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Old 11-16-2006, 06:17 PM   #81
The Source
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Quote:
Originally Posted by Darth InSidious
Well, this seems as good a time as any to show off the latest piece of work done on Rhen Var: it's addition to the galaxy map!



I will change its position to a more realistic one ASAP
Nice Work Man!
It is good to see that I am not the only veteran working on stuff.



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Old 11-20-2006, 09:58 AM   #82
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It just was that? Oh my god. By the way it looks that Rhen Var goes well, at least is not dead.


"Revenge is never a straight line. It's a forest. And like a forest it's easy to lose your way to get lost When engaged in combat, the vanquishing of thine enemy can be the warrior's only concern. This is the first and cardinal rule of combat. Suppress all human emotion and compassion. Kill whoever stands in thy way, even if that be Lord God, or Buddha himself..."

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Old 11-20-2006, 12:52 PM   #83
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Together with Team Gizka's project, and the Restoration project, this will be a 'necesary' install for all Kotor 2 gamers

Keep it up! It looks great!

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Old 12-03-2006, 12:03 PM   #84
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This mod looks great but is the mod still on or was it cancelled
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Old 12-14-2006, 08:52 PM   #85
Darth InSidious
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Sorry for not responding earlier, people, but it's been kinda hectic recently. In reverse order:

@kash: Definitely not! This mod is going ahead if I have to drag it along by my fingernails through the Sahara

@ZT: Your too kind . Have a cookie for the compliments and a session for being a suck-up

@ignarn: It's a very fiddly thing to get right, and no small amount of work in itself, y'know.

@Mac: Whoa, I count as a veteran now?! O_o . When did that happen?

Regarding updates, I've actually got quite a few to report, 'though not all of them are ultra-new. First of all, I've rejigged the lightmaps in the Tomb a little:

http://i15.photobucket.com/albums/a3.../contrast2.jpg
http://i15.photobucket.com/albums/a3.../contrast3.jpg

http://i15.photobucket.com/albums/a3...ggs33/new2.jpg
http://i15.photobucket.com/albums/a3...ggs33/new3.jpg
http://i15.photobucket.com/albums/a3...ggs33/new4.jpg
http://i15.photobucket.com/albums/a3...ggs33/new5.jpg
http://i15.photobucket.com/albums/a3...ggs33/new6.jpg
http://i15.photobucket.com/albums/a3...ggs33/new7.jpg
http://i15.photobucket.com/albums/a3...ggs33/new8.jpg

Second, I have created a couple of new statues to flank Ulic's sarcophagus:


Third, I have (finally) completed Ulic's LS sabre, shown above. Below, the DS one, with unique blade colouring:



I've also done a couple of optional reskins of the tomb which people can choose to use upon release, one in the style of the Dantooine sublevel, one in the style of the Trayus Academy. Pictures are in that order:
http://i15.photobucket.com/albums/a3...s33/rvsub1.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub2.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub3.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub4.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub5.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub6.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub7.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub8.jpg
http://i15.photobucket.com/albums/a3...s33/rvsub9.jpg
http://i15.photobucket.com/albums/a3...33/rvsub10.jpg
http://i15.photobucket.com/albums/a3...33/rvsub11.jpg
http://i15.photobucket.com/albums/a3...33/rvsub12.jpg
http://i15.photobucket.com/albums/a3...33/rvsub13.jpg
http://i15.photobucket.com/albums/a3...33/rvsub14.jpg
http://i15.photobucket.com/albums/a3...33/rvsub15.jpg
http://i15.photobucket.com/albums/a3...33/rvsub16.jpg
http://i15.photobucket.com/albums/a3...33/rvsub17.jpg
http://i15.photobucket.com/albums/a3...33/rvsub18.jpg
http://i15.photobucket.com/albums/a3...33/rvsub19.jpg
http://i15.photobucket.com/albums/a3...33/rvsub20.jpg
http://i15.photobucket.com/albums/a3...33/rvsub21.jpg
http://i15.photobucket.com/albums/a3...33/rvsub22.jpg
http://i15.photobucket.com/albums/a3...33/rvsub23.jpg
http://i15.photobucket.com/albums/a3...33/rvsub24.jpg
And the Trayus skin:
http://i15.photobucket.com/albums/a3.../rvtrayus1.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus2.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus3.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus4.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus5.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus6.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus7.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus8.jpg
http://i15.photobucket.com/albums/a3.../rvtrayus9.jpg
http://i15.photobucket.com/albums/a3...rvtrayus10.jpg
http://i15.photobucket.com/albums/a3...rvtrayus11.jpg
http://i15.photobucket.com/albums/a3...rvtrayus12.jpg
http://i15.photobucket.com/albums/a3...rvtrayus13.jpg
http://i15.photobucket.com/albums/a3...rvtrayus14.jpg
http://i15.photobucket.com/albums/a3...rvtrayus15.jpg
http://i15.photobucket.com/albums/a3...rvtrayus16.jpg

