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Old 10-23-2009, 02:11 AM   #41
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Those pics look great. I was so bummed when the project went into hiatus.
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Old 10-23-2009, 01:53 PM   #42
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Update:

No Screens yet, I will save that until the end just before the first area is put in game.

The poly count has been reduced from 200,000+ to about 24,000

Buildings were redone, some detail was lost, but as was said, the textures are suppose to provide the depth not poly count. kotor is an old game

Once we get the machines, trains and ships done, they will be put in area, all textured again, screens rendered and area put in game.
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Old 10-23-2009, 05:54 PM   #43
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Aw. :sad: The higher the poly count, the better.
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Old 10-23-2009, 06:12 PM   #44
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Not necesarilly. I'm sure some of the polys he deleted were on the backs of buildings that you would never see, as well as little details no one will ever notice.

Also, ONE 200,000+ poly map would really lag up the game, 3 would do something horrible to it. Bringing it down to 24,000 does take out some minute details, but also makes that module playable. :happy:
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Old 10-23-2009, 07:13 PM   #45
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Quote:
Originally Posted by none223 View Post
Not necesarilly. I'm sure some of the polys he deleted were on the backs of buildings that you would never see, as well as little details no one will ever notice.

Also, ONE 200,000+ poly map would really lag up the game, 3 would do something horrible to it. Bringing it down to 24,000 does take out some minute details, but also makes that module playable. :happy:
Perhaps the BIK videos that they record for the project could feature the high poly count versions of the city.




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Old 10-23-2009, 07:28 PM   #46
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Originally Posted by Sith Holocron View Post
Perhaps the BIK videos that they record for the project could feature the high poly count versions of the city.
Thats a good idea.


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Old 10-23-2009, 07:55 PM   #47
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Aw. :sad: The higher the poly count, the better.
Not really, like most others pointed out, the game engine won't handle that high amount of polys. In a good way to play the game.

Imagine, somebody shoving a whole cow in to your mouth, instead of a Tbone steak

Thats the differance, plus its a bit early to start thinking about .bik movies


TIQUILAAAAAAAA
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Old 10-24-2009, 11:21 AM   #48
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Well, Dis is hard at work, redoing our first area. Killed the polies like a madman

Anyway, didn't mean I was relaxing, well, perhaps a bit
So machines are ready to be textured, then shipped to Dis to implement in the area. Finally!

So some shots:
First one is a big flat transporting thing, aka flatbed.
Last row of pictures is my train, a compromise between my sketches I've done and the more heavy look, Dis was after. Rightfully so, my sketches where more of a sleek machine, bit to sleek for the industrial haven, Sleheyron is.







TIQUILAAAAAAAA
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Old 10-24-2009, 11:58 AM   #49
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Defiantly looks like a "SW" train. Can't wait to see it with a texture. Though it would be expected to be polished and buffed durasteel, not on Sleheyron.

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Old 10-24-2009, 05:56 PM   #50
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The bottom pictures resemble a vehicle for the vintage Star Wars figure line: the Imperial Troop Transport.

Link: http://www.12back.com/vehicles/transport.php3




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Old 10-24-2009, 08:10 PM   #51
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I like the train it looks very nice.




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Old 10-26-2009, 05:39 AM   #52
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The train looks like a heavy armored ammunition transporter.

Your models/modules are great!



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Old 10-26-2009, 06:09 AM   #53
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Originally Posted by Sith Holocron View Post
The bottom pictures resemble a vehicle for the vintage Star Wars figure line: the Imperial Troop Transport.

Link: http://www.12back.com/vehicles/transport.php3
Legend! Ah! The memories....


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Old 10-26-2009, 09:24 AM   #54
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Like the train and the large... thing....

As well as that poly reduction! 200,000+ to 24,000! Very impressive!

Overall, nice work you two!


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Old 10-26-2009, 12:17 PM   #55
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Originally Posted by ForeverNight View Post
Like the train and the large... thing....

As well as that poly reduction! 200,000+ to 24,000! Very impressive!

Overall, nice work you two!
The biggest issue with polys was how I stupidly modeled the walkable area. That was 75,000+ polys I got rid of right there in doing it the right way. As Q always points out, you tend to go a bit wild in 3d studio making an awesome model, without taking into account the limitations and age of the game your modeling for.

