lfnetwork.com mark read register faq members calendar

Thread: Coruscant: Jedi Temple Exterior
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 07-27-2011, 06:01 PM   #1
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 
Coruscant: Jedi Temple Exterior

Quote:
Originally Posted by VarsityPuppet View Post
This is cool and everything, but it means nothing unless it's released.

So that means... RELEASE THE KRAKEN!!!! Er I mean... the temple.
Okay, just for you VP!


This is basically an empty area, devoid of everything at the moment. I am releasing it as a modder's resource. Anyone can use it, providing that I get to see the final product before it goes out (I worked long and hard on this, I only want it to be coupled with quality mods).

Anyway, it is in an almost finished state. It needs some work on the walkmesh, and a little work covering up the empty doorway. I'm kind of frustrated with it at the moment, because things keep wanting not to work, so there is no guarantee that I will finish it. Anyway, use at your own risk, have fun, and you can warp to cor_m60aa to get there.

Show spoiler


Show spoiler


Show spoiler


Show spoiler


Show spoiler


Show spoiler


Credit goes to Olivier Couston on Sci-Fi 3D for the skybox, oh, and Quanon for his lovely textures!

http://www.mediafire.com/file/qrtyaw.../Coruscant.zip



Sithspecter is offline   you may: quote & reply,
Old 07-27-2011, 06:14 PM   #2
Canderis
Mercenary
 
Canderis's Avatar
 
Join Date: Jun 2008
Location: Unknown
Posts: 2,514
Current Game: Skyrim
Veteran Modder Helpful! 
Sweet.




Canderis is offline   you may: quote & reply,
Old 07-27-2011, 07:05 PM   #3
logan23
Veteran
 
logan23's Avatar
 
Join Date: Aug 2007
Location: East Coast
Posts: 916
Current Game: Revenge of Revan
Veteran Modder Forum Veteran Contest winner - Modding Hot Topic Starter 
Awesome!!! Instant download :-)

logan23 is offline   you may: quote & reply,
Old 07-27-2011, 08:46 PM   #4
newbiemodder
Gentleman Modder
 
newbiemodder's Avatar
 
Join Date: Feb 2009
Location: Chicago
Posts: 706
Veteran Modder 
That is one massive temple, SS. Thank you.


Who's more foolish, the fool or the fool that follows?

Just exactly what is a head-piece to the Staff of Ra?

http://www.lucasforums.com/showthread.php?t=206819

http://www.lucasforums.com/showthread.php?t=206541

http://www.lucasforums.com/showthrea...t=newbiemodder
newbiemodder is offline   you may: quote & reply,
Old 07-27-2011, 09:45 PM   #5
Qui-Gon Glenn
Necessary Roughneck
 
Qui-Gon Glenn's Avatar
 
Join Date: May 2007
Location: Thessia
Posts: 1,467
Current Game: ME3MP, Arkham Origins
Folder extraordinaire Helpful! Forum Veteran Veteran Modder 
Uhhhhhhhhhhhhhhhhhhhhhhhh.....

o.O

Incredible, the scaling you have done is, well, most impressive!


Want to play a game of ME3MP?
Qui-Gon_Glenn on the software of which we shall not name.... add me and the enemy shall fall in chunks of crimson salsa
Qui-Gon Glenn is offline   you may: quote & reply,
Old 07-28-2011, 02:40 AM   #6
Dark_Ansem
Junior Member
 
Join Date: Dec 2005
Posts: 272
yeah wunderbar! also for TSL please

Dark_Ansem is offline   you may: quote & reply,
Old 07-28-2011, 09:11 AM   #7
darthtyren
Rookie
 
darthtyren's Avatar
 
Join Date: May 2011
Location: Kotor Tool folder
Posts: 145
Quote:
Originally Posted by Dark_Ansem View Post
yeah wunderbar! also for TSL please
Yeah, it's impressive, but Dark_Ansem has a point. I'd like to see it for TSL.


