DarthDredge Posted August 5, 2007 Share Posted August 5, 2007 I edited the file to have a smaller collar, leaving more room for the Sith emblem: Click here to see a screenshot Tell me what you think! EDIT: I'm having problems with the pictures, but if you click the link, you should see it. Link to comment Share on other sites More sharing options...
Quanon Posted August 5, 2007 Share Posted August 5, 2007 ^ Now thats just awesome !!! That skin just fits great , really cool stuff ! Anything sexy for zé Sith ladys ??? @Coola : Ah , yes the small approach movies , almost forgot about those , I think I know how I want to tackle that , I'll have to import certain Pieces of the Taris module's into Max , Cut and copy things I need , ditch the rest I don't need . Really I think it's possible to do , ofcourse it won't be as good as ILM . It could take awhile , the small movies on my other site took about +- 6 hours to render , and I didn't went overboard in each short shot of the ship flying by. But , anyway , I'll do a double check on my textures (organize them per module and such) and pack them up in a Zip or .Rar . I think your e-mail was on your mod-site right or at the top of this thread ? Link to comment Share on other sites More sharing options...
Miltiades Posted August 5, 2007 Share Posted August 5, 2007 Tell me what you think! I think that's the one. Nicely done! Link to comment Share on other sites More sharing options...
Quanon Posted August 5, 2007 Share Posted August 5, 2007 Well , I got back to do some-work ABout , damn time , been a bit lazy the last days . And ofcourse I'm putting time to get my first new ever created area for the Kotor games , but that's in another thread here on Holowan . SO , here's a small test of "animated" sky-box . Do mind its going ridiculous fast in the shown GIF file and I'll have more controle of the speed when I set up the .TXI file for this texture . I got two versions , one is with bigger Traffic in front . Second is just with far away traffic moving. Second looks a bit better , but this is just the first version. Enjoy: Link to comment Share on other sites More sharing options...
Master Zionosis Posted August 5, 2007 Share Posted August 5, 2007 It looks good, but the thing that's throwing me off is that the traffic is bobbling up and down, lol. Can't wait to see the finished version. Link to comment Share on other sites More sharing options...
DarthDredge Posted August 5, 2007 Share Posted August 5, 2007 These are the textures I have made so far: · Head - Sith-ish eyes (Screen) · Head - Normal eyes (Screen) · The original brown/tan <chest> (Male | Female) I didn't really like these. They were just to show what I meant, but you can have them if you want. · Female Brown <chest> (Screen) · Male Red <chest> (Screen) · Female Gray <chest> (Screen) · Male Black: • <upper arm> (Screen 1 | Screen 2) • <chest> with smaller collar (Screen) ***I think those were the black textures that everyone seemed to like. I can also put the emblem on the shoulder and the front, if you want. ***<XXXXX> = placement of @Coola: Please tell me which textures you want for your mod so I can make a rar file to e-mail to you. I can host them for download If you don't want to fill your inbox. I can upload them to one of my websites and make a link for direct download - It's not like a hosting site with ads and waiting and hard-to-find download links. I'm still making more, so there will be more updates. EDIT: You can all say which textures you want included, but Coola gets final say because it's his mod. Link to comment Share on other sites More sharing options...
Quanon Posted August 6, 2007 Share Posted August 6, 2007 @DarthDredge : Female Gray and brown look pretty darn good , so I would include them both. Same goes for MaleBlack Upperarm and Chest. Don't know about the RedJacket Sith , it might look a lot better in realtime in the game and at full-screen . NEWS : Edited the Skybox , traffic is now flying around the sky-box . BUT , it's way to oversized , goes way to fast and one of the sky-textures is bobbing along . Its looks just nuts now . And it make you nervous , really So back to the drawingbord . I also send throw most of my textures to Coola . I hope he gets them into the game succesfully . Link to comment Share on other sites More sharing options...
Coola Posted August 7, 2007 Author Share Posted August 7, 2007 I agree with Quanon, the grey and brown Female is great. I think male black with the icon on the chest would be best so that its similar to the female. Great job DarthDredge. On a side note, I am having slight difficulties putting the textures ONLY into Coruscant and not Taris as well. I've been trying to follow the tutorial on these forums for module reskinning, but so far no such luck. Any tips would be great. Also, don't forget that if anyone has any ideas for small sidequests, dont forget to let me know. I wanna try and get this mod very full, so that it lasts for more than an hour . Thanks all. Quanon good luck with the traffic! Link to comment Share on other sites More sharing options...
Miltiades Posted August 7, 2007 Share Posted August 7, 2007 This may help too. I used this and I got through it. I have a new module with my new textures without the original module being reskinned. The most annoying part in this is editing the .mdl files with a Hex-editor. It takes a lot of time. Link to comment Share on other sites More sharing options...
Coola Posted August 8, 2007 Author Share Posted August 8, 2007 Thanks Miltiades for the post, it has helped a bit, but im still a bit stuck. So far I have this (for dantooine sandral estate): All the texture files that were called LDA_*.tga renamed to ZZA_*.tga All the .MDL files that i extracted called m16aa_*.mdl to m99ac_*.mdl All the .MDX files that i extracted called m16aa_*.mdx to m99ac_*.mdx All the .WOK files that i extracted called m16aa_*.wok to m99ac_*.wok The m16aa.lyt file renamed to m99ac.lyt with all references to m16aa changed to m99ac (except for "filedependancy"...anyone know what this is?) The m16aa.vis file renamed to m99ac.vis HEX edited .vis file to reference m99ac instead of m16aa HEX edited .mdl files to reference m99ac instead of m16aa and ZZA instead of LDA Changed the Tag and Room references in the m16aa.are file to point to m99ac, then renamed m16aa.are to m99ac.are Changed the Mod_Area_List reference in the module.ifo file to point to m99ac, as well as the mod_entry point and name. Renamed the .git and .pth files from m16aa to m99ac. I'm not entirly sure where to put the files, but I tried a bunch of combinations of putting the textures and models in the ERF/MOD builder when i make the .mod file, as well as putting it in the Override folder. So far my best result was the level loading with every wall black, characters/doors/lights all perfectly visible, and weird white squares falling from the skylights(meant to be leaves i think), as well as the tree with white branches. Any other tips anyone? Link to comment Share on other sites More sharing options...
Quanon Posted August 8, 2007 Share Posted August 8, 2007 You sure you putted your .mod in the modules folder and not in the override . Cause that was one of my dumb mistakes I made , these last days when trying to create a new area/level. .mod in modules .mdl and textures in Override . No idea if this helped Coola , I'm totally Noob at this . Link to comment Share on other sites More sharing options...
jonathan7 Posted August 8, 2007 Share Posted August 8, 2007 Also, don't forget that if anyone has any ideas