I reduced the polys of some of the buildings and will let the textures make the depth more.

Once I get the goods from Q, new screens of the finished area should follow soon
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Old 10-26-2009, 12:52 PM   #56
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I think asking for updates is a nono here. Was prolly deleted.

See above for an update

Quote:
Originally Posted by RevanFan View Post
Hey, what happened to my last post? It's not there any more.

I asked how you're doing on the first module.
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Old 10-26-2009, 03:25 PM   #57
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No doubt, "Hows the progress?" will be seen as spam.
But see you're new around here, 4 posts

Or a long time lurker

Anyway, no new shots yet, Dis send me his MOTHER file, the file before it gets textured and polished for the game. It'll be my job to add in the more little details. Not much ofcourse, the polycount is at a 17.900 or there about.

Plus, I'm almost done texturing my machines. Once that all gets into the motherfile, its back to DIS and finish it off

Boy, lots of work!


TIQUILAAAAAAAA
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Old 10-26-2009, 04:09 PM   #58
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Why was what I said spam? I was just asking a question.

And yes, I've only been here a few days.

Moderator note [10-27-2009 04:21 PM]

Firstly, welcome to the forums!

I, and another moderator have deleted several of your posts in this thread, as they are against forum rules (either off-topic or spam). Do not ask for updates, modders will update their thread when they have an update; asking for updates is considered spam and will be deleted.

It would be a good idea for you to review the Forum Rules (click me!) - j7


Last edited by jonathan7; 10-27-2009 at 04:21 PM.
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Old 10-26-2009, 04:38 PM   #59
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Well, one little sentence is often considered as spam.
Mostly questions like: "Is done yet?" "No updates?"

Will be seen as spam if you don't add anything meaningfull as extra.
Its not forbidden to ask questions, though you'll just have to wait till me or Disbeliever post anything new about the mod.

Like I said you can ask things about the mod, like: "What you have in mind with Hutts?" "Will there be more then one cantina and will that be like in EP IV a dark hole?"

See, thats more to the topic.

Check the forum rules if you really want to know more or contact a moderator by PM.
I think there was a subforum to discuss rules if you feel like its really annoying or just don't agree.

EDIT: Disbeliever is playing it dangeriously


TIQUILAAAAAAAA
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Old 10-27-2009, 02:08 PM   #60
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Originally Posted by disbeliever View Post
The biggest issue with polys was how I stupidly modeled the walkable area. That was 75,000+ polys I got rid of right there in doing it the right way.

That would do it. Been taking a class on 3DS in school and actually have to unlearn a few habits from KotOR Modeling

Ah well, still amazed at how much poly cutting was done...

And somewhat anxious to see it implemented...

And curious about sidequests....



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Old 10-27-2009, 04:18 PM   #61
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Wow AMAZING AND EPIC JOB SO FAR



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Old 10-27-2009, 04:33 PM   #62
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Can't wait to see how this all unfolds.

Really glad to see someone finish what Sithspecter started. Great job, yet again.

Moderator note [10-27-2009 04:48 PM]

Don't question moderation in posts in public, especially when you haven't even investigated the thread enough to see I had explained in a previous post of yours -- j7


Last edited by RevanFan; 10-30-2009 at 02:33 AM.
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Old 10-27-2009, 04:53 PM   #63
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This is just a reminder to everyone posts such as "Me too" are spam, posts asking for an update are spam, and finally querying moderation is guess what... Spam tooo!

Yes this mod is awesome, I get to test some of Quanon's areas and they do look great! But don't ask for updates; the modders will update when there is something to update. -- j7



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Old 10-31-2009, 06:36 PM   #64
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A petite update!

Me and Dis have had some issues, thanks to having differant versions of 3Ds Max. What was susposed to be an easy exchange of files turned into a small nightmare with all kind of troubles.

So that put a small delay on our progress.
Though fear not, I think we're good to go now again

And here's something for the hungry ones:





Textured machines
We'll be back with more in... euh short time would be a lie.. a longer time then


TIQUILAAAAAAAA
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Old 10-31-2009, 06:39 PM   #65
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Will the "glass" for the vehicle cabins have a glossy texture on them in game so it might resemble real glass?