And the newest additions, starting with the new trade outpost interior module:
http://i15.photobucket.com/albums/a3...s33/922rvr.jpg
http://i15.photobucket.com/albums/a3...33/922rvr1.jpg
http://i15.photobucket.com/albums/a3...33/922rvr3.jpg
http://i15.photobucket.com/albums/a3...33/922rvr4.jpg

And some new shots from the tomb:
http://i15.photobucket.com/albums/a3...33/925rvr1.jpg
http://i15.photobucket.com/albums/a3...33/925rvr3.jpg
http://i15.photobucket.com/albums/a3...33/925rvr4.jpg

As well as a new addition:
http://i15.photobucket.com/albums/a3...33/925rvr2.jpg

I am also working on a project I hope to have done by Christmas, which for the moment I am keeping under wraps. Suffice it to say it is a content mod, designed to add a little more playability to Korriban

I also have some ideas which I am thinking of adding into my eventual update of my K1 recruitment mod which I have begun work on.



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Old 12-14-2006, 08:55 PM   #86
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After seeing the progress.. "hectic" seems too small a word man

Looks fantastic!


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Old 12-14-2006, 09:00 PM   #87
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Heh, thanks, but I'm afraid some of this stuff is months old, and I'm just very disorganised

I just hope it manages to equal Ord Mandell



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Old 12-15-2006, 05:25 AM   #88
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This really looking good, i'm looking forward to the release
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Old 12-15-2006, 09:18 AM   #89
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I'm not sucking up man, just accept the fact you're making a great Mod
There aren't many mods that lenghten gameplay...

@New pics:
Cool the new lightning gives it a bit more creepy feeling...keep it up!

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Old 12-20-2006, 04:04 PM   #90
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Quote:
Originally Posted by Darth InSidious
Heh, thanks, but I'm afraid some of this stuff is months old, and I'm just very disorganised

I just hope it manages to equal Ord Mandell
I can just imagine you walking over to your computer, and saying, "Hey! When did I make an entire planet for KotOR II? I don't remember this."



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Old 01-02-2007, 09:40 PM   #91
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Everything looks sweet DI. It's so nice of you to name an entire planet after me.


Not all those who wander are lost.-J.R.R. Tolkien

I believe in Christianity as I believe the sun has risen, not only because I see it but by it I see everything else - C.S. Lewis
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Old 03-04-2007, 02:58 AM   #92
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This looks fantastic and i must say that you have the best amount of patience ever... I'd have given up after a few weeks...

Won't reskinning the modules affect the modules that you are using? So, the coresponding modules will also be reskinned? or are you hex editing the room models and altering the GIT file i think it is?


If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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Old 03-04-2007, 03:06 AM   #93
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I'm loving this!

You should include Ulic Qel Droma as a Recruit, like in the HK Factory!
But Ulic's much sexier than a droid

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Old 03-09-2007, 09:20 AM   #94
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Wow, all your stuff looks great. *Ahhh* I am so insanely jealous right now.

Can't wait for the next update!


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Those who understand binary and those who don't.

