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10-21-2009, 03:12 PM
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#161
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kad'la tracinya be abiik
Join Date: Apr 2007
Location: Modified YT-1930
Posts: 785
Current Game: SWBF, Pokemon SS
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I am absolutely speechless...keep up the amazingly good work.
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10-21-2009, 03:39 PM
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#162
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Rookie
Join Date: Jul 2009
Location: The Forest...
Posts: 220
Current Game: TF2, Minecraft
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Quanon i have request can you make a rakatan temple in a little farter than the city and reuse the models from the rakatan temple on the Unknown world and make some new custom areas for the rakatan temple on Korriban.
I am the Alpha and Omega.
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10-21-2009, 03:56 PM
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#163
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Rookie
Join Date: Jul 2007
Location: On the shoulder of Orion
Posts: 130
Current Game: Fallout: New Vegas
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Quote:
Originally Posted by Quanon
Ah, yes, now I see
Ah, well, this city is old => ancient; so its not really Sci-fi. This was build by the real Sith, perhaps before the Dark Jedi set foot on Korriban.
I've read the Old Republic comics and found that the technology, architecture was always more based on old
civilizations here on earth.
So I stayed away from adding "modern" looks, well so to speak, Kotor is low poly modelling. Its more the textures that make it look what it is.
k. 
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I agree, it will be something new for Kotor. And I love relics and ancient cities. I can almost see Indiana Jones kicking some nazi butt between the ruins!
What an amusing specimen of Jedi you are.
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10-22-2009, 03:57 PM
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#164
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M4-78
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,102
Current Game: The Old Republic
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Quote:
Originally Posted by Slstoev
Quanon, I have request: could you make a Rakatan temple in a little farter than the city and reuse the models from the Rakatan temple on the Unknown world and make some new custom areas for the Rakatan temple on Korriban?
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Quanon, if you're going to include Rakatan architecture - why not use that huge circular room that was in the cut module for Tattooine in Darth Insidious' K1 Lost Modules Pack? Of course, you wouldn't be able to use this section in the TSL version of this mod (because of porting issues) but at least you'd have something new to see in one of them. (Also, I always hoped that someone would finally find a use for this area.
Feel free to ignore this suggestion as you certainly have enough on your plate! 
 
As of 28APR13: I released a new small texture mod! Check it out here.
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10-22-2009, 08:29 PM
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#165
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Forumite
Join Date: Mar 2007
Posts: 618
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Awesome simply awesome. This will be a great new place to explore.
"It's the one that says Bad Mother ****er." - Jules Winnfield... Describing his wallet, Pulp Fiction.
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11-02-2009, 10:15 AM
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#166
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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New update: city is in game!
Quote:
Originally Posted by Sith Holocron
Feel free to ignore this suggestion as you certainly have enough on your plate! 
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I won't drop Rakatan temple's into my modules, nor am I going to repair the Tatooine one. I'm sure its everybodies dream here to be able to walk around in that module. But so far the tools, Kaurora, is good at making new models: not so much on working on Bioware models.
The little program still doesn't handle certain components of the models and nor can it handle Binary to ASCII. So for that I still need to use MDLops and that does even less on area models then Kaurora.
In short you break more then you fix.
Not that I wouldn't want to do it, but I'm an ego tripper so I focus on my own stuff
So to the news I have, worked the whole afternoon to get my city into the game. And the first test run was pretty okay!
Very pleased with that, just need to fix some orientation/rotation madness on some of my meshes. As you can obviously see in the screenshots.
Minor things to fix, plus the walkmesh need to be adjusted a bit.
And this one will be 100% done! Which means I can start on the temple it self.
Now the city, like I mentioned in previous updates had a lot of polys, so I needed to dumb a lot of what I had in mind. Feel a bit sad about that as this model is now a very small one. Though it does have nice things in it. Guess that evens it out a bit.