Good with dialogues and getting better
Working on Scripting and Module Editing/Re-skinning
Started work on Modeling New Areas
darthtyren is offline   you may: quote & reply,
Old 07-28-2011, 11:00 AM   #8
Bob Ta'aar
Rookie
 
Bob Ta'aar's Avatar
 
Join Date: Mar 2010
Location: Switzerland
Posts: 111
Current Game: KotOR, KotOR2:TSLRCM
sweet mother of ...
aaaawesome! I hope I can one day learn about area-modding as much as I have now about head-modelling and I might try to make good use of such wounderful work as this or the stuff Quanon released.


I started modding KotOR(2)!
May the Force be with ya, folks!
Bob Ta'aar is offline   you may: quote & reply,
Old 07-28-2011, 05:52 PM   #9
Sith Holocron
M4-78
 
Sith Holocron's Avatar
 
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,353
Current Game: The Old Republic
Forum Veteran Folder extraordinaire Helpful! Alderaan News Holopics contributor 
Quote:
Originally Posted by darthtyren View Post
Yeah, it's impressive, but Dark_Ansem has a point. I'd like to see it for TSL.
But how would one combine Sithspecter's mod with what deathdisco already did for Coruscant?




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
Sith Holocron is offline   you may: quote & reply,
Old 07-28-2011, 10:38 PM   #10
HK-42
HK47+Marvin=
 
HK-42's Avatar
 
Join Date: Jun 2006
Location: The Unknown Regions
Posts: 2,040
Current Game: AssassinsCreed,kotor
Hot Topic Starter 
Quote:
Originally Posted by Sith Holocron View Post
But how would one combine Sithspecter's mod with what deathdisco already did for Coruscant?
If it was in tsl you could remove Deathdisco's exterior and use one of the door on SS mod to enter into DD's interior.

HK-42 is offline   you may: quote & reply,
Old 07-31-2011, 12:51 AM   #11
Canderis
Mercenary
 
Canderis's Avatar
 
Join Date: Jun 2008
Location: Unknown
Posts: 2,514
Current Game: Skyrim
Veteran Modder Helpful! 
If I can squire the permissions needed, I can convert this to TSL and combine the mods.




Canderis is offline   you may: quote & reply,
Old 07-31-2011, 06:14 PM   #12
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 
Quote:
Originally Posted by Canderis View Post
If I can squire the permissions needed, I can convert this to TSL and combine the mods.
You'd have to retexture it. Quanon used textures from K1, and retextured them, so although they are different, I think that it would still be porting from K1. I'm not sure, but it's best to be careful.



Sithspecter is offline   you may: quote & reply,
Old 07-31-2011, 09:22 PM   #13
Canderis
Mercenary
 
Canderis's Avatar
 
Join Date: Jun 2008
Location: Unknown
Posts: 2,514
Current Game: Skyrim
Veteran Modder Helpful! 
Do i have your permission otherwise?




Canderis is offline   you may: quote & reply,
Old 07-31-2011, 10:04 PM   #14
Elite Duck
Rookie
 
Elite Duck's Avatar
 
Join Date: Aug 2009
Posts: 119
Incredible! I agree this would be great for TSL. Why don't you have TSL SS?

Elite Duck is offline   you may: quote & reply,
Old 08-01-2011, 04:34 PM   #15
Sithspecter
Big things are coming...
 
Sithspecter's Avatar
 
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,787
Current Game: Mechwarrior II: Mercenaries
Contest winner - Modding Forum Veteran Veteran Modder LFN Staff Member 
Quote:
Originally Posted by Canderis View Post
Do i have your permission otherwise?
Yes, as long as I see the mod before you release it.

Quote:
Originally Posted by Elite Duck View Post
Incredible! I agree this would be great for TSL. Why don't you have TSL SS?
I do have it, I just really dislike it.



Sithspecter is offline   you may: quote & reply,
Old 08-01-2011, 07:33 PM   #16
Canderis
Mercenary
 
Canderis's Avatar
 
Join Date: Jun 2008
Location: Unknown
Posts: 2,514
Current Game: Skyrim
Veteran Modder Helpful! 
I got permission from Death Disco for this mod. Ill start work soon.




