.
- Tested the achievement system for exploration badges, total kills, etc.
- Replaced mission terminals on Endor with new UI terminals.
- Added auto doors to Mun landing pad models.
- Added Echo Base to Hoth; had to modify the mesh several times, but it’s now in place.