TIQUILAAAAAAAA

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11-02-2009, 10:21 AM
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#167
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Satanīs little helper
Join Date: Jul 2008
Location: The land of snow and sorrow
Posts: 787
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Wow really nice! Though thats exactly what we expect from you. DO NOT FAIL US, FOR THE PENALTY FOR FAILURE IS DEATH! 
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11-02-2009, 10:21 AM
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#168
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nrgurt researcher
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
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I like this! Very nice looking setup, makes me want to explore that place now.
Edit: Dammit, Drunkside beat me to it. 
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11-02-2009, 10:35 AM
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#169
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Rookie
Join Date: Jul 2007
Location: On the shoulder of Orion
Posts: 130
Current Game: Fallout: New Vegas
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That looks great, Quanon, you're doing a wonderful job! Can't wait to try it and explore a new, interesting and exciting area!
If I may say, I only see the road too much clean for a city in that shape. Anyway, it's a personal opinion....
Looking forward about your idea about that Temple!!!!!
What an amusing specimen of Jedi you are.
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11-02-2009, 11:47 AM
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#170
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
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Quote:
Originally Posted by juansaman
If I may say, I only see the road too much clean for a city in that shape. Anyway, it's a personal opinion....
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My excuse: Its burried under those dunes and tons of sand 
TIQUILAAAAAAAA

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11-02-2009, 12:29 PM
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#171
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Junior Member
Join Date: Dec 2008
Location: Maryland
Posts: 334
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Fantastic as always
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11-02-2009, 01:31 PM
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#172
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Forumite
Join Date: Jan 2004
Location: Unknown World
Posts: 597
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Looks great. I also see you're a fan of pink. 
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11-02-2009, 01:41 PM
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#173
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Junior Member
Join Date: May 2009
Posts: 371
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AMAZING! Okay, so what program are you using to make all of this?
You should be so proud of yourself. 10/10 No Exaggerating!
JuniorModder
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11-02-2009, 02:56 PM
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#174
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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Quote:
Originally Posted by SpaceAlex
Looks great. I also see you're a fan of pink. 
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Hahaha, red, pinkish, Twi'leks are tha bomb!
Quote:
Originally Posted by JuniorModder
AMAZING! Okay, so what program are you using to make all of this?
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Its called 3D studio Max, short 3Ds Max from Autodesk.
Quote:
Originally Posted by JuniorModder
You should be so proud of yourself. 10/10 No Exaggerating!
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Thanks 
TIQUILAAAAAAAA

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11-02-2009, 06:12 PM
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#175
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Junior Member
Join Date: Mar 2009
Posts: 433
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Really great Quanon, the only thing is that the road don't really fits to the rest, maybe you should made it a little more red.
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11-02-2009, 06:27 PM
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#176
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,372
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Quote:
Originally Posted by Seikan
Really great Quanon, the only thing is that the road don't really fits to the rest, maybe you should made it a little more red.
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Overlay some sand textures?
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11-02-2009, 10:35 PM
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#177
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Rookie
Join Date: May 2002
Posts: 209
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I think Vader said it best: Impressive, most impressive
The city is looking terrific, I can't wait to see what you come up with for the temple.
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11-03-2009, 05:59 AM
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#178
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
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Quote:
Originally Posted by Seikan
Really great Quanon, the only thing is that the road don't really fits to the rest, maybe you should made it a little more red.
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Quote:
Originally Posted by Canderis
Overlay some sand textures?
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Hmmm, perhaps it does need some sort of dust layer. Its a bit odd looking now is it, like its been vacuumcleaned 
TIQUILAAAAAAAA

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11-03-2009, 08:03 AM
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#179
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Junior Member
Join Date: Dec 2008
Location: Maryland
Posts: 334
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Maybe some skeletons half buried in sand, like in TSL 
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11-03-2009, 12:15 PM
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#180
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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Well, I worked on it some today, altered my tile floor textured to be covered in some sand.
Though I still need to fix one bit of walkmesh, at a certain part you're like a feet above the actuall road
I'll add a few new screenshots later on 
TIQUILAAAAAAAA

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11-03-2009, 02:04 PM
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#181
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nrgurt researcher
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
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You mean I don't have the Jedi power of levitation? Why ever not? 
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11-04-2009, 06:36 PM
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#182
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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Some new shots.
Well, after sending out some PM's to a select few people to test my new area and getting positive results back I got back to do a little more work.
Not much has changed, mind you, just a little extra rubble here and there.
Some new walls deeper and further away, just to get a little more depth.
And tweaking the walkmesh a bit more.
So that leaves me to show some more new screenies!
I'm quiet pleased with now, so I can move forward to my temple.
TIQUILAAAAAAAA

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11-04-2009, 07:09 PM
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#183
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I Am Revan, I Remember.
Join Date: Nov 2007
Location: Grong, Norway
Posts: 2,491
Current Game: DS3, Alien: Colonial Marines
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Whoa, holy *bleeeep*.
That looks amazing.

