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Darth InSidious' WIP


Darth InSidious

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This really looking good, i'm looking forward to the release

So am I :)

I'm not sucking up man, just accept the fact you're making a great Mod :D

There aren't many mods that lenghten gameplay...

 

@New pics:

Cool :) the new lightning gives it a bit more creepy feeling...keep it up!

Thanks, I intend to :)

I can just imagine you walking over to your computer, and saying, "Hey! When did I make an entire planet for KotOR II? I don't remember this."

Scary thing is, I probably would do that....

Everything looks sweet DI. It's so nice of you to name an entire planet after me. :lol::xp:

Err...sorry, whu?

This looks fantastic and i must say that you have the best amount of patience ever... I'd have given up after a few weeks... :lol:

 

Won't reskinning the modules affect the modules that you are using? So, the coresponding modules will also be reskinned? or are you hex editing the room models and altering the GIT file i think it is?

Heheh, thanks.

 

And no, reskinning them won't, since I've hex-edited the relevant models :)

I'm loving this!

 

You should include Ulic Qel Droma as a Recruit, like in the HK Factory!

But Ulic's much sexier than a droid:waive1:

Thanks, but making Ulic recruitable would take something away from the mood of the mod ;)

Wow, all your stuff looks great. *Ahhh* I am so insanely jealous right now.

 

Can't wait for the next update!

Thanks!

Will a BIK movie be added for landings and take offs from this pad?

There are no plans for that at the moment. I experimented with it, but it didn't look good at all...

hey nice work i see some people still working hard on this it turning out to be a great looking mod. well its good to be back

Good to see you back too, and thanks :)

great work so far,

 

how is the mod going, when will it be done ????

As DK said, when't its done ;)

 

And now, onto the update. I've largely been making new weapons since the last update:

 

K2StuffDone1.jpgA new quarterstaffThe sabre being used.

(note that the two lightsabres of which there is only one picture each are simply for comparison.) I modelled the new lightsabre, meant to be Ulic's first lightsabre, from when he was a Jedi, on the lightsabre pictured in the Power of the Jedi Sourcebook, IIRC.

 

 

It's not what you think...

 

K2StuffDone4.jpg

I wanted to make some new robes, but the other models didn't work as well for this purpose.

 

K2StuffDone5.jpg

Picture #2

Possibly a new tomb on Korriban.

 

Some new Force powers...

 

...And their source

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Those Team-Jawa guys made an editor of some kind that allows you to make your own modules. Maybe that's something for this mod ?

 

That would be me, and KAuroraEditor at the moment allows the import of scratch-built models from NWMax into Kotor as long as the model is comprised exclusively of trimesh and light nodes.

 

I'm currently working on the 0.3 version which (along with better texture handling) will hopefully include the handling of emitter nodes.

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valkyrie3.png

loki.png

Opinions? Still needs some work, but...

 

atimeofwar.png

 

Other than that, I've been mostly working on storyline - the vision sequence is now around 3/4 done.

 

Those Team-Jawa guys made an editor of some kind that allows you to make your own modules. Maybe that's something for this mod ?

Given that most of the original modules appear no more than twice in the entire of vanilla KotOR2, if at all, its not really necessary. Aside from that it would almost double the time taken on the mod, and the only people who understand this new method are a handful of people from the Team-Jawa fora. The information isn't freely available yet.

 

I can't wait for the planet Darth. Great work so far.

Neither can I. :)

 

Think the mod is on hold

NEVER!

 

that stuff that you made looks so good i can't wait until it done because thise weapons and robes and lightsabers look great

Thanks. :)

 

amazing 0.o that sword model is sweet looking, you never cease to amaze me keep up the good work

Hehe, thanks. :)

 

Ok so you didn't name the planet after me. You did choose a planet with my name in it.

Interesting. Small galaxy.

 

Looking brilliant DI, I'm really looking forward to the completion of the mod, keep up the good work.

So am I. :)

 

You really do seem to have a talent for area design, DI. It's looking better than ever . Using Visas' meditation chamber as a new tomb is a pretty cool idea.

