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Kotor Restoration Project: K1RP Official LF Thread!


SithRevan

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Thank you all! We're really excited about this new update and all of the cool thing that, I can promise, will be coming out soon and your appreciation of what we have done gives us the kick in the behinds to get done what needs to get done.

Pretty cool project. I hope you will all have fun in the proccess. "KotOR I" is perfect as is, and this will only continue to make it even more greater. Kudos!

Also in particular I want to thank you The Source for your comment as it is in-fact one of your last posts. So thank you.

 

And again thank you all for your support!:D

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Just for kicks, here is the concept of the Sleheyron mineshafts.

 

Dark, and deep into the bedrock, here is where the ores and gases are mined for Sleheyron's booming fuel exports. It is well underneath all of the industrial apparatus above, and a hot deathtrap. Not all tunnels are this narrow, and some open up into large natural vaults. It is also where the player descends in a certain search:

 

sleheyronminesgj3.th.jpg

 

Quanon has seen it.

 

I intend to disperse to the team members as soon as I can a sort of 'descriptive guide to Sleheyron' soon – complete with interwoven concept art, original screenshots, and footnotes.

 

First to SithRevan, then immediately to the developing staff - as soon as I can get around to finishing it though.

 

I really think the concept art by Quanon is amazing, by the way. It spurs on more ideas just looking at it. SithRevan, your personal work on Korriban’s Czerka facilities look excellent and highly professional.

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SithRevan, your personal work on Korriban’s Czerka facilities look excellent and highly professional.

Thank you SF, I actually am no where near getting all of the doors in the module aligned correctly. I am close however most of the doors in the module are off by fractional amounts unfortunatly. I am however working on fixing that.;)

 

Also, another thing that I saw in the level were two rooms that had been cut so who knows we may see even more new areas in the new area.:D

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Exciting times indeed, I just wish it wasn't so hard to get in touch with Quanon in real time.

 

I know , you canadians are hard to catch ;):lol:

 

If I'm not there in real time send me PMs or e-mails , most of my communication with SF is through e-mail and it didn't stop us from swapping ideas .

 

Or unless you have a privite Jet , I can come to youre house untill the mod is released :D

 

Don't worry about it to much Adelphus , if you got some neat arty or 3D things post them in the Jawa-forums .

 

As I'm interested what you have been up to .

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Quanon, I recently saw the 3D experimental renders on the website forum and I loved them.

 

With the eventual use of the Sleheyron textures, I think that really I could not distinguish it from the 'feel' of Sleheyron expressed in Bioware's screenshots. It is all very professional.

 

The internal room (a depot near the port, I assume) is exactly how I imagined it; it is great in keeping with size and proportions of rooms found in the rest of the game. The mini-map is fantastic. When writing, I imagined a depot room in the main street (near the port) that is close to the feel this room.

 

On a side note, right now, I'm wrestling with a take on the Sleheyron Arena.

 

I'm viewing it as having multiple modules, but not too much. I am thinking that there is a cantina-like room in the interior (roughly like a concessions area, but much much much more 'bar' like). Patrons, scum, etc.

 

In all probability, the player cannot actually enter the bleachers (a tad too jarring, and too many NCPs), but can fight in the main arena, alternate arenas, or enter various rooms in the building. Bioware's comments highlight that there were multiple arenas other than the 'main one'.

 

Private box rooms, a hypogeum like arena area, etc. I have rough notes on a private box room for a character called 'Borrcha the Hutt', that the player can enter and interact in and has importance to gaining an audience with Suuda.

 

A lot of the inspiration comes from the Mos Espa Arena level found in the TPM game but I'm trying a different and better take on it.

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Your plans for the arena seem wonderful but I hope you're taking stock of the demarcation between concept and reality. It's great to have these creative ideas but the ability to put all of them into motion is just as important, if not slightly more so. I'm just speaking as one who has made this mistake in the past (on the not-to-be-named-failed-project :xp: ). It all looks so terribly exciting, and I'd hate for it to go down the drain. Ambition is wonderful... just channel that ambition into something possible and get the boundaries clearly set in your head. You are probably well aware of all this and I'm just babbling but I wanted to make sure you don't make the same mistakes as we made on M4-78RP.

 

I hope this doesn't come across as a criticism because it's not intended as such - merely as advice.

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I hope this doesn't come across as a criticism because it's not intended as such - merely as advice.

 

Not at all, I am in full agreement with your sentiment, and I understand and appreciate the echo from my own internal concerns (that are not best expressed when I go on openly about concepts and ideas).