Canderis is offline   you may: quote & reply,
Old 08-03-2011, 05:34 AM   #17
Capibara
Rookie
 
Capibara's Avatar
 
Join Date: Jul 2011
Posts: 115
Quote:
Originally Posted by Sithspecter View Post
You'd have to retexture it. Quanon used textures from K1, and retextured them, so although they are different, I think that it would still be porting from K1. I'm not sure, but it's best to be careful.
Obviously i'm new to these forums (but not to other modding communities), yet this is not the first time i've seen this type of comment about porting, and it's kind of baffling... is there some 'historical' reason, I, as new here, am unaware of for this?

Because otherwise, seriously, who's gonna care about the usage of some textures/assets from one game in another game of the same franchise and series, with basically the same engine and assets, and a dead series at that -the singleplayer obviously is- for an absolutely free hobby-made mod?, i've been part of modding communities for other crpg's and i've seen all kind of things; modders routinely porting assets from other games in the same series, just look at the infinity engine modding, the amount of stuff exchanged from the BG's and IWD's, and not only the 'oldies' (because in mainstream the kotor games are probably considered oldies already), look at the FO3 and FNV modding; a lot of graphical assets exchange in mods... Heck, i've even seen .exe modifications in order to fix bugs or add extra functionalities, and no one has ever gotten any trouble for it, in fact, in one case, the publisher of an oldie game included a recognized .exe mod that fixed engine issues on their latest digital distribution packages... so, why all this tip-toeing?
Capibara is offline   you may: quote & reply,
Old 08-03-2011, 05:44 AM   #18
Lordjedi
Forumite
 
Lordjedi's Avatar
 
Join Date: Dec 2007
Posts: 509
Nice dude
Now we just need some talented modders to make quests/storylines.
Lordjedi is offline   you may: quote & reply,
Old 08-04-2011, 08:16 AM   #19
Dak Drexl
Senior Member
 
Dak Drexl's Avatar
 
Join Date: Jan 2010
Posts: 1,079
Helpful! 
Quote:
Originally Posted by Capibara View Post
Obviously i'm new to these forums (but not to other modding communities), yet this is not the first time i've seen this type of comment about porting, and it's kind of baffling... is there some 'historical' reason, I, as new here, am unaware of for this?

Because otherwise, seriously, who's gonna care about the usage of some textures/assets from one game in another game of the same franchise and series, with basically the same engine and assets, and a dead series at that -the singleplayer obviously is- for an absolutely free hobby-made mod?, i've been part of modding communities for other crpg's and i've seen all kind of things; modders routinely porting assets from other games in the same series, just look at the infinity engine modding, the amount of stuff exchanged from the BG's and IWD's, and not only the 'oldies' (because in mainstream the kotor games are probably considered oldies already), look at the FO3 and FNV modding; a lot of graphical assets exchange in mods... Heck, i've even seen .exe modifications in order to fix bugs or add extra functionalities, and no one has ever gotten any trouble for it, in fact, in one case, the publisher of an oldie game included a recognized .exe mod that fixed engine issues on their latest digital distribution packages... so, why all this tip-toeing?
It's because it's in the game's EULA that you can't port assets from either game to another. In many other modding communites, (though I have no part in them, I just hear about it so I'm not pretending to be an expert here) it's acceptable to port stuff from this game to that. However with KotOR it's illegal. And no, I highly doubt the porting police will come after us if it were accepted around here, but porting just isn't discussed here anyway. Hope that clears things up...

ON TOPIC This is my favorite area model to date by far. The size totally makes it most excellent.

Dak Drexl is offline   you may: quote & reply,
Old 08-04-2011, 09:18 AM   #20
Darth Payne
I Am Revan, I Remember.
 
