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01-31-2006, 03:11 PM
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#1
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Darth InSidious' WIP
Woo! I finally started one o' these!
So...things I am working on.
1) Rhen Var (TSL)
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Since looking at the awesome job Darth333 is doing on her learning-the-force mod, I have re-thought this mod yet *again*. Now, you will land at the Rhen
Var spaceport, and be given the task of finding what happened to the expedition to Ulic's tomb sent by the University of Koros Major/Cinnagar (is that right?). Other than that, things will proceed as previously planned, 'cept something rather different with the people you'll meet, and I intend to re-assemble the tomb using different rooms from different modules (most of them from 711KOR, if I can position them right). This should speed the mod up a little (in theory).
Screen one of the new re-skinned tomb
Screen two
Older screenshots:
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http://i15.photobucket.com/albums/a3...nvarshot15.jpg
http://i15.photobucket.com/albums/a3...nvarshot14.jpg
http://i15.photobucket.com/albums/a3...nvarshot13.jpg
http://i15.photobucket.com/albums/a3...nvarshot12.jpg
http://i15.photobucket.com/albums/a3...nvarshot11.jpg
http://i15.photobucket.com/albums/a3...nvarshot10.jpg
http://i15.photobucket.com/albums/a3...envarshot8.jpg
http://i15.photobucket.com/albums/a3...envarshot7.jpg
http://i15.photobucket.com/albums/a3...envarshot6.jpg
http://i15.photobucket.com/albums/a3...envarshot2.jpg
http://i15.photobucket.com/albums/a3...envarshot1.jpg
2) Recruit Darth InSidious version 2.0
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Numerous bugfixes, increased dialogue, and a new sidequest + weapon planned.
3) Weapon Packs for KotOR and TSL
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Take a look and see:
TSL
KotOR
The gladius in the second screenshot is a WIP at the moment...
I know there's not a lot of weapons there, but since I'm modifying stock models it's very difficult to come up with inspiration. I was thinking about combining the sets of weapons to create a bigger one for each game, but that's probably porting, so I'm chairy about doing it until I've been told categorically that it doesn't count.
4) Korriban Duelling Arena
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I did a little work on this some months back, but not much since. I should get back to work on it at some point. Probably once (if!) Rhen Var is finished.
5) Nar Shadaa for KotOR
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Brainstorming still. I'm thinking of using the Taris Slums/Undercity/Davik's estate/swoop track etc to build it.
6) Drumond Kaas for TSL
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Again, still in brainstorming. The Dxun modules would be re-used for it.
7) Jedi Academy Coruscant (TSL)
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VERY iffy about doing this. If i *DID* do it, it would probably comprise 262TEL, 950COR and 610DAN. Still thinking about it, I make no promises about this mod.
And here's one of my favourite silly screenshots, which I call "SUPERMALAK!":

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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
Last edited by ChAiNz.2da; 01-31-2006 at 03:28 PM.
Reason: fixed URL tag
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01-31-2006, 03:17 PM
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#2
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And I control your eyes
Join Date: Jul 2004
Location: USA
Posts: 4,363
Current Game: Fallout 3
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The reskinned tomb looks very impressive! I'm really looking forward to sweeing how this mod progresses. Keep up the good work! 
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01-31-2006, 04:34 PM
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#3
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Veteran
Join Date: Mar 2005
Posts: 966
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Wow, Nice stuff you got there o_O.
The Sith Academy Dueling idea has peaked my interest, as well as those really nice Mandalorian Blades
Lookin good! 
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01-31-2006, 05:18 PM
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#4
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Heheh. Thanks. Glad you liked the reskin + the mandalorian sword. That sword took forever, but I think it works quite well...After all, the Mandalorians and the Klingons don't think that differently...
Here's a sneak preview of my recruit mod v2.0:
The teeth the bite, the claws that catch..."

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01-31-2006, 06:23 PM
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#5
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Rookie
Join Date: Oct 2005
Posts: 54
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you should reskin ulic's armor and put it in the tomb.
BTW everything looks great
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01-31-2006, 06:27 PM
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#6
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Ulic's armour? Ohhh...Right. Yeah, definitely!
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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02-01-2006, 12:28 AM
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#7
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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Pretty cool man! 
R.I.P. to 'The Source' and 'MacCorp'
2004-2008
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02-01-2006, 03:50 AM
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#8
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Thanks! 
I'm having trouble with some of the tomb's lightmaps...I'll hopefully have sorted them out sometime soonish...I need to check the lightmaps in the model again before giving up.
Works-In-Progress
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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02-01-2006, 11:39 AM
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#9
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Junior Member
Join Date: Dec 2005
Location: inside my private quarters above the ISD Chimera
Posts: 470
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oooooooo another that will goin my override directory cant wait screens look awsome great job and good luck
"All thoughts are worth listening to, whether later judged to be of value or not."
-Thrawn
"When I roll up in Kashyyyk, I roll three Jedi's deep"
-mc chris
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02-01-2006, 11:45 AM
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#10
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Good luck on the recruit mod. Way back I tried to make a recruit me mod, and in TSL it was tough to do. Of course I was even worse at scripting than I am now, so I had numerous problems with spawning, etc.
