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Old 01-31-2006, 03:11 PM   #1
Darth InSidious
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Darth InSidious' WIP

Woo! I finally started one o' these!

So...things I am working on.

1) Rhen Var (TSL)
--------------

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:
-------------------
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
---------------------------------
Numerous bugfixes, increased dialogue, and a new sidequest + weapon planned.

3) Weapon Packs for KotOR and TSL
--------------------------------
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
-----------------------
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
----------------------
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
----------------------
Again, still in brainstorming. The Dxun modules would be re-used for it.

7) Jedi Academy Coruscant (TSL)
------------------------------
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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Old 01-31-2006, 03:17 PM   #2
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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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Old 01-31-2006, 04:34 PM   #3
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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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Old 01-31-2006, 05:18 PM   #4
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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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Old 01-31-2006, 06:23 PM   #5
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you should reskin ulic's armor and put it in the tomb.
BTW everything looks great
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Old 01-31-2006, 06:27 PM   #6
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Ulic's armour? Ohhh...Right. Yeah, definitely!



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Old 02-01-2006, 12:28 AM   #7
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Pretty cool man!



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Old 02-01-2006, 03:50 AM   #8
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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.



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Old 02-01-2006, 11:39 AM   #9
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oooooooo another that will goin my override directory cant wait screens look awsome great job and good luck


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Old 02-01-2006, 11:45 AM   #10
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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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Old 02-01-2006, 01:56 PM   #11
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This one's for KotOR



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Old 02-01-2006, 03:20 PM   #12
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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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Old 02-01-2006, 05:42 PM   #13
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That scepter looks pretty detailed. Nice!



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Old 02-01-2006, 05:42 PM   #14
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Definitely. There's much less banter/plot stuff to deal with, for one thing



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Old 02-07-2006, 02:08 PM   #15
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Looks very cool

...and your PM mailbox is full btw
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Old 02-08-2006, 09:17 AM   #16
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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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Old 02-08-2006, 09:53 AM   #17
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oh my goddddddddd that is freaking sweeeeeettttttttttt great job with the landing pad im not sure if you can though


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Old 02-08-2006, 01:57 PM   #18
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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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Old 02-11-2006, 11:23 PM   #19
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Quote:
Originally Posted by Darth InSidious
[url=http://i15.photobucket.com/albums/a362/jimspriggs33/K2_00087.jpg]
Wow! That shot looks pretty cool. How long have you been working on this?



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Old 02-11-2006, 11:39 PM   #20
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Keep up the good work Darth, those screenshots are looking pretty nice


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Old 02-12-2006, 11:36 AM   #21
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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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Old 02-12-2006, 11:46 AM   #22
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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.


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Old 02-12-2006, 12:13 PM   #23
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Uh, I'm afraid I don't quite understand what you mean...



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Old 02-12-2006, 02:47 PM   #24
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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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Old 02-12-2006, 02:52 PM   #25
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Quote:
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.
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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Old 02-12-2006, 03:22 PM   #26
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Excellent work. I'll be keeping an eye on this.
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Old 02-13-2006, 07:46 AM   #27
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Quote:
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.
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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Old 02-13-2006, 08:07 AM   #28
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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?

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Old 02-13-2006, 12:28 PM   #29
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Wow...

This looks tight InSidious! O_O

Can't Wait!


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Old 02-13-2006, 12:40 PM   #30
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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


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Old 02-20-2006, 12:38 PM   #31
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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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Old 02-20-2006, 01:18 PM   #32
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were can you find that fork models of oldflash??
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Old 02-20-2006, 01:33 PM   #33
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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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Old 02-20-2006, 01:53 PM   #34
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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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Old 02-20-2006, 02:02 PM   #35
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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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Old 02-20-2006, 02:18 PM   #36
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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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Old 02-20-2006, 04:14 PM   #37
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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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Old 02-24-2006, 04:21 AM   #38
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Quote:
Originally Posted by darthvadersligh
were can you find that fork models of oldflash??
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.


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Old 02-24-2006, 06:07 AM   #39
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I take it, then, that you don't mind if I do release it on PCGM?
How should I credit it?

Not a very large update here...
I just Retextured this
And these
(I intend to change that door in the background soon )

Another sword design, which I'm not too happy about...Comments, please!

Finally, I found an old "evil Atris" reskin.



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Old 02-24-2006, 07:49 AM   #40
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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


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