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Old 11-23-2009, 07:37 AM   #161
DarthParametric
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The merchant area looks good. Nice job on getting the poly count lower than the docks area - no mean feat when dealing with so many rounded shapes. What is the poly count incidentally? The textures look pretty good too, although the ground texture does kind of induce a bit of eye bleed with such a wide open empty area. I imagine having a few NPCs running around and various static models will help dampen the effect.

Also, lol @ drunk Quanon. You should post drunk more often.
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Old 11-23-2009, 09:10 AM   #162
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Well if you would like to use any of my old models, I can try and dig up some of the files for you. This looks really great, and I'm kinda disappointed that I'm not a part of it.
Always room for you, if you'd like

Thanks for all the kind words everyone. I will post the poly count of the merchant area once I boot everything up today.

As a petite update , I have gotten the entire merchant area in game, and you can walkie around in it. However, as expected, textures got skewed, so I will have to go back in and fix that before posting screens.

And SS, I agree with Q, you did a fantastic job restoring bioware's vision. It is allot harder to try and recreate something faithfully vs. Just having 100% creative control. As for the files, I would really be interested in that re-skinned swoop track you had done. Was it a working swoop race with Sley skins? I think Q and I would like to have a swoop race on this planet for people

Petite update 2:

I am going back over every piece and fixing the texture issues. Mostly related to the walls since i did it the lazy way Now i have to do twice the work, you would think I would learn.

Should have the area completely done and in game tomorrow, with screens!

Last edited by disbeliever; 11-23-2009 at 03:24 PM.
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Old 11-24-2009, 12:50 PM   #163
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Update for the day (2 posts again due to photos, sorry mods). Here is the second area, the merchant area, in game complete with walkmesh.



















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Old 11-24-2009, 12:51 PM   #164
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Still have some texture stretching on a few windows an lights, but no big deal. We are working now to fill it with some more 3d fillers to bring it to life even more. Sort of like the machines did in the landing area

more to come
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Old 11-24-2009, 01:00 PM   #165
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You are making a lot of progress very fast, Dis, it's amazing how fast is this thread growing! Great job!


What an amusing specimen of Jedi you are.
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Old 11-24-2009, 01:10 PM   #166
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Nice update partner

I'll be starting asap on the "filler" to dress up the place more.
I'm sure I'll be able to kill the low polycount you had that way


TIQUILAAAAAAAA
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Old 11-24-2009, 01:12 PM   #167
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Nice update partner

I'll be starting asap on the "filler" to dress up the place more.
I'm sure I'll be able to kill the low polycount you had that way
Thank ya pat'na

I did not say LOW poly just lower than landing area
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Old 11-24-2009, 06:57 PM   #168
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Very nice dis. I can't wait to see this in game with all the bells and whistles.





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Old 11-24-2009, 07:17 PM   #169
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Quote:
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Very nice dis. I can't wait to see this in game with all the bells and whistles.
QFT. You're doing a great job dis.

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Old 11-24-2009, 10:59 PM   #170
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Those last few pics were really nice looking dis. Kudos to you and Q for doing so well thus far on such an awesome project!


Are you one of those poor Macintosh gamers that are in the possession of Empire at War, yet because of the scarcity of Mac players out there you have nobody to play against? If you are, PM me if you want to set up a game.
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Old 11-25-2009, 02:40 PM   #171
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Alrighty, as Q would say "petite update":

The textures have all been fixed, no more blurry funky textures in weird places

Also, a door has been added to the landing bay leading to the merchant area, and it works. A door has been added to the merchant area leading back to the landing area, and it works (kinda). So thats good.

Also, while waiting on Q to make some filler 3d for the market area, I decided to make a hutt statue for the landing bay. So the first thing you see when coming down the ramp from the ebon hawk is a hutt staring you in the face letting you know he owns dis place. And since all hutts look alike, it does not matter what hutt posed for this

Oh and finally, although not important, PC shadows are now showing up. Enjoy

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Old 11-25-2009, 02:45 PM   #172
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Awesome! But, might I give a suggestion:

Give a less "loaded from 3d modeling program" pose. It is all starting to come together now!

Great Job!