Anyways, mods sound awesome. Especially the reskinned tomb, I'm looking forward to it 
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02-01-2006, 01:56 PM
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#11
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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This one's for KotOR 
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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02-01-2006, 03:20 PM
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#12
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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I see  Well I never actually finished a recruit mod from either game, but from what I could tell from fooling around with it, making recruit mods for KotOR is much easier than TSL, and it's easier to fit the character in with the storyline.
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02-01-2006, 05:42 PM
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#13
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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That scepter looks pretty detailed. Nice!
R.I.P. to 'The Source' and 'MacCorp'
2004-2008
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02-01-2006, 05:42 PM
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#14
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Definitely. There's much less banter/plot stuff to deal with, for one thing 
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02-07-2006, 02:08 PM
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#15
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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Looks very cool
...and your PM mailbox is full btw 
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02-08-2006, 09:17 AM
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#16
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Thanks
I've got another Rhen Var shot for y'all, this time of the Rhen Var Landing Pad.
Unfortunately, I'm having a few problems orienting the skyboxes, but once I've done that, I should be back on track.
One question, 'though for the uber-modders: Is it possible to change the hue/saturation of a lightmap?
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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02-08-2006, 09:53 AM
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#17
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Junior Member
Join Date: Dec 2005
Location: inside my private quarters above the ISD Chimera
Posts: 470
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oh my goddddddddd that is freaking sweeeeeettttttttttt great job with the landing pad im not sure if you can though
"All thoughts are worth listening to, whether later judged to be of value or not."
-Thrawn
"When I roll up in Kashyyyk, I roll three Jedi's deep"
-mc chris
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02-08-2006, 01:57 PM
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#18
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Another Landing Pad Shot, this time showing off the fixed skybox. For those who are interested, the order of the skyboxes around 801DRO are as follows:
DRO_sky1
|_________|
|__|
|__|
|__|
/____\
/______\
/________\
DRO_sky2 \_________/ DRO_sky3
\______ /
\ ___/
DRO_sky0
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02-11-2006, 11:23 PM
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#19
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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Quote:
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Originally Posted by Darth InSidious
[url=http://i15.photobucket.com/albums/a362/jimspriggs33/K2_00087.jpg]
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Wow! That shot looks pretty cool. How long have you been working on this?
R.I.P. to 'The Source' and 'MacCorp'
2004-2008
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02-11-2006, 11:39 PM
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#20
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Keep up the good work Darth, those screenshots are looking pretty nice 
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02-12-2006, 11:36 AM
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#21
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Thanks!
On the landing pad, at that point I'd only just started work on it. Now (as I work on the placeables...The horror!), I'm onto my fourth day of work on it. Does anyone know the names in the drop-down box for the octagonal cylinder and the plasteel cylinder, or the name for the hexagonal doors used on the Droid Planet? Ta.
I'm having real problems with my attempts to add another room to this module, namely 711kore. In theory it should work, but whenever I load the module in-game, the walkmesh isn't there, even though its in the override folder.
Some more screenshots for y'all:
The landing pad before latest update
The landing pad after latest update
Before...
...After
...After, slightly different shot
A top-down shot of the landing pad.
HK-47 posing.
The tomb, empty
The tomb, with furniture, looking in
The tomb, with furniture, looking out
A fight with a ghost (also showing off RedHawke and Maverick's masterful Prestige Class Item Pack [apologies])
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02-12-2006, 11:46 AM
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#22
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Junior Member
Join Date: Aug 2005
Location: We dont go to Ravenholm
Posts: 447
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Those look good, but u should reskin the landing pad to match its snow surroundings. Like a whitish blue coat, but the ice is good.
Oblivion, Dark Brother Hood Quest
Lando Griffin: "Rumors"
Lucien Lachance: "Brother, theres no time for rumors, im going to die!"
Dont f*** with Picard!!!!!!
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02-12-2006, 12:13 PM
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#23
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Uh, I'm afraid I don't quite understand what you mean...
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02-12-2006, 02:47 PM
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#24
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And I control your eyes
Join Date: Jul 2004
Location: USA
Posts: 4,363
Current Game: Fallout 3
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Looking great! What are your plans for the buildings around the landing pad? They're kinda fluorescent in your pics.
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02-12-2006, 02:52 PM
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#25
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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Quote:
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Originally Posted by Darth InSidious
Thanks!
On the landing pad, at that point I'd only just started work on it. Now (as I work on the placeables...The horror!), I'm onto my fourth day of work on it. Does anyone know the names in the drop-down box for the octagonal cylinder and the plasteel cylinder, or the name for the hexagonal doors used on the Droid Planet? Ta.
I'm having real problems with my attempts to add another room to this module, namely 711kore. In theory it should work, but whenever I load the module in-game, the walkmesh isn't there, even though its in the override folder.
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If you are not using Fred's KotOR Tool to edit your moduels, I suggest you use "GFF Editor" and "Where am I Band". TK102 and Darth333 worked hard on these items, and I would suggest them to anyone.
