Been working on making wall sections for my buildings.
Like that I'll flesh out the city.
Thing is I don't want to much copy/paste, so I need to make variations.
Means I need to do a lot of modelling.
Once I feel I got enough bitz to share around, I then need to damage them.
So far all my wall parts look untouched by time and enviromental "wear and tear".
But, well thats off for awhile now.
Here's some examples of what I can construct:
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Couldn't you still make the lost city feasible by making a BIK movie that covers areas that the mod goes through - like a flythrough video. Then your characters are deposited in a new module without having to cover as much ground. Convenient collapsed pillars could block the way, like the annoying fences that prevent you from going further in Dantooine (when you are over looking the plains from the high hills, for example.)
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"I've barely eaten anything for many decades now. It feels like my stomach shriveled into my back........though i don't have a stomach or back because i'm a skeleton! Yohohohoho! SKULL JOKE!"
"My eyes have never seen such a pretty woman! But i'm a skeleton so my eyes don't see much."
Couldn't you still make the lost city feasible by making a BIK movie that covers areas that the mod goes through - like a flythrough video. Then your characters are deposited in a new module without having to cover as much ground. Convenient collapsed pillars could block the way, like the annoying fences that prevent you from going further in Dantooine (when you are over looking the plains from the high hills, for example.)
I already sketched it out in such a way, that the players path gets blocked by rubble and steep sand dunes. My main problem is this only a third of the area design I had in mind.
Now its quiete small... it wouldn't take a minute to run from the gate to my other towers >_>
Thats far to small compared to what other game areas offer.
So I'll need to solve this fast, before it bogs me down and the will to continue fades
Quote:
Originally Posted by disbeliever
Lovely area. What is the poly count?
19.000+ something already, I always try to stick below 20.000.
I'm still in Editable Poly: the game cuts them up in triangles, so its like 19.000 x 2.
So its 38.000 for the game; its a ruff guess, but it shouldn't be far off.
What if you made all windows (that are higher than the second storey) so that they were done with textures instead of moddelling them? Could you also reduce the amount of 3D detail on pillars, window sills and door frames?
I have a question on the poly count. Most machines nowadays can handle pretty much anything that KOTOR or TSL can throw at it, so in keeping within a certain count is it for the Aurora Engine's limitations?
OH! I almost forgot. Great work Q. Being a fan of the old Tales of the Jedi comics, the KOTOR games kind of ruin the grandeur of Korriban. Is that another engine limitation or is that just lazy (or rushed) developers? I notice there isn't a lot of scale to anything in KOTOR.
I have a question on the poly count. Most machines nowadays can handle pretty much anything that KOTOR or TSL can throw at it, so in keeping within a certain count is it for the Aurora Engine's limitations?
Its not because you run an older on game a new PC, that the game can handle more. Game engines are designed a certain way to handle all the data and its graphics.
I'm not sure but, I think the K1 engine can handle 5.000 000 polies.
Though that includes all 3D. Characters, the area, weapons, certain effects and all.
Though thats theoretically, remember that you need to move and fight etc...
That all puts a certain strain on the engine.
Quote:
Originally Posted by miro42
OH! I almost forgot. Great work Q. Being a fan of the old Tales of the Jedi comics, the KOTOR games kind of ruin the grandeur of Korriban. Is that another engine limitation or is that just lazy (or rushed) developers? I notice there isn't a lot of scale to anything in KOTOR.
Héh, I wouldn't say Bioware was lazy, its just how these older games look like. Often you'll see that they have a few details here and there, though not much.
You need to know most people don't even notice much of the area it self, as they're rushing through it to solve quests and fighting.
Quote:
Originally Posted by redrob41
What if you made all windows (that are higher than the second storey) so that they were done with textures instead of moddelling them? Could you also reduce the amount of 3D detail on pillars, window sills and door frames?
Hmm, the camera behind is further behind the player then you think
Which makes you see a lot more then often thought.
You could always fall back on that old standby of splitting the module in two. Kinda sucks but not much you can do with the limitations of the Odyssey engine.
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You could always fall back on that old standby of splitting the module in two. Kinda sucks but not much you can do with the limitations of the Odyssey engine.
True. Though I rather keep that as a last minute solution.
Though, I've been working on it some more this evening, I was able to drop the poly count to 17.000 something.
Then again, I still need to add things. Well I'll see how it goes, I'll have to adapt the plans a bit. Lessen details on certain objects in my scene.
Though I hate to do that, kinda spoil my modelling fun
Well, back with a new minor update.
Continued to do some work on my city.
Did a mighty clean up job on the model parts I had, then added more to finish it.
Well its almost finished, need few extra things and then a final cleaning up round.
I'll still end with a 20.000 poly count, though, thats what I considered my maximum amount.
I did had to drop more then I liked, but this is Kotor modding. Seems I fell for the newbie/noob trap, trying something that just isn't possible in the game
Some shots, played around with a new light setup I found: Can now use real settings. What I mean is this setup fakes the sun, I can put in an Hour, Day, Year, season and the country. Autodesk claims its real
And another bit of news, I've given an old area to J7 to use.
I named it the Beach Villa, I won't tell more what J7 is planning, he'll no doubt have a say about soon. The area does need a little reworking to do, got some odd glitches and, insane as I am, going to add an extra part to it!
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On a total loose note, I started doing some texturing today on the city
No shots of it yet, as I'm fighting with the Renderer, for some god knows what reason all the model parts turn out black. >_>
Damn, that city looks amazing! As well as what little I see of the 'beach villa'.
Can't wait to see the render of it, and the skybox (Or whatever the hell you want to call the sky thing) is pretty sweet looking, doesn't look much like Korribban, but I think we can let it slide
Can't wait to see the render of it, and the skybox (Or whatever the hell you want to call the sky thing) is pretty sweet looking, doesn't look much like Korribban, but I think we can let it slide
Oh, thats some sort of standard sky thing of Max, in the game it'll be the usuall Korriban sky, no fears
Well, everyone needs somewhere to go and relax now and then, right? Even Sith Lords who sleep with Vibroblades.
Great work on that city btw.
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Glad to hear that it's going to be the standard Korribban skybox, I don't think my mind was fully engaged when I typed that bit though, considering you said quite explicitly that it was an Autodesk feature.
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
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Q, that area makes me want to stroke your pig even harder.
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!
Nice tower speakers next to the big screen tv . I need one of those theatre rooms for my house . Although, it could use a rack to store the ol' vibroblade while watching droid sitcoms.