Darth Payne's Avatar
 
Join Date: Nov 2007
Location: Grong, Norway
Posts: 2,491
Current Game: DS3, Alien: Colonial Marines
Quote:
Originally Posted by Dak Drexl View Post
ON TOPIC This is my favorite area model to date by far. The size totally makes it most excellent.
Agreed, it is pretty damned cool.

Now we just need to find some use for it as it seems a bit empty at the moment.

Perhaps as a base for a K1 Jedi Tample mod? Using this 'template' as a base, i would guess such a mod to be a fair bit superior to the TSL mod.


http://www.xboxlc.com/cards/sig/newblack/pederskomsvold.jpg
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.
Darth Payne is offline   you may: quote & reply,
Old 08-04-2011, 09:49 PM   #21
Capibara
Rookie
 
Capibara's Avatar
 
Join Date: Jul 2011
Posts: 115
Quote:
Originally Posted by Dak Drexl View Post
It's because it's in the game's EULA that you can't port assets from either game to another. In many other modding communites, (though I have no part in them, I just hear about it so I'm not pretending to be an expert here) it's acceptable to port stuff from this game to that. However with KotOR it's illegal. And no, I highly doubt the porting police will come after us if it were accepted around here, but porting just isn't discussed here anyway. Hope that clears things up...
Well technically any modding for any game is illegal under EULA's... there's just some let's call it 'pc users modding tradition' with a defined un-crossable line... i just think this community may be imposing an unnecessary limitation/restriction (based on unwarranted concerns) on itself.

Sorry for off-topic.
Capibara is offline   you may: quote & reply,
Old 08-07-2011, 05:49 AM   #22
adamqd
Jedi vs Sith
 
adamqd's Avatar
 
Join Date: Jan 2007
Posts: 3,201
Forum Veteran The Walking Carpets Guild Member 
Wow, that is just amazing, haven't really checked out the modding section for years, very impressed! amazing


<a href=http://raptr.com/adamqd?src=em_vb target=_blank><img src=http://raptr.com/badge/9808ad3cdf02ed358e227b0e69e654db/fs.png border=0 alt= /></a>
adamqd is offline   you may: quote & reply,
Old 08-15-2011, 04:58 PM   #23
Zhaboka
Applesauce Tractor
 
Zhaboka's Avatar
 
Join Date: Apr 2006
Location: California
Posts: 625
Veteran Modder 
SUPER excited for Canderis' combination mod now. Great work, SS!



Thank you Gorgod.
Zhaboka is offline   you may: quote & reply,
Old 08-26-2011, 11:33 AM   #24
shadow0
Rookie
 
Join Date: Feb 2008
Location: The Kingdom of the Netherlands
Posts: 23
Current Game: SWEaW & SWkotOR.
Looks fantastic, and I can''t wait to see the Jedi Temple Mod be mixxed with this one!
shadow0 is offline   you may: quote & reply,
Old 09-08-2011, 06:43 AM   #25
Sith Holocron
M4-78
 
Sith Holocron's Avatar
 
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,353
Current Game: The Old Republic
Forum Veteran Folder extraordinaire Helpful! Alderaan News Holopics contributor 
Quote:
Originally Posted by Zhaboka View Post
SUPER excited for Canderis' combination mod now. Great work, SS!
As Canderis recently retired from modding - according to his status message at DS - is anyone else interested in combining DeathDisco's mod with Sithspecter's? Don't forget that some re-texturing will be required for SS's model.




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
Sith Holocron is offline   you may: quote & reply,
Old 09-08-2011, 05:00 PM   #26
shadow0
Rookie
 
Join Date: Feb 2008
Location: The Kingdom of the Netherlands
Posts: 23
Current Game: SWEaW & SWkotOR.
He retired ? Dangit!
shadow0 is offline   you may: quote & reply,
Old 09-08-2011, 05:47 PM   #27
.:Lord Revan:.
Junior Member
 
.:Lord Revan:.'s Avatar
 
Join Date: Apr 2010
Location: Somewhere :D
Posts: 413
Current Game: MW3
Incredible modeling SS!!!!
.:Lord Revan:. is offline   you may: quote & reply,
Old 09-15-2011, 06:41 PM   #28
Sith Holocron
M4-78
 
Sith Holocron's Avatar
 
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,353
Current Game: The Old Republic
Forum Veteran Folder extraordinaire Helpful! Alderaan News Holopics contributor 
Sithspecter, would one have to retexture the entire thing to make it useable with TSL or just replace certain textures?