R.I.P. to 'The Source' and 'MacCorp'
2004-2008
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02-12-2006, 03:22 PM
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#26
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Counselor Idealist
Join Date: Mar 2005
Location: Republic Serbia and Monenegro, Belgrade
Posts: 1,553
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Excellent work. I'll be keeping an eye on this.
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02-13-2006, 07:46 AM
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#27
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Quote:
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Originally Posted by MacLeodCorp
If you are not using Fred's KotOR Tool to edit your moduels, I suggest you use "GFF Editor" and "Where am I Band". TK102 and Darth333 worked hard on these items, and I would suggest them to anyone.
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Yes, I am using all of these items.
They do not help when trying to put room models from different modules together. I am attempting to take part of 262TEL and add parts of 711KOR. The Module editor, while versatile, does not allow this. GFF editors on their own will not allow this. But thank you for the suggestions.
@Vlad: Thanks! 
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02-13-2006, 08:07 AM
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#28
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Saving the world casually
Join Date: Aug 2005
Location: Normandy SR-2
Posts: 2,780
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Omg...this would add so much more to the Kotor experience...
Discovering/exploring old Sith tombs (it's The Sith Lords after all), good story, very good textures..
Where do i have to sign?
"I think the Devil ****s Dutchmen."
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02-13-2006, 12:28 PM
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#29
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Veteran
Join Date: Mar 2005
Posts: 966
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Wow...
This looks tight InSidious! O_O
Can't Wait! 
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02-13-2006, 12:40 PM
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#30
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Junior Member
Join Date: Dec 2005
Location: inside my private quarters above the ISD Chimera
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ooooo even better than last time i posted great screens but one question though is that ice on the ebon hawk it looks kewl but i was just wondering
"All thoughts are worth listening to, whether later judged to be of value or not."
-Thrawn
"When I roll up in Kashyyyk, I roll three Jedi's deep"
-mc chris
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02-20-2006, 12:38 PM
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#31
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Well, I finally got around to doing something I promised to do ages ago: Make unique + come up with alternative colours for Oldflash's "fork" shortsabre, and here is a picture of the results:
Now, all I need is to seek Oldflash's permission to release them and upload them to pcgm, which should be done by the end of the week at the latest
@Skye: Yeah, I need to tweak the fog in the distance a bit, make it a bit darker or something...
@Someone more experienced: I'm having problems with creating modules by editing the number of rooms/ layout data in general. The rooms are fine in themselves, and the walkmesh is not a problem, or moving them into place, but whenever I reach the point of crossing between rooms, the walkmesh comes to an abrupt halt, and I can't get through into the room beyond, except by what I think is a glitch...Has anyone ever succeeded with this kind of thing?
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02-20-2006, 01:18 PM
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#32
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Rookie
Join Date: Sep 2005
Posts: 112
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were can you find that fork models of oldflash??
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02-20-2006, 01:33 PM
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#33
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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ermm...It was on his site...I'd recommend checking pcgm, or, failing that his
site. If that doesn't work, try asking him
Besides which, If I get his permission, I should be releasing it in all colours soon 
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02-20-2006, 01:53 PM
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#34
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Scruffy Englishman
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
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Looking good, Darth! Are you sewing together bits of modules to create new ones because I didn't think that could be done. Also - how have you managed to change the colour of the sunlight in 801DRO? Have you simply offset that colouration by having the textures of an ultra blue fashion? I like those colours for the fork sabres... keep up the good work.
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02-20-2006, 02:02 PM
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#35
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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The colour is because I changed the fog colouring. I couldn't change the sunflare intensity, unfortunately.
The sewing together bits of modules is what I am attempting to do, though I am rapidly coming to think you are right, and it can't be done, though I am unable to work out why...
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02-20-2006, 02:18 PM
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#36
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Scruffy Englishman
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
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Interesting, Darth. I know very little about walkmeshes etc. but if it works this will be as good as creating new modules. Any chance of a picture?
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02-20-2006, 04:14 PM
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#37
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Err, not yet, I'm afraid. I still haven't got them all into position. And since I'm using virtually all of 711KOR and the meditation chamber + ramp of 262TEL, as seen previously, there's not much to see, I'm afraid...
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02-24-2006, 04:21 AM
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#38
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Veteran
Join Date: Aug 2004
Posts: 897
Current Game: SWtOR
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Quote:
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Originally Posted by darthvadersligh
were can you find that fork models of oldflash??
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That model was not released on pcgm. Faster way to get this is to ask Darth InSidious to email you that model or to wait until this mod wil be released.
"If you must sleep on the same bed, at least try to dream different dreams".
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02-24-2006, 07:49 AM
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#40
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Junior Member
Join Date: Dec 2005
Location: inside my private quarters above the ISD Chimera
Posts: 470
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that swords "new" um its really weird looking but it looks pretty cool something new to change up the feel is always good 
"All thoughts are worth listening to, whether later judged to be of value or not."
-Thrawn
"When I roll up in Kashyyyk, I roll three Jedi's deep"
-mc chris
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