JM
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Old 11-25-2009, 02:56 PM   #173
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Héh, got to agree a little with JM there Dis.
I think Hutts would go for something a little larger

Giving a little differant pose might help as well
Not a bad idea, just a bit larger would fit in better.


TIQUILAAAAAAAA
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Old 11-25-2009, 02:59 PM   #174
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i will enlarge it and put some cake or pie in his hand

More updated coming friday, since tomorrow is stuff yourself fat day
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Old 11-25-2009, 03:01 PM   #175
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Quote:
Originally Posted by disbeliever View Post
More updated coming friday, since tomorrow is stuff yourself fat day
Thanksgiving = Hutt Day maybe?



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Old 11-25-2009, 04:36 PM   #176
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Very nice dis

Q I am looking forward to your filler stuff





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Old 11-25-2009, 06:36 PM   #177
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@SS: Never quite thought of it that way, but now.....

@Dis: Very nice looking, I agree with Q and Junior though that the Hutt needs to have less of the imported from 3d program look... maybe have it look like it's reaching for more food?


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Old 11-25-2009, 09:32 PM   #178
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I remember discussing the possibility of a Bochaba statue before, and I came to the conclusion that it was a better idea to have to city officials in a dialog about the cost of a statue, and then diverting the funds for the statue into their personal accounts. We felt that it reflected the atmosphere of the planet better.

But the statue would be fine anyway.



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Old 11-25-2009, 09:55 PM   #179
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Maybe you should have Twi'lek slave statues as well? But since they aren't going to be moving, you could have them in more "movie realistic" poses.

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Old 11-26-2009, 09:21 AM   #180
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Well if everyone has mixed feelings about a hutt statue I can remove it

I did it in about 10 minutes to see it in game. I was bored waiting for Q

I am going to play aroiund with it tomorrow and enlarge the statur allot, spruce up the platform for it and give him a better pose
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Old 11-26-2009, 10:12 AM   #181
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Here's two quick shots of what I've been making as "filler".
First off, some tubes, pipes and powerstation/suppliers... euh, euh something odd Star Warsy


Second, are very generale stands/kiosks for the street merchants.


I'll move quickly to texture these, then wait for Dis to send me the files, so I can put them in their spot. No doubt I'll come up with some other little ideas


TIQUILAAAAAAAA
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Old 11-26-2009, 11:41 AM   #182
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Very nice Q

May I suggest making a pull cart for one of the merchants? Like the ones you attach to your car except it would be attached to a small speeder (and obviously would hover).





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Old 11-26-2009, 11:59 AM   #183
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Looking good Q I will send you the files tomorrow when I get to work, since I mod at work well have to change up the walkmesh to to incorporate these items.

I like the idea of a pull cart to. Sort of like a 13th century plague "bring out your dead" cart
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Old 11-26-2009, 01:21 PM   #184
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Whut? I'm not dead.

YES, you are.



Gotta luuuve, Monthy Python


TIQUILAAAAAAAA
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Old 11-26-2009, 01:49 PM   #185
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Originally Posted by disbeliever View Post
I like the idea of a pull cart to. Sort of like a 13th century plague "bring out your dead" cart
"Naw I can't, I've got to go to the Robinsons', they lost 13 this week..."

;D

awesome stuff btw.

one overall suggestion for the areas though: more neon
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Old 11-26-2009, 04:42 PM   #186
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Whut? I'm not dead.

YES, you are.



Gotta luuuve, Monthy Python
Its just a flesh wound
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Old 11-26-2009, 09:58 PM   #187
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Its just a flesh wound
Running away are you? Come back here! I'll bite your legs off!
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Old 11-26-2009, 10:48 PM   #188
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Back on topic:
Q: You kind-of already have this for the street merchants but maybe you could make something like a mall kiosk (you know those big square-ish mini-stores in the hallway at the mall). Additionally I was thinking maybe you could incorporate stuff that look like vaporators (from the moisture farms) or use them as a basis for more "Star Warsy" tech .





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Old 11-27-2009, 02:27 AM   #189
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Quote:
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:Q: You kind-of already have this for the street merchants but maybe you could make something like a mall kiosk (you know those big square-ish mini-stores in the hallway at the mall).
I had an idea that you could have an "information booth" but instead of general information, it would be updates for illicit crimes commissioned by the Hutt that you decide to sign on with. Until you do sign up with one, they could just tell you that they're on a spice break.