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
Sith Holocron is offline   you may: quote & reply,
Old 10-18-2011, 06:35 AM   #29
R2-X2
Junior Member
 
R2-X2's Avatar
 
Join Date: Dec 2008
Location: Above Lehon
Posts: 352
Current Game: KotOR again. F*** yeah.
*Like* I'm glad to see you're still active in modding this game



Beep.
R2-X2 is offline   you may: quote & reply,
Old 10-19-2011, 04:02 PM   #30
Darth Darkus
Rookie
 
Darth Darkus's Avatar
 
Join Date: Sep 2009
Location: Waalwijk, the Netherlands
Posts: 157
Current Game: none
stunning.
Darth Darkus is offline   you may: quote & reply,
Old 11-07-2011, 12:59 PM   #31
Sith Holocron
M4-78
 
Sith Holocron's Avatar
 
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,353
Current Game: The Old Republic
Forum Veteran Folder extraordinaire Helpful! Alderaan News Holopics contributor 
If someone was to combine this mod and Deathdisco's Jedi Temple mod, perhaps someone should create the Room of a Thousand Fountains as part of it - perhaps as a bridge between the two areas.

Seeing as Kreia herself mentions the room, having the area appear would be relevant addition. Of course, this room has been featured in other Star Wars novels and comic books, and from what I gather it was also in the Star Wars Episode III: Revenge of the Sith video game.




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
Sith Holocron is offline   you may: quote & reply,
Old 11-08-2011, 02:12 PM   #32
Darth Payne
I Am Revan, I Remember.
 
Darth Payne's Avatar
 
Join Date: Nov 2007
Location: Grong, Norway
Posts: 2,491
Current Game: DS3, Alien: Colonial Marines
Could this also be used in K1? without importing anything from K2 that is?


http://www.xboxlc.com/cards/sig/newblack/pederskomsvold.jpg
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.
Darth Payne is offline   you may: quote & reply,
Old 11-08-2011, 04:43 PM   #33
GeorgNihilus
Forumite
 
GeorgNihilus's Avatar
 
Join Date: Mar 2007
Location: Somewhere in the Outer Rim
Posts: 602
Current Game: Skyrim
Smile Yeah ...

Quote:
Originally Posted by Sith Holocron View Post
If someone was to combine this mod and Deathdisco's Jedi Temple mod, perhaps someone should create the Room of a Thousand Fountains as part of it - perhaps as a bridge between the two areas.
that would be perfect wish someone had the time/knowledge/will to combine them ... even without doing a Room of the Thousand Fountains ... maybe blocking its access somehow to avoid doing it?? until someone does it??


TSL Mods
Nar Shaddaa hidden complex http://knightsoftheoldrepublic.filef..._Complex;91257
Mandalorian camo Armors in-game http://lucasforums.com/showthread.php?t=204159
Telos polar plateau sidequest 1.2 http://lucasforums.com/showthread.php?t=202436

KotOR Mods
A lost sith in a nameless world http://knightsoftheoldrepublic.filef...ss_World;96040
GeorgNihilus is offline   you may: quote & reply,
Old 11-08-2011, 05:22 PM   #34
Canderis
Mercenary
 
Canderis's Avatar
 
Join Date: Jun 2008
Location: Unknown
Posts: 2,514
Current Game: Skyrim
Veteran Modder Helpful! 
Quote:
Originally Posted by Darth Payne View Post
Could this also be used in K1? without importing anything from K2 that is?
It is for k1..




Canderis is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > Taris Upper City Emporium > Coruscant: Jedi Temple Exterior

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:40 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.