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Old 03-22-2007, 11:08 PM   #95
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Will a BIK movie be added for landings and take offs from this pad?
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Old 04-01-2007, 08:20 PM   #96
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hey nice work i see some people still working hard on this it turning out to be a great looking mod. well its good to be back


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Old 04-20-2007, 09:35 AM   #97
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great work so far,

how is the mod going, when will it be done ????
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Old 04-20-2007, 09:45 AM   #98
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Quote:
Originally Posted by darthjantom
great work so far,

how is the mod going, when will it be done ????
When it's done.

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Old 05-18-2007, 03:52 PM   #99
Darth InSidious
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Quote:
Originally Posted by Lantzen
This really looking good, i'm looking forward to the release
So am I
Quote:
Originally Posted by Ztalker
I'm not sucking up man, just accept the fact you're making a great Mod
There aren't many mods that lenghten gameplay...

@New pics:
Cool the new lightning gives it a bit more creepy feeling...keep it up!
Thanks, I intend to
Quote:
Originally Posted by The Source
I can just imagine you walking over to your computer, and saying, "Hey! When did I make an entire planet for KotOR II? I don't remember this."
Scary thing is, I probably would do that....
Quote:
Originally Posted by Arátoeldar
Everything looks sweet DI. It's so nice of you to name an entire planet after me.
Err...sorry, whu?
Quote:
Originally Posted by glovemaster
This looks fantastic and i must say that you have the best amount of patience ever... I'd have given up after a few weeks...

Won't reskinning the modules affect the modules that you are using? So, the coresponding modules will also be reskinned? or are you hex editing the room models and altering the GIT file i think it is?
Heheh, thanks.

And no, reskinning them won't, since I've hex-edited the relevant models
Quote:
Originally Posted by Skittlez
I'm loving this!

You should include Ulic Qel Droma as a Recruit, like in the HK Factory!
But Ulic's much sexier than a droid
Thanks, but making Ulic recruitable would take something away from the mood of the mod
Quote:
Originally Posted by rictus135
Wow, all your stuff looks great. *Ahhh* I am so insanely jealous right now.

Can't wait for the next update!
Thanks!
Quote:
Originally Posted by Scarletguard
Will a BIK movie be added for landings and take offs from this pad?
There are no plans for that at the moment. I experimented with it, but it didn't look good at all...
Quote:
Originally Posted by L0rdReV@n88
hey nice work i see some people still working hard on this it turning out to be a great looking mod. well its good to be back
Good to see you back too, and thanks
Quote:
Originally Posted by darthjantom
great work so far,

how is the mod going, when will it be done ????
As DK said, when't its done

And now, onto the update. I've largely been making new weapons since the last update:

A new quarterstaffThe sabre being used.
(note that the two lightsabres of which there is only one picture each are simply for comparison.) I modelled the new lightsabre, meant to be Ulic's first lightsabre, from when he was a Jedi, on the lightsabre pictured in the Power of the Jedi Sourcebook, IIRC.


It's not what you think...


I wanted to make some new robes, but the other models didn't work as well for this purpose.


Picture #2
Possibly a new tomb on Korriban.

Some new Force powers...

...And their source



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Old 05-18-2007, 04:01 PM   #100
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You really do seem to have a talent for area design, DI. It's looking better than ever . Using Visas' meditation chamber as a new tomb is a pretty cool idea.

Good work!
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Old 05-18-2007, 04:19 PM   #101
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Looking brilliant DI, I'm really looking forward to the completion of the mod, keep up the good work.

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Old 05-18-2007, 11:20 PM   #102
Arátoeldar
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Quote:
Originally Posted by Darth InSidious
Err...sorry, whu?
Ok so you didn't name the planet after me. You did choose a planet with my name in it.