 

Be aware, I entered this project as a skeptic.

 

When writing drafts, I often attempt to catch myself from going too far; hence the difficulty associated with working on such a project. My two largest concerns are that the project can't be too disproportional to the rest of the game (the arena is a serious danger in this regard), and that there is a fine line between imagining and implementing.

 

I generally believe that several ideas, particularly about the arena, that will be shortened, abbreviated, etc. I would hope that others are not under any illusion that this won't happen.

 

Personally, I've kept everything (at least, my work in the project) on the note-only level for this reason, and held back until I've seen a working new module. Quanon has seen drafts for his own purposes.

 

The departing advice post given at the demise of M4-78 is of a strong importance to this project, I would hope that others agree.

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@Pavlos : Fear not , I'm fully aware that all this work and effort may be in vain , there's no telling how things will turn out .

 

But its not all lost , working on this project gives me a change to boost my skills in Max .

 

I have tons of fun drawing , modelling , ... etc .

 

And with SF drafts I have a more clear path to follow , besides I'm fully aware will need to drop things down a notch here and there .

 

I think where all now in a sort "everything-is-possible" mind set .

 

But again , I see the oppertunity this project gives me .

Else I wouldn't have joined up , cause I know there are a lot of dead threads here on Holowan about BIG GIGANTIC MODS .

 

Ayways , back to work :p .

 

And SF if you have new drafts and ideas PM me or e-mail me , been awhile since I heard of you ;)

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Here's a possible music restoration. LucasArts's Knights of the Old Republic page (now no longer up) featured a music sample titled mus_area_tup.mp3. However, this music was never heard in the game. Based on the fact that it is area, not battle, music and on "tup," I think it was intended to play as area music in Davik's estate after Malak orders the destruction of Taris and the player is making his/her escape.

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Here's a possible music restoration. LucasArts's Knights of the Old Republic page (now no longer up) featured a music sample titled mus_area_tup.mp3. However, this music was never heard in the game. Based on the fact that it is area, not battle, music and on "tup," I think it was intended to play as area music in Davik's estate after Malak orders the destruction of Taris and the player is making his/her escape.

 

I've actually had the file on my computer for a while.

 

I'm not sure what exactly it was intended for; 'area' denotes an actual place rather than a battle theme (and it actually has the sound and feel of a video cut-scene theme).

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I think I may know which area that music was intended for. At first I thought it may be for a new planet with the first three letters "tup", but going through the wikipedia Star Wars Planet database I found that there are no such planets with no such letterings. So I came to the conclusion, after looking through the "Streammusic" folder for the game, that it was not for a new area or even a area like Davik's Base but for the Upper City of Taris. I believe this music to be the Alpha stage music variant for the upper part of Taris. I base this conclusion on the fact that there is a file in the streammusic folder that closely resembles the files name, "mus_area_tup," and it is for Taris's upper section and it's name is "mus_area_tarisup."

 

Now as for using as it was originally intended to be used... well I don't know about that. The music for that area suits it well. I'm thinking of maybe using it for another area that doesn't have quite the right music or maybe using it for the launcher that we'll be releasing in this modification.

 

It is something we'll have to think about though.

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Hmmm... To me that sounds more like battle music than an area, but SithRevan is probably right about what it was going to be used for, the first that came to my mind when I saw tup was Taris Upper City :). But I really don't think it suites Taris at all, maybe battle music Taris, but not like walking around Taris music, I prefer the current Taris music present in game :)

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However, I am somewhat skeptical that it was the 'walking around' music. Its just too jumpy. It had to have some certain purpose, I'm not sure what.

Well you have to remember SF if this is indeed the Alpha stage music variant for the Taris Upper City it most likely would have fit into the portrayed environment. Taris, originally in it's Alpha stages, was supposed to have a Dark Jedi occupation and you were supposed to already have your Jedi abilities when you got in there. Now since that was supposed to be the storyline for Taris you would expect to find more daunting music in that area. Now though since they have constructed a storyline in which you get your Jedi abilities after leaving Taris it would completely irraticate the need for such music as there would not be any Dark Jedi or daunting fights.

 

@Everyone: No, we are not restoring the Alpha stages of Taris BTW.;)

If nobody minds, I was thinking of adding this track to a mod I'm working on, as new music is part of what I'm adding, and I think I could find a place for this particular track.

I don't mind. Just know that we might think about using that music in other places in the mod.;)

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