 

Good work!

Thanks for the kind words. :)

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Given that most of the original modules appear no more than twice in the entire of vanilla KotOR2, if at all, its not really necessary. Aside from that it would almost double the time taken on the mod, and the only people who understand this new method are a handful of people from the Team-Jawa fora. The information isn't freely available yet.

 

Just a little clarification on this one: there isn't any sort of hidden information on how to create new areas. The only thing you need is KAuroraEditor and the 3DSmax / Gmax NWN scripts which, I presume, many are already familiar with.

You simply create the area model in *max, export it to an ascii text file using the NWN scripts, and import the ascii model into Kotor using KAuroraEditor, which will generate the .mdl, .mdx and .wok files needed for the new area model.

 

The biggest problems you'd be facing are:

 

A) KAurora current limitations, principal among which is the inability to import anything except for trimeshes, walkmeshes and light nodes, along with an incorrect handling of the UV texture mapping of type "Face". I've been working on a new release of the editor, and at the moment I can correctly import lights (which were imported but didn't show up in the game with version 0.2, while now they work) and I can import emitters without crashing the game, but they don't seem to show up yet. Unfortunately the program is still listed on the tools page as a "walkmesh" utility, but it has grown to be a much bigger project (and you would currently download version 0.2 even if it's still listed as 0.1).

 

B) the inherent problem of having to do everything from scratch, so you'd have to create .are, .git, .ifo, .vis and .lyt files as an absolute minimum, not to mention that to have any decent end result you'd also need to create cameras, items, characters etc. etc. to populate the new area. Note however that all this could theoretically be done with current tools; it "just" would take an ungodly amount of work.

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Ladies, Gentlemen...

 

>_>

 

<_<

 

dechelonian1.jpg

The turtle moves.

 

The vision sequence is done, and for the moment, I can't think of much else that's needed with the landing pad - it's a planet of snow and ice, so don't expect there to be very much up there.:)

 

7/12/2007

 

I have fiddled with the fog settings to make it more icy/snowy and less...green, however.

 

View 1

View 2

View 3

 

Opinions are, as always, more than welcome.

 

Also, opinions would be appreciated on this head skin:

 

dechelonian2.jpg

This is for a character who only appears once in the mod, probably for no more than about five minutes - it depends on your l33t sk1llz @ sabre fighting :p .

 

Nevertheless, as a Evil-Type Person , he needs to look like he has a varicose face, IMO.

 

I'm not sure about this skin, 'though, so opinions and practical suggestions for improvement are much appreciated.

 

The place he is in the mod is in the black-background shots, so those give the best impression of the background/area effects in place.

 

Or is this better?

dechelonian3.jpg

 

Again, opinions and suggestions, please.

 

That's all for now, I'm afraid. Hopefully, I'll be back soon with more. :)

 

Wow! Looking very nice DI, loving those face skins

Heheh, thanks. :)

 

yeah... wow, those face re-skins are excellent. Great work DI, can't wait to have this mod sitting in my override!

Thanks. I can't wait for it to be sitting in your Override either :xp: .

 

Great progress Darth this will be comfy in my TSL folder.

I hope so!

 

Can't wait for this, looks sure to have a permanent place on my PC

 

Thanking you, Darth!

I'm flattered, but you haven't played it yet. ;)

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Good to see this most anticipated mod still in production DI! :)

The head skin is awesome BTW, improve it more as you desire but it's great as is IMO. So, i take it he's a boss type character on you're planet? Very interesting, can't wait to learn more! :D

 

Just a quit quesio.

Will the mod include VOs for your characters? I don't care whether there is or not, as every good mod isn't good because of the use of voiceovers, but of the gameplay quality of the mod itself. So either way i'm sure i'm still gonna enjoy this mod, by the looks of it your mod will probs be an essential install next to the TSLRP.

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I like the darkside skin a lot DI. If I had any criticism, I would say that the eye color needs a little tweaking...? I can't say exactly what, and not the obvious crimson. Maybe something like what you have with a little more black saturation? To create an empty feel? 2c.

 

Glad to see your work again :)

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