Not all those who wander are lost.-J.R.R. Tolkien

I believe in Christianity as I believe the sun has risen, not only because I see it but by it I see everything else - C.S. Lewis
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Old 05-18-2007, 11:23 PM   #103
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amazing 0.o that sword model is sweet looking, you never cease to amaze me keep up the good work


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Old 09-17-2007, 06:11 PM   #104
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that stuff that you made looks so good i can't wait until it done because thise weapons and robes and lightsabers look great


Victor E.B.
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Old 09-18-2007, 09:03 AM   #105
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Think the mod is on hold
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Old 09-21-2007, 07:53 AM   #106
Darth InSidious
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A broken computer, unfortunately.

I may have a new one sometime in the next week, fingers crossed, tho.



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Old 10-12-2007, 02:54 AM   #107
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Those Team-Jawa guys made an editor of some kind that allows you to make your own modules. Maybe that's something for this mod ?
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Old 10-12-2007, 07:11 AM   #108
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Quote:
Originally Posted by darthjantom
Those Team-Jawa guys made an editor of some kind that allows you to make your own modules. Maybe that's something for this mod ?
That would be me, and KAuroraEditor at the moment allows the import of scratch-built models from NWMax into Kotor as long as the model is comprised exclusively of trimesh and light nodes.

I'm currently working on the 0.3 version which (along with better texture handling) will hopefully include the handling of emitter nodes.
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Old 10-13-2007, 12:41 PM   #109
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I can't wait for the planet Darth. Great work so far.


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Old 10-15-2007, 08:20 AM   #110
Darth InSidious
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Updates!



Opinions? Still needs some work, but...



Other than that, I've been mostly working on storyline - the vision sequence is now around 3/4 done.

Quote:
Originally Posted by darthjantom
Those Team-Jawa guys made an editor of some kind that allows you to make your own modules. Maybe that's something for this mod ?
Given that most of the original modules appear no more than twice in the entire of vanilla KotOR2, if at all, its not really necessary. Aside from that it would almost double the time taken on the mod, and the only people who understand this new method are a handful of people from the Team-Jawa fora. The information isn't freely available yet.

Quote:
Originally Posted by Revan_Pwn_Malak
I can't wait for the planet Darth. Great work so far.
Neither can I.

Quote:
Originally Posted by Lantzen
Think the mod is on hold
NEVER!

Quote:
Originally Posted by stralight
that stuff that you made looks so good i can't wait until it done because thise weapons and robes and lightsabers look great
Thanks.

Quote:
Originally Posted by L0rdReV@n88
amazing 0.o that sword model is sweet looking, you never cease to amaze me keep up the good work
Hehe, thanks.

Quote:
Originally Posted by Arátoeldar
Ok so you didn't name the planet after me. You did choose a planet with my name in it.
Interesting. Small galaxy.

Quote:
Originally Posted by Master Zionosis
Looking brilliant DI, I'm really looking forward to the completion of the mod, keep up the good work.
So am I.

Quote:
Originally Posted by Pavlos
You really do seem to have a talent for area design, DI. It's looking better than ever . Using Visas' meditation chamber as a new tomb is a pretty cool idea.

Good work!
Thanks for the kind words.



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Old 10-15-2007, 08:34 AM   #111
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Wow! Looking very nice DI, loving those face skins

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Old 10-15-2007, 08:48 AM   #112
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Quote:
Originally Posted by Darth InSidious
Given that most of the original modules appear no more than twice in the entire of vanilla KotOR2, if at all, its not really necessary. Aside from that it would almost double the time taken on the mod, and the only people who understand this new method are a handful of people from the Team-Jawa fora. The information isn't freely available yet.
Just a little clarification on this one: there isn't any sort of hidden information on how to create new areas. The only thing you need is KAuroraEditor and the 3DSmax / Gmax NWN scripts which, I presume, many are already familiar with.
You simply create the area model in *max, export it to an ascii text file using the NWN scripts, and import the ascii model into Kotor using KAuroraEditor, which will generate the .mdl, .mdx and .wok files needed for the new area model.

The biggest problems you'd be facing are:

A) KAurora current limitations, principal among which is the inability to import anything except for trimeshes, walkmeshes and light nodes, along with an incorrect handling of the UV texture mapping of type "Face". I've been working on a new release of the editor, and at the moment I can correctly import lights (which were imported but didn't show up in the game with version 0.2, while now they work) and I can import emitters without crashing the game, but they don't seem to show up yet. Unfortunately the program is still listed on the tools page as a "walkmesh" utility, but it has grown to be a much bigger project (and you would currently download version 0.2 even if it's still listed as 0.1).