Quote:
Originally Posted by Salzella View Post
One overall suggestion for the areas though: more neon
This suggestion refers to a placeable that I only remember being in KOTOR1 but it might be in KOTOR2 as well. I only recall seeing them in Davik's hangar on Taris. They were tall cylindrical objects that looked like they had neon tubes in them. The picture before technically isn't from the game but a recreation created by Inyri Forge for a JA mod but it'll give you an idea of what I'm talking about. (See area highlighted by green box.)



Perhaps you can put a pair of them outside of cantina's/bar's doorways as futuristic weapon detectors?




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Old 11-27-2009, 05:55 AM   #190
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I really like the Hutt statue.
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Old 11-27-2009, 06:07 AM   #191
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Back on topic:
Q: You kind-of already have this for the street merchants but maybe you could make something like a mall kiosk (you know those big square-ish mini-stores in the hallway at the mall). Additionally I was thinking maybe you could incorporate stuff that look like vaporators (from the moisture farms) or use them as a basis for more "Star Warsy" tech .
Hmm, I'll see if a bigger kiosk will fit somewhere. But I rather keep most "filler" on the smaller side, so that it not blocks out to much of the players path.

The Kotor games prefer a more wider path, else your party members often get stuck

Quote:
Originally Posted by Sith Holocron View Post
suggestions
One of my to do lists is to create signs, hanging from the walls, which will have some good amount of neon

I've good a amount of SW fonts, so expect to see some Huttsee, euh Huttingish, whatever


Quote:
Originally Posted by RevanFan View Post
I really like the Hutt statue.
I'm sure the Statue will return, it just needs some tweaking


TIQUILAAAAAAAA
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Old 11-27-2009, 09:16 AM   #192
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I remember that Sleheyron had a lot of these jutting out from various buildings and such.


Maybe you could put some of them in the areas.



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Old 11-27-2009, 09:38 AM   #193
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I agree with whoever said "more neon" however I do not want to 80's 'technor' it up

*and bonus points to the kiddie who gets the reference I just made*

Q and I had already discussed making signs to put on the buildings that will have some color to them. I dont think we want a real party looking feel to it though. The place is all about oppression and crime,not a very cheery place

To give everyone an update, I will be sending Q my files for the merchant area in a few minutes to add in his filler, like he did with the machines in the landing bay. So I am sure we can all expect great updates from him very very fast
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Old 11-27-2009, 12:30 PM   #194
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How does everyone feel about this size? Apparently size matters on Holowan



Update:


Last edited by disbeliever; 11-27-2009 at 01:24 PM.
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Old 11-27-2009, 12:39 PM   #195
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awesome. oddly green though, and that looks sort of out of place with the rest of the atmosphere/buildings being that sort of rusty bronze.

also, re: neon, i'm not thinking clappy neon here obviously, more a Bladerunner style. you know, misery with glowing bangles
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Old 11-27-2009, 12:40 PM   #196
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awesome. oddly green though, and that looks sort of out of place with the rest of the atmosphere/buildings being that sort of rusty bronze.

also, re: neon, i'm not thinking clappy neon here obviously, more a Bladerunner style. you know, misery with glowing bangles
As you can see the textures are not done :-p But thanks
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Old 11-27-2009, 01:14 PM   #197
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Quote:
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I remember that Sleheyron had a lot of these jutting out from various buildings and such.

Maybe you could put some of them in the areas.

Working on some pipes and odd bitz like these. I think I might add some large pipes as well, I mean really LARGE


@DIS: Ofcourse size matters!


TIQUILAAAAAAAA
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Old 11-27-2009, 01:52 PM   #198
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I like it dis . Now all we need is Q's update





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Old 11-27-2009, 01:52 PM   #199
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The Hutt looks good dis. I still think you should add some Twi'leks to it.

I also agree with Salzella on the neon.

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Old 11-28-2009, 12:36 PM   #200
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The Hutt looks good dis. I still think you should add some Twi'leks to it.
I was just about to mention the twi lek dancing gurls


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