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Darth InSidious

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Thanks! Unfortunately, dynamic lighting like that is impossible in KotOR, so far as I know.

 

Actually, I believe you could achieve something similar to what's been suggested by using an AuroraDLight.

 

I'm fairly certain that you could use them in placeable models for NWN, so I would assume the same is true for KotOR.

 

I might actually have a tinker and see what I come up with, if you don't mind. :)

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Interesting!

Thanks! :)

 

Will this mod have its own separate thread soon? :p

It already does (sort of).

 

I like it!

Thank you! :)

 

I would love to voice act and beta test for the holocron mod. :)

 

There's something that tells me I should probably try to voice something in this. But I'm not quite sure what it is.

(Paid by the Committee to Elect Sith Holocron as Artifact of the Empire.)

 

Oh yeah . . . that's it.

 

Thank you to both of you. That would be hugely helpful. :)

 

Actually, I believe you could achieve something similar to what's been suggested by using an AuroraDLight.

 

I'm fairly certain that you could use them in placeable models for NWN, so I would assume the same is true for KotOR.

It's possible, but BioWare stripped a lot of features out when they adapted the Aurora Engine, IIRC.

 

I might actually have a tinker and see what I come up with, if you don't mind. :)

Let me know what you find out. :)

 

Just a quick update to say that the last holocron is in place, and just needs a few bits of tweaking before it's ready to go:

 

lehon1.jpg

 

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  • 2 weeks later...
Actually, I believe you could achieve something similar to what's been suggested by using an AuroraDLight.

 

I'm fairly certain that you could use them in placeable models for NWN, so I would assume the same is true for KotOR.

 

I might actually have a tinker and see what I come up with, if you don't mind. :)

 

Not sure if people want my opinion since I am talking abstract theory here, but the Jedi Holocron seems off to me.

 

From what I've seen on the Clone Wars tv show and read from EU(Luke and Exar Kun at the temple), the Holocron is the cube like you made it, but inside it's a swirling ball or two of lights. You could fix this in a somewhat hard-easy manner, if I have my theories working:

 

Change the texture on the sides of the cube to be about 60%-80% transparent and also without the swirls of color. In the model, add a sphere in the center of the inside with a completely different texture;this texture is the light, though I'd split it in two and animate the lights to move in a circled inside. You could then set the .txi of the texture for the sides of the Holocron to be either "blending additive" or "bleeding punchthrough". I think the second one is the one that I'm thinking of.

 

So if you think any of this has merit, could you attempt it and post screenies? If so, thanks!

 

P.S: If you are going to do this, someone else suggested adding an AuroraDLight on the inside for the "aura glow" effect. Hope ya found my suggestions helpful, DI!

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  • 1 month later...
Wow, that looks nice man. Keep it up!

 

Thank you!

 

Show spoiler
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lehon1.jpg

 

Is that particular holocron placed in the cut Tatooine Rakatan Temple or am I reading the location wrong?

 

I'm almost 100% certain that's the one on the Unknown World.

 

SS nails it. ;)

 

Wow looking damn good DI

 

Thank you. :)

 

Not sure if people want my opinion since I am talking abstract theory here, but the Jedi Holocron seems off to me.

 

From what I've seen on the Clone Wars tv show and read from EU(Luke and Exar Kun at the temple), the Holocron is the cube like you made it, but inside it's a swirling ball or two of lights. You could fix this in a somewhat hard-easy manner, if I have my theories working:

 

Change the texture on the sides of the cube to be about 60%-80% transparent and also without the swirls of color. In the model, add a sphere in the center of the inside with a completely different texture;this texture is the light, though I'd split it in two and animate the lights to move in a circled inside. You could then set the .txi of the texture for the sides of the Holocron to be either "blending additive" or "bleeding punchthrough". I think the second one is the one that I'm thinking of.

 

So if you think any of this has merit, could you attempt it and post screenies? If so, thanks!

