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Kotor Restoration Project: K1RP Official LF Thread!


SithRevan

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Unfortunately, that K1RP seems to have ground to a halt almost before it started. As far as I can tell from their forums, nothing is going on :(

Actually we are still operational. We just have been taking things slow... very slow.:lol: Never the less though we are still doing it.;)

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  • 4 weeks later...
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Cheers! Hope everything works out! I really wanted to see Sleheyron ever since I found out that it was part of some cut content in KOTOR 1... I wonder if you can free the slaves? Or keep them under the Hutts iron-fisted rule! I guess I'm just going to have to wait... Good luck!

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  • 4 weeks later...

Well I know it been a while since there has been a post or really anything coming out of this project... but I do want to assure you that we are still doing this and I have come here to ask if any of you would be interested in helping. After seeing some of the more daunting tasks that we have I've decided that the team I have, even though they are very good at what they do, is still not enough. So to get to the point I'm looking for new additions to add to the team so we can get this done fast and efficiently, here are all of the avilaible positions and how many spots are open in the said position...

 

Area Designers:

3-4 spots availible

 

Programmers:

2-3 spots availible

 

Reskinners:

3-4 spots availible

 

Modelers:

1-2 spots availible

 

Scripters:

5-6 spots availible

 

Dialog Editiors:

3-4 spots avalible

 

Voice Actors: (You must be able to imitate the characters from the game WELL)

5 or more spots availible

 

Lipsync Editors:

1-3 spots availible

 

Please remember though before you join us that this is a job and it will be treated as such which means you will need to have the time and determination to get it done. Also, please do not try to join us if you do not know what you are doing. I know this is a little harsh to say but you'll just slow us down even more if you join us and have absolutly no idea what you are doing.

 

Thanks everyone and I hope to see some of your submissions to join the project soon.:D

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Well I know how to model and have successfully exported my work into Kotor before.

I'd be very interested in taking a modeling position if you'd take me, but first I'd like to know what is required of the position?

Well the position may require you to model large things... like areas. We plan on building Sleheyron and possibly some other planets or areas.

 

Also, if you want the position you'll need to send me a sample of your work through the PM system here. I need to make sure it's up to the standards we need it at.;)

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Buildings, statues, etc? I think I could handle that.

 

since I have some time right now, and max is open lol Is there anything you'd like to see in particular as an example?

Pretty much. Also, grounds and stuff like that... but I guess that is a given.:lol:

 

Something that stands out... like a landscape or a building, something like that would work.;)

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ehh, "Voice Actors: (You must be able to imitate the characters from the game WELL) 5 or more spots availible"...

 

Don't go there please, it won't be good in the end to try to imitate the voices. That's my opinion at least, but it's your mod so i don't have so much to say^^

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ehh, "Voice Actors: (You must be able to imitate the characters from the game WELL) 5 or more spots availible"...

 

Don't go there please, it won't be good in the end to try to imitate the voices. That's my opinion at least, but it's your mod so i don't have so much to say^^

Well trust me if we don't have to do new VO's for the characters we won't. I know nobody can sound exactly like them and that is why I said you need to only be able to imitate them "WELL.";)

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Well trust me if we don't have to do new VO's for the characters we won't. I know nobody can sound exactly like them and that is why I said you need to only be able to imitate them "WELL.";)

 

Don't know if I still need to sign-up somewhere .

And not sure if Glove-Master mentioned I would glady join the team , as some-sort texture / 3D artist ( you'll have to take random chaos and madness aswell :lol: )

 

And I'm almost finished working on the Coruscant mod from Coola.

 

But since GM is out somewhere in France I'm kinda lost on what to do ,( allthough I'm now on to tackling creating new rendered and walkable area, but that's another thread)

 

Anyway , been busy drawing some concept on Sleyeheron ( spelling :s )

 

Just shooting off this all , lalallalalalal , going nuts :lol:

 

So I just want to know if I'm in or not ;)

 

~Q

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Don't know if I still need to sign-up somewhere .

And not sure if Glove-Master mentioned I would glady join the team , as some-sort texture / 3D artist ( you'll have to take random chaos and madness aswell :lol: )

 

And I'm almost finished working on the Coruscant mod from Coola.

 

But since GM is out somewhere in France I'm kinda lost on what to do ,( allthough I'm now on to tackling creating new rendered and walkable area, but that's another thread)

 

Anyway , been busy drawing some concept on Sleyeheron ( spelling :s )

 

Just shooting off this all , lalallalalalal , going nuts :lol:

 

So I just want to know if I'm in or not ;)

 

~Q

Well all you really need to do is signup with the forums and then pretty much do what you are doing. We do need some concept and ideas for Sleheyron and we definitely need the lightmap/walkmesh problems worked out.