Formerly known as: Danyael27
My mods at KotorFiles: K1 Robe Stat Boost, TSL Jedi Robe Stat Boost, Jedi Fight Training.
Quando omni flunkus moritati - the motto of the Possum Lodge, Pseudo-Latin for 'when all else fails, play dead.'
SW: Invasion 05,P16 -(Spraug: Seriously? A Wookie with a lightsaber? Thats just overkill.
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11-04-2009, 07:26 PM
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#184
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Rookie
Join Date: Jun 2008
Location: California
Posts: 129
Current Game: Skyrim
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Gorgeous.  It's really looking like an ancient city; makes one want to go exploring.
Ke nu'jurkadir sha Mando'ade
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11-04-2009, 07:30 PM
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#185
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Chaotic Neutral
Join Date: Apr 2009
Location: The Club
Posts: 1,631
Current Game: The Game
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Very nice! But I still think the sand needs to have more of a red tone. It doesn't feel like Korriban with the current one. 
I, for one, approve of the Ewoks. They're a fine representation of the primitive natives doing better in their own environment than the invading white man. 
Take that, Avatar.
"Welcome to The American Political System, where everything's made up and the votes don't matter!"
America: Where you have the freedom to express your opinions, and I have the freedom to hate you for it.
*dons stetson and putters away on the motor scooter of patriotism*
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11-04-2009, 10:50 PM
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#186
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nrgurt researcher
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
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but now I can't levitate!
Nice looking area, not much has changed, but I'm attached to walking so that's huge!
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11-04-2009, 10:59 PM
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#187
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Hunger, The Lord Of
Join Date: Dec 2008
Location: Korriban, Sith Empire
Posts: 1,022
Current Game: Shogun 2: Total War
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Awesome Quanon! I consider the biggest weakness of Korriban in both games to be its small size. You should be able to explore it in more detail. That's part of the reason why I liked your work in Brotherhood of Shadow: Solomon's Revenge along with Silver's reskinned modules: you guys made Korriban so much bigger.
I can't wait to play these new areas on my computer. 10/10 so far.  Keep the epicness coming!
As of 3/14/10, TSL is restored. The Sith Lords Restored Content Modification by Stoney and Zbyl has been finished and can be downloaded here.
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11-05-2009, 04:24 AM
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#188
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Rookie
Join Date: Jul 2007
Location: On the shoulder of Orion
Posts: 130
Current Game: Fallout: New Vegas
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Yup, I agree with LoH, Korriban is getting much improved thanks to you. I think now it looks perfect, the detail of the sand in the road made it!
About the sand that
Quote:
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Originally Posted by Te Mirdala Mand'alor
But I still think the sand needs to have more of a red tone. It doesn't feel like Korriban with the current one.
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It seems to me that there is one side more orange than the other, isn't it? I don't mind toom much, it looks good for me.
Quote:
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Originally Posted by Lord of Hunger
That's part of the reason why I liked your work in Brotherhood of Shadow: Solomon's Revenge along with Silver's reskinned modules: you guys made Korriban so much bigger.
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That makes me wonder.... Will this be compatible with BoS:SR? Best Korriban ever!
What an amusing specimen of Jedi you are.
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11-05-2009, 12:12 PM
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#189
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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Quote:
Originally Posted by Te Mirdala Mand'alor
Very nice! But I still think the sand needs to have more of a red tone. It doesn't feel like Korriban with the current one. 
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Yeah, I haven't tweaked the sand yet. I first wanted the model to work a OK in the game.
I still got minor other texture job, for my waterfall in the canyon.
Quote:
Originally Posted by juansaman
It seems to me that there is one side more orange than the other, isn't it? I don't mind toom much, it looks good for me.
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Héh, that's because I got three big AuroraLights in there: a light orange, a light yellow and a light purple one.
Depending on where your character is standing one of the lights will go on/off, so you get a more orangy feel or more purple touch depending where you stand in the area. I might have to enlarge the area the light gets cast. It is the same setup as in my canyon, so both should feel the same.
Quote:
Originally Posted by juansaman
That makes me wonder.... Will this be compatible with BoS:SR? Best Korriban ever!
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Hard to tell at this point, though I don't think it'll be a big clash.
My mod has far more smaller scope, so less gets altered.
Though 2DA editing and other files will happen. Of course I'm planning on using the TSLpatcher. So that should help out with the compatible madness.
TIQUILAAAAAAAA