 

P.S: If you are going to do this, someone else suggested adding an AuroraDLight on the inside for the "aura glow" effect. Hope ya found my suggestions helpful, DI!

 

Thank you for your suggestion, and yes, any and all opinions are welcome. ;)

 

With that said, I have no intention at this point in the mod of making such a major change to the model, particularly since I'm not even certain the AuroraDLight would work, and I'm so far into the mod.

 

The first order of business for this update is that I hope everyone had a good Christmas.

 

The main point of this update is just a quick announcement that the mod is now substantially compleete, and that I am now looking for beta-testers.

 

I will be preparing dialogue documents for voice artists as soon as possible. SH and Zhab, you will get first refusal on parts, of course, though that still leaves me looking for one male and one female voice actor.

 

Further updates when I have them; there isn't much more to add except that I hope to have the mod out some time early in the new year. :)

 

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  • 10 months later...
would you be willing to add movie-styled items (robes/hoods for starting) to the mod? anaking's Jedi robe and hood especially would be brilliant :)

I’m afraid not; what you’re asking for is quite a different mod.

 

Well, it’s been a little while since I’ve updated this thread ( :p ), but I’m happy to say that there are, for once, substantial updates this time. For one, the Landing pad module is now complete. As in, completely complete. Completely, completedly complete. The only possible thing left to do is to make combat optimisations, redraft/spell-check the journal entries, and maybe tweak the dialogue for style slightly. There’s also a very minor plot element to do with Bao-Dur which I’m tempted to cut, simply from difficulty in implementing it (dealing with special dialogue for companions is always awkward, given the issue of splicing VO.) (I could also redo the textures with a bit more depth, but that is way down the list of Things to Do.)

 

What this means for this thread is that we say goodbye to one of the chief views for the last seven years:

 

921_fin_zps36b0397d.jpg

 

Which personally I’m kind of relieved about. I was getting a bit sick of it. :p

 

I can also finally reveal the Landing Pad load screen, which I’m quite proud of:

 

load_921rvr_zpse36bce51.jpg

 

And also what the name of the main quest on Rhen Var is going to be:

 

som2_zps6298590d.jpg

 

(bonus points for whoever spots where the reference without using Google. :p )

 

The good news is that we now have new (or at least, not-seen-for-a-long-time) modules to look at. Yay! To begin with, the central ‘hub’ of the trade outpost:

 

922_2_zps25c89e32.jpg

922_5_zpsf95c0edd.jpg

922_6_zps0acaff57.jpg

922_7_zps3f6247cf.jpg

922_9_zpsa4e81955.jpg

922_10_zpse0c91087.jpg

922RVR2_zps4554ea25.jpg

922RVR3_zpsd45e8a3b.jpg

922RVR1_zpsb2fa7a23.jpg

 

This is not really an area with a lot going on in itself, but it leads to all sorts of more interesting modules, and gives, I hope, some sense of the layout of the place. (The last three don't show any preliminary retextures: I'm using SelfInducedComa's Telos retexture. :p )

 

We’ve also got the first-pass textures for the club:

 

rv_club1_zpsca640a07.jpg

rv_club3_zps92600e0f.jpg

rv_club2_zpsf595b214.jpg

 

I’m sick of cantinas in Star Wars, and feel a club – a nasty, sweaty, seedy club with music which is far too loud – is more realistic. So here’s my take on it. :p

 

However, aside from this (and real life, of course), I’ve not been entirely idle for the last year or so. In addition to the three mods released so far this year, I have two which are now very close to release for KotOR I. The first is quite a small mod, consisting of a new robe:

 

di_eccr_zpsde48f4dd.jpg

 

This just needs an icon and I need to decide where it should be available in game. I’m wondering if I shouldn’t place it somewhere on Tatooine.