 

Anyway PM me and I will give you more specifics on what your job will be.;)

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To be honest, I’m torn between strong urges to help and the stark realism. I love what you are doing here, regardless. If I may, I’d like to ask a few questions to clarify the situation for me.

 

- From what I understand, assets from Sleheyron are exceedingly sparse. What assets were found in the deep cavities of the Xbox version? Are there any modules in any form, or anything of interest, that survived?

 

- How is progress on the Tatooine Rakatan Temple modules? From my own investigation into them, I found that necessary tweaking was needed on the walkmesh, and a much more appropriate lightmap – that, and some actual game content, although that is far easier given a good writer. To my understanding, magnusll has made great progress in the creation of custom walkmeshes, but lightmaps remain uncracked. Is this the only major hurdle left?

 

- Looking at the Czerka Office/Depot on Korriban – which seemed at one time to be accessible through the door on Dreshdae (and can’t be selected) – seems to be largely complete. All that I could see is needed as far as making a solid module is some tweaking with the walkmesh, although I might be wrong. What progress has been made here?

 

- It is my understanding that all that stands in the way of creating custom/new modules is the uncracked lightmap format. Am I correct, or is there more?

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To be honest, I’m torn between strong urges to help and the stark realism. I love what you are doing here, regardless. If I may, I’d like to ask a few questions to clarify the situation for me.

 

- From what I understand, assets from Sleheyron are exceedingly sparse. What assets were found in the Xbox? Are there any modules in any form that survived?

 

- How is progress on the Tatooine Rakatan Temple modules? From my own investigation into them, I found that necessary tweaking was needed on the walkmesh, and a much more appropriate lightmap – that, and some actual game content, although that is far easier given a good writer. To my understanding, magnusll has made great progress in the creation of custom walkmeshes, but lightmaps remain uncracked. Is this the only major hurdle left?

 

- Looking at the Czerka Office/Depot on Korriban – which seemed at one time to be accessible through the door on Dreshdae (and can’t be selected) – seems to be largely complete. All that I could see is needed as far as making a solid module is some tweaking with the walkmesh, although I might be wrong. What progress has been made here?

 

- It is my understanding that all that stands in the way of creating custom/new modules is the uncracked lightmap format. Am I correct, or is there more?

 

Most of what you said is practically dead on.

 

The only thing I can see that needs answering is Sleheyron, there is nothing model or module wise of it, only a few lines in the dialog.tlk file.

 

As for custom modules, you are also correct, now that the walkmesh's have been partially resolved, all that remains is lightmaps. ;)

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To be honest, I’m torn between strong urges to help and the stark realism. I love what you are doing here, regardless. If I may, I’d like to ask a few questions to clarify the situation for me.

 

- From what I understand, assets from Sleheyron are exceedingly sparse. What assets were found in the Xbox? Are there any modules in any form that survived?

 

- How is progress on the Tatooine Rakatan Temple modules? From my own investigation into them, I found that necessary tweaking was needed on the walkmesh, and a much more appropriate lightmap – that, and some actual game content, although that is far easier given a good writer. To my understanding, magnusll has made great progress in the creation of custom walkmeshes, but lightmaps remain uncracked. Is this the only major hurdle left?

 

- Looking at the Czerka Office/Depot on Korriban – which seemed at one time to be accessible through the door on Dreshdae (and can’t be selected) – seems to be largely complete. All that I could see is needed as far as making a solid module is some tweaking with the walkmesh, although I might be wrong. What progress has been made here?

Well we did go into the Xbox and, very unfortunately, no more content then what we hadn't already found in the PC version was discovered. So with Sleheyron we are taking a whole new approach, we plan on building it from some of the Alpha stage teaser shots that BioWare put out and basically building the whole are from scratch.

 

Now the Rakatan temple is a different story, we haven't gotten much done on it yet becuase of the amount of things that need to be done before we can get to it. You are right however that the Walkmesh and Lightmaps do need some tweaking, we, like I said, have not gotten around to that yet.

 

Yes, Lightmaps right now are about the only thing we have left to hurdle over, which we will do... eventually.:D

 

That module actually looked pretty okay to me, and the only problem with the walkmesh was the fact that the creator of that mod, Darth InSidious, used another area's .git file to make it so it still had invisible placeables, doors, and characters in it. That is why the floor is so glitchy in some spots. Now as for putting this in Dreshdea... that is a little more complex. I think that it was not supposed to be a seperate module but a module that was connected onto the area and BioWare never got around to it. We will have to see though. We still have not getten that far on this project yet.

