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How to create new map use N3ME? #213

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qcdong2016 opened this issue Feb 28, 2024 · 3 comments
Open

How to create new map use N3ME? #213

qcdong2016 opened this issue Feb 28, 2024 · 3 comments
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help_needed Need help with the project

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@qcdong2016
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How to create new map use N3ME?

@UTengine
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Use the discussion page, not the issues page.

@stevewgr stevewgr added the help_needed Need help with the project label Nov 12, 2024
@stevewgr
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Use the discussion page, not the issues page.

Agree.

Since I recently had to update and fix some issues with the N3ME, I'd like to clarify that the problem with creating maps is the need for *.n3shape files. These files are usually not released with the official KO patches, as the client doesn’t load objects from n3shape files directly. Instead, it uses the OPD file to load objects in the map, referencing textures and n3pmesh files. However, I noticed that some official patches were indeed leaked with n3shape and n3vmesh (aka collision) files, so if you can collect them, you'll be able to create impressive maps. We could also technically generate n3shape files from the OPD, but it will be missing collisions. In the future we might automate it with some blender plugin or so, so that we'll also generate n3vmesh files. @srmeier is quite knowledgeable on this topic.

The setup flow is as follows:

  1. Place N3ME.exe in the client directory, where KnightOnLine.exe is located.
  2. Open N3ME.exe and go to File -> Import height data from VMesh.
  3. Select an n3vmesh file and set the terrain size for the map (512 or 256 should be sufficient).

While holding ALT, you can control the view with the MIDDLE MOUSE CLICK and LEFT/RIGHT MOUSE CLICK. In the right pane, you’ll see the object list, where you can add objects if N3ME detected any n3shape files.

@UTengine
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Around 880 n3vmesh datamined:
https://www.mediafire.com/file/pdcbth650189jp1/big_object_dump.rar/file

Map files:
https://discord.com/channels/385253339971190794/1004036880444162089/1305591617985450074

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