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11-05-2009, 03:04 PM
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#190
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Veteran
Join Date: Jul 2007
Location: Edmonton
Posts: 834
Current Game: Skyrim
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Yeah, the stray sand on the cobblestones adds a lot of believability to the area. Great job.
The ripples seem a little strange to me. Shouldn't they be oriented parallel to the edge of the dunes, not perpendicular?
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11-05-2009, 03:31 PM
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#191
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Foxy Boxes!
Join Date: May 2007
Location: Tinternet
Posts: 3,304
Current Game: TOR.. Still want K3 though! :(
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It's definitely a fun area to run around in.
There were a few improvements I thought were needed, but they'll no doubt be ironed out by now. ^_^
Great work as ever, Q!
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!
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11-05-2009, 05:29 PM
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#192
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nrgurt researcher
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
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Hmmm, how long till DDD becomes DDD, we've got the old avatar.......
Anyway, checked out the screenies again and I'm still in shock.... you are a far better man than I, I really don't have enough patience for the UVW portion....
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11-05-2009, 05:48 PM
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#193
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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@ForeverNight: No pain no game!
I'm no droodleling mini-maps for the temple bit.
So far I've decided to cut it in two areas.
A semi outdoor one and an actuall interiour.
For the interiour I decided to add a sort of church like bit. Remember the hall from Malachor, something along those lines, though with my own spin on it.
Also a sort of archives, "library" part would find its way in.
Something that certainly need to make a return is my bridge
Anyway I still need to do some thinking on how it should all look and how to build it in 3D. Making plans before actually starting is a good thing to do.
TIQUILAAAAAAAA

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11-05-2009, 06:50 PM
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#194
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M4-78
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,102
Current Game: The Old Republic
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Quote:
Originally Posted by Quanon
Something that certainly need to make a return is my bridge 
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Would that be from your "The Temple Mod (BETA)"?
(Original Thread: http://www.lucasforums.com/showthrea...=183809&page=1)
 
As of 28APR13: I released a new small texture mod! Check it out here.
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11-06-2009, 05:38 AM
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#195
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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Quote:
Originally Posted by Sith Holocron
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Yes, indeed. My Korriban mod is a revision of that old mod 
I thought I said that somewhere in this thread?
Guess I didn't
EDIT: And now everybody will see my noobish start at area modelling x-D
TIQUILAAAAAAAA

Last edited by Quanon; 11-06-2009 at 05:50 AM.
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11-06-2009, 08:16 AM
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#196
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nrgurt researcher
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
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Actually it appears that you went through and ninja-deleted the pics off of photobucket.
You wouldn't happen to know about that, would you? 
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11-06-2009, 09:00 AM
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#197
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M4-78
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,102
Current Game: The Old Republic
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They were deleted before I posted the thread.
 
As of 28APR13: I released a new small texture mod! Check it out here.
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11-06-2009, 11:19 AM
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#198
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Senior Member
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,474
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Quote:
Originally Posted by ForeverNight
Actually it appears that you went through and ninja-deleted the pics off of photobucket.
You wouldn't happen to know about that, would you? 
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Well, I did a cleaning sweep a long while ago on my photobucket account.
So that's why the links are broken.
Besides its old stuff, that thread is full of idiotic things.
God, I was such a noob in this
Then again, it shows that everybody starts from 0 knowledge.
So NOOBZ, it is possible to learn, though it does take time!  ( not directed to anybody in particular.)
TIQUILAAAAAAAA

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11-06-2009, 11:24 AM
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#199
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Rookie
Join Date: Jul 2009
Location: The Forest...
Posts: 220
Current Game: TF2, Minecraft
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Quanon will you add the module of the Tatooine temple in the K1 Lost Mudules Pack in Kotor files to your Tatooine temple?
Here's the link: http://knightsoftheoldrepublic.filef...les_Pack;85435
I am the Alpha and Omega.
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11-06-2009, 11:27 AM
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#200
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Junior Member
Join Date: Dec 2008
Location: Maryland
Posts: 334
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Quote:
Originally Posted by Slstoev
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He already addressed this. He said no, and he has no intention of restoring it.
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