B) the inherent problem of having to do everything from scratch, so you'd have to create .are, .git, .ifo, .vis and .lyt files as an absolute minimum, not to mention that to have any decent end result you'd also need to create cameras, items, characters etc. etc. to populate the new area. Note however that all this could theoretically be done with current tools; it "just" would take an ungodly amount of work.
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Old 10-15-2007, 06:52 PM   #113
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yeah... wow, those face re-skins are excellent. Great work DI, can't wait to have this mod sitting in my override!
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Old 10-23-2007, 07:44 PM   #114
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this looks very cool cant wait for it to come out
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Old 10-25-2007, 10:54 AM   #115
Taak Farst
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Great progress Darth this will be comfy in my TSL folder.


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Old 10-29-2007, 12:28 PM   #116
TLM20
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Can't wait for this, looks sure to have a permanent place on my PC

Thanking you, Darth!

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Old 12-07-2007, 04:45 PM   #117
Darth InSidious
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Ladies, Gentlemen...

>_>

<_<


The turtle moves.

The vision sequence is done, and for the moment, I can't think of much else that's needed with the landing pad - it's a planet of snow and ice, so don't expect there to be very much up there.

7/12/2007

I have fiddled with the fog settings to make it more icy/snowy and less...green, however.

View 1
View 2
View 3

Opinions are, as always, more than welcome.

Also, opinions would be appreciated on this head skin:


This is for a character who only appears once in the mod, probably for no more than about five minutes - it depends on your l33t sk1llz @ sabre fighting .

Nevertheless, as a Evil-Type Person (tm), he needs to look like he has a varicose face, IMO.

I'm not sure about this skin, 'though, so opinions and practical suggestions for improvement are much appreciated.

The place he is in the mod is in the black-background shots, so those give the best impression of the background/area effects in place.

Or is this better?


Again, opinions and suggestions, please.

That's all for now, I'm afraid. Hopefully, I'll be back soon with more.

Quote:
Originally Posted by Master Zionosis
Wow! Looking very nice DI, loving those face skins
Heheh, thanks.

Quote:
Originally Posted by Malpense
yeah... wow, those face re-skins are excellent. Great work DI, can't wait to have this mod sitting in my override!
Thanks. I can't wait for it to be sitting in your Override either .

Quote:
Originally Posted by wolverinestabs
Great progress Darth this will be comfy in my TSL folder.
I hope so!

Quote:
Originally Posted by TLM20
Can't wait for this, looks sure to have a permanent place on my PC

Thanking you, Darth!
I'm flattered, but you haven't played it yet.



Works-In-Progress
~
Mods Released
~
Quid existis in desertum videre?
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Old 12-07-2007, 04:52 PM   #118
Darth Xander
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AAAAAAAAAAAWWWWWWWWWWWEEEEEEEEEEEEEEEEEEEEESSSSSSS SSSSSSSSSOOOOOOOOOOOOOOOOOOMMMMMMMMEEEEEEEEEEE!!!! !!!!!

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Old 12-07-2007, 04:59 PM   #119
Marius Fett
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I agree,

Looks great!

@Xander

Calm down!




Visit the new JediKnight.net!
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Old 12-07-2007, 05:39 PM   #120
Gargoyle King
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Good to see this most anticipated mod still in production DI!
The head skin is awesome BTW, improve it more as you desire but it's great as is IMO. So, i take it he's a boss type character on you're planet? Very interesting, can't wait to learn more!

Just a quit quesio.
Will the mod include VOs for your characters? I don't care whether there is or not, as every good mod isn't good because of the use of voiceovers, but of the gameplay quality of the mod itself. So either way i'm sure i'm still gonna enjoy this mod, by the looks of it your mod will probs be an essential install next to the TSLRP.
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