 

More excitingly, however, the holocrons mod is nearing completion:

 

lffm_zps8f8227d6.jpg

 

I just have one or two more things I need, and to fix a few bugs, and it will be ready for release (hopefully - that 'early in the new year' thing didn't work out too well, after all... :p ). I have to admit, I’m more than a little excited by this. The voice-overs and lip-sync are now pretty much done, and I got a real kick out of playing through the mod with them in place. Zhab, SH, and Inyri have done a fantastic job on the VOs.

 

This also means that the Holocron models will be available for use soon... ish. :p

 

 

I’ve also been working on a different robe mod:

 

robes31_zps40850075.jpg

robes32_zps0ba7c475.jpg

 

This was inspired by The Force Unleashed, and the robes you can get in that at the end, if you go light-side. Obviously, the inspiration is a little loose :p . These are still very much work in progress, and I don’t know if I can be bothered to try and finish them; I’m not sure if they’re worth it, really.

 

I’ve also been working on a couple of lightsaber hilts. The first is for a long, ‘Malak’ style saber:

 

ls102_zps5070bc54.jpg

ls101_zps67ac73af.jpg

 

As you can see, the usual MDLOps problems afflict the texture. I’m not quite sure what to do about that, though. I’ve tried redoing the UV map a couple of times and it hasn’t made any difference.

I’ve also been experimenting with a shorter lightsaber model:

 

ls2_zps1b20021d.jpg

 

This would probably be a short lightsaber, although it might just about make a normal length one. Feedback and comments on these are as always more than welcome.

 

That’s about all I have at the moment. As always, comments, questions, criticism and feedback are all very welcome. :) (Also, apologies to those with slower internet connections: the size of the update is all jonathan7's fault. :p )

 

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For one, the Landing pad module is now complete. As in, completely complete. Completely, completedly complete.

:thumbsup:

That's always a good feeling

 

I’ve also been working on a couple of lightsaber hilts. The first is for a long, ‘Malak’ style saber:

 

ls102_zps5070bc54.jpg

ls101_zps67ac73af.jpg

 

As you can see, the usual MDLOps problems afflict the texture. I’m not quite sure what to do about that, though. I’ve tried redoing the UV map a couple of times and it hasn’t made any difference.

That sounds like the same problem that Quanon had with the Juhani sabers. It seemed to be a problem with the way the model was done as a single mesh, but the uvw map was broken up and had seams. When it goes through MDLOps, all the uvw map seams get re-joined together. The way I fixed it, was to edit the mesh, and break it up into multiple objects, then join it back to the main mesh, but NOT weld the vertices together again. Then after editing the uvw map, all the seams will stay separate.

 

Also, when I use T3 for screenshots, I like to change the appearance.2da file so that his freelookeffect is set to default (0?) like everyone else.

 

Keep up the good work :D

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som2_zps6298590d.jpg

 

(bonus points for whoever spots where the reference without using Google. :p )

 

I’ve also been working on a couple of lightsaber hilts. The first is for a long, ‘Malak’ style saber:

 

ls102_zps5070bc54.jpg

 

Well, I'm happy about that Holocron mod; really gonna be a big step in making me play K1 again. :p

 

Also, I'd like to guess on the reference for the quest; is it in any way related to the movie Children of Men?

 

Finally, Do you mind telling me how you got the bronze/brown spikes on the right side of the picture like that? I'm really curious about how you got them to come together. And how'd you make them in the first place?

 

Nice to see some cool stuff from you again, DI!

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I’m sick of cantinas in Star Wars, and feel a club – a nasty, sweaty, seedy club with music which is far too loud – is more realistic. So here’s my take on it. :p

 

Hmm, if you want I got 2 models to spare on that subject. I'm not doing anything on my Nar Shaddaa idea for TSL... So if you feel like it I can give you a club model with 85% working lightmap ;)

 

 

 

 

More excitingly, however, the holocrons mod is nearing completion:

 

 

This also means that the Holocron models will be available for use soon... ish. :p

 

Ooh boy, I need to look at your model, been a bit lazy last week o_O

 

 

I'll get to that holocron thing ASAP!

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