How to create new map use N3ME?
How to create new map use N3ME?
Use the discussion page, not the issues page.
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:
- Place
N3ME.exein the client directory, whereKnightOnLine.exeis located. - Open
N3ME.exeand go toFile->Import height data from VMesh. - Select an
n3vmeshfile 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.
Around 880 n3vmesh datamined: https://www.mediafire.com/file/pdcbth650189jp1/big_object_dump.rar/file
Map files: https://discord.com/channels/385253339971190794/1004036880444162089/1305591617985450074
vmesh link is broken, please reupload if you can