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Old 10-31-2009, 07:00 PM   #66
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The glass will have a almost full CM_Baremetal effect. Not the best or greatest effects but it'll do. Unless I can come up with something more suitable


TIQUILAAAAAAAA
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Old 10-31-2009, 07:28 PM   #67
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Fantastic renders!

Funny, I have had the opportunity to work around very similar machinery not so long ago, working on a shoot in a train repair/maintenance facility. They had some monstrous overhead lifts not so different from what you are creating. Not sure if you did research, but you are doing an excellent job with realism.
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Old 10-31-2009, 07:46 PM   #68
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Very nice I love the textures, one of the best treats I've had so far today (Halloween).




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Old 10-31-2009, 09:25 PM   #69
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Sweet textures. Man, those look awesome. I can already taste the greatness this mod will have.
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Old 10-31-2009, 10:10 PM   #70
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WOW !!!!!!


I'm speechless

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Old 11-01-2009, 09:24 AM   #71
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AWESOME!!!
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Old 11-01-2009, 10:40 AM   #72
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That is pure awesome Quanon.

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Old 11-01-2009, 11:02 AM   #73
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Very good.


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Old 11-01-2009, 12:41 PM   #74
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Quote:
Originally Posted by qui_gon_glenn View Post
Funny, I have had the opportunity to work around very similar machinery not so long ago, working on a shoot in a train repair/maintenance facility. They had some monstrous overhead lifts not so different from what you are creating. Not sure if you did research, but you are doing an excellent job with realism.

Héh, no I didn't use any info on these machines. I just started modelling. Well I did a few sketches to get an idea what I wanted. Though I didn't think to google some photos of those kind of things.

Often thats better, as you often forget nice details you can enlarge/twist, you know to make it a bit more special/Sci-Fi.

Thanks for all the nice replies!
Its what keeps us going, though don't be afraid throw in some critiques or questions.

Sometimes its better to have a second look at things, then just say its GOOD and it'll stay like that. Then again, once you worked on something for a few hours its hard to alter it or toss it out. You can fall in love with what you make


TIQUILAAAAAAAA
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Old 11-02-2009, 04:00 PM   #75
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Will there be a star map here? I'm anxious to see some gameplay footage! Good work guys!

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Old 11-02-2009, 04:04 PM   #76
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Wow, gameplay footage? You'll have to wait much longer for that.
Since me and Dis need to build this planet first before anything like quests and the sorts can be put in.

Our story is in the making, or so I hope the lad I trusted with it is working on it.
Of course there will be something about the Star Map, though I won't go and reveal things.

Its not cool if you know all the plot twists before you played the mod.
Me and Dis expect this to be at least a years work

Modelling and tweaking areas sucks up time fast and its tideious. Modding in generale can be so time consuming


TIQUILAAAAAAAA
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Old 11-02-2009, 04:17 PM   #77
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Wow, gameplay footage? You'll have to wait much longer for that.
Since me and Dis need to build this planet first before anything like quests and the sorts can be put in.

Our story is in the making, or so I hope the lad I trusted with it is working on it.
Of course there will be something about the Star Map, though I won't go and reveal things.

Its not cool if you know all the plot twists before you played the mod.
Me and Dis expect this to be at least a years work

Modelling and tweaking areas sucks up time fast and its tideious. Modding in generale can be so time consuming
By Gameplay footage, I meant the party walking through the area.

And when ever you get this point, I'll do VO's if you need it.

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Old 11-02-2009, 07:04 PM   #78
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Héhéhé, well in game footage might be coming in a few days.
Dis is busy working in getting our area textured and prepped for ingame use.

And we'll remember you, for the VO's


TIQUILAAAAAAAA
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Old 11-02-2009, 07:46 PM   #79
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All I know is, if it doesn't have VO's, I will lose it.

Anyway, take your time. Don't rush greatness.
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Old 11-02-2009, 09:36 PM   #80
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A petite update!
........

........

........

........

WOW

I really like those renders, damn you for making such nice looking things and waving it in front of us like a matador does a bull.


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