 

I hope that answers all of your questions.;)

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Thank you both for answering so promptly.

 

I'll gladly contribute to the project as an extra hand. If Quanon’s adding his exceptional artistic skills, I will add my writing. I desire this project to succeed, and I feel that it could enhance an already excellent storyline.

 

Personally, I don't feel that lightmaps will remain elusive forever – and it seems that progress is being made in that direction by magnusll. With this resolved, creation of new modules becomes a tremendous creative possibility – with no equal. That, I feel, is important and the immediate goal of this. With that one breakthrough, much can follow.

 

I already have a few in-depth notes typed up regarding scripts and content for Sleheyron, although they are a bit messy at the moment (a bit like actual notes and synopses). I’ll send them to you when I feel that they are professional. I have some smaller notes regarding the Tatooine Temple (I would suggest in all realism to not aim to restore the actual Sarlacc) and the Czerka Office.

 

In the meantime, I’ll hand over to you everything I have regarding Sleheyron – all images (I’m sure that you already seen them, but I’ve edited and brightened them to make them more clear), concept art, and a music file (it is not in the game files, and I would like your opinion on it). Private message me a way of contacting you, and I’ll do so after work.

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Thank you both for answering so promptly.

 

I'll gladly contribute to the project as an extra hand. If Quanon’s adding his exceptional artistic skills, I will add my writing. I desire this project to succeed, and I feel that it could enhance an already excellent storyline.

 

Personally, I don't feel that lightmaps will remain elusive forever – and it seems that progress is being made in that direction by magnusll. With this resolved, creation of new modules becomes a tremendous creative possibility – with no equal. That, I feel, is important and the immediate goal of this. With that one breakthrough, much can follow.

 

I already have a few in-depth notes typed up regarding scripts and content for Sleheyron, although they are a bit messy at the moment (a bit like actual notes and synopses). I’ll send them to you when I feel that they are professional. I have some smaller notes regarding the Tatooine Temple (I would suggest in all realism to not aim to restore the actual Sarlacc) and the Czerka Office.

 

In the meantime, I’ll hand over to you everything I have regarding Sleheyron – all images (I’m sure that you already seen them, but I’ve edited and brightened them to make them more clear), concept art, and a music file (it is not in the game files, and I would like your opinion on it). Private message me a way of contacting you, and I’ll do so after work.

Thank you southern_fox, your contributions I'm sure will be a tremendous amount of help to all of our efforts and our visions for this project to succeed.

 

We will however have to review what to do with both the Sarlacc and the Extra Czerka office though because I don't think anyone here will let me abandon our efforts to restore both in the game.;)

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The work that your team is doing on cracking custom areas is simply cool. Thank you for your efforts SR and Co., especially magnusll and Quanon with their current expedition into lightmaps and walkmesh....

 

Would love to see all of this work out, K1RP!

 

One thing... I noticed that on your project site forums, you are discussing the various live planets. Specifically, you are referring to the screens from that tutorial, no? Read it carefully, you will find that the descriptions for the other "Live" planets that tk made were simply made as an example of what could be done.... "Hoth" was not derived from any game resource.

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I wasn't aware of any Sarlacc even in that pit, so my guesses would be no.

 

We could do a George Lucas and make it so we don't see the Sarlacc but we hear it :lol:, you know, by placing a sound emitter.

 

Oh that is so lame, for me I don't see the point of a sarlaac pit without a sarlaac :p

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Oh that is so lame, for me I don't see the point of a sarlaac pit without a sarlaac :p
True, but without custom area configuring fully sorted out yet the Sarlacc may never be realised in the temple. MZ was just quoting on the fact that if this is the case, then alternatives would have to be used to mimic this in the best possible way; it's not that lame, what would be would be the pit just being there and nothing happening at all.
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I agree completely, my ideal dream would be for a moving(ish) Sarlaac at the base of it.

I was just trying to be cute, but its a very valid alternative I'd say:)

I know you were being "cute", just trying to put a realistic look on what may be possible with the Sarlacc Pit. :thumbsup:

 

A moving Sarlacc would be cool, in any form, even if it was a remodelled Hutt or something (basically just a motionless blob, :lol: ) as it would be a downside better than nothing. With all these revelations recently surrounding walkmeshes i feel (more that i "hope" :) ) it will be possible maybe in the near future. Atleast the module was still in the game files in it's buggy state though as it could have been lost like the Sleheyron modules with BioWares uncanny cleaning methods.

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