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Old 10-21-2009, 03:12 PM   #161
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I am absolutely speechless...keep up the amazingly good work.





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Old 10-21-2009, 03:39 PM   #162
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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.


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Old 10-21-2009, 03:56 PM   #163
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Quote:
Originally Posted by Quanon View Post
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.
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!


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Old 10-22-2009, 03:57 PM   #164
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Quote:
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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?
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!




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Old 10-22-2009, 08:29 PM   #165
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Awesome simply awesome. This will be a great new place to explore.


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Old 11-02-2009, 10:15 AM   #166
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New update: city is in game!

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Feel free to ignore this suggestion as you certainly have enough on your plate!
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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Old 11-02-2009, 10:21 AM   #167
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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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Old 11-02-2009, 10:21 AM   #168
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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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Old 11-02-2009, 10:35 AM   #169
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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!!!!!


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Old 11-02-2009, 11:47 AM   #170
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If I may say, I only see the road too much clean for a city in that shape. Anyway, it's a personal opinion....
My excuse: Its burried under those dunes and tons of sand


TIQUILAAAAAAAA
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Old 11-02-2009, 12:29 PM   #171
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Fantastic as always
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Old 11-02-2009, 01:31 PM   #172
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Looks great. I also see you're a fan of pink.

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Old 11-02-2009, 01:41 PM   #173
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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!

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Old 11-02-2009, 02:56 PM   #174
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Looks great. I also see you're a fan of pink.
Hahaha, red, pinkish, Twi'leks are tha bomb!

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Originally Posted by JuniorModder View Post
AMAZING! Okay, so what program are you using to make all of this?
Its called 3D studio Max, short 3Ds Max from Autodesk.

Quote:
Originally Posted by JuniorModder View Post
You should be so proud of yourself. 10/10 No Exaggerating!
Thanks


TIQUILAAAAAAAA
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Old 11-02-2009, 06:12 PM   #175
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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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Old 11-02-2009, 06:27 PM   #176
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Quote:
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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.
Overlay some sand textures?




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Old 11-02-2009, 10:35 PM   #177
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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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Old 11-03-2009, 05:59 AM   #178
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Quote:
Originally Posted by Seikan View Post
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.
Quote:
Originally Posted by Canderis View Post
Overlay some sand textures?
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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Old 11-03-2009, 08:03 AM   #179
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Maybe some skeletons half buried in sand, like in TSL
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Old 11-03-2009, 12:15 PM   #180
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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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Old 11-03-2009, 02:04 PM   #181
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You mean I don't have the Jedi power of levitation? Why ever not?


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Old 11-04-2009, 06:36 PM   #182
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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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Old 11-04-2009, 07:09 PM   #183
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Whoa, holy *bleeeep*.

That looks amazing.


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Old 11-04-2009, 07:26 PM   #184
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Gorgeous. It's really looking like an ancient city; makes one want to go exploring.


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Old 11-04-2009, 07:30 PM   #185
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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.

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Old 11-04-2009, 10:50 PM   #186
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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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Old 11-04-2009, 10:59 PM   #187
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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!


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Old 11-05-2009, 04:24 AM   #188
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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:
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.
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:
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.
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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Old 11-05-2009, 12:12 PM   #189
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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.
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:
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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.
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 View Post
That makes me wonder.... Will this be compatible with BoS:SR? Best Korriban ever!
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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Old 11-05-2009, 03:04 PM   #190
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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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Old 11-05-2009, 03:31 PM   #191
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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!




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Old 11-05-2009, 05:29 PM   #192
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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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Old 11-05-2009, 05:48 PM   #193
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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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Old 11-05-2009, 06:50 PM   #194
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Something that certainly need to make a return is my bridge
Would that be from your "The Temple Mod (BETA)"?
(Original Thread: http://www.lucasforums.com/showthrea...=183809&page=1)




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Old 11-06-2009, 05:38 AM   #195
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Would that be from your "The Temple Mod (BETA)"?
(Original Thread: http://www.lucasforums.com/showthrea...=183809&page=1)
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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Old 11-06-2009, 08:16 AM   #196
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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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Old 11-06-2009, 09:00 AM   #197
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They were deleted before I posted the thread.




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Old 11-06-2009, 11:19 AM   #198
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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?
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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Old 11-06-2009, 11:24 AM   #199
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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


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Old 11-06-2009, 11:27 AM   #200
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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
He already addressed this. He said no, and he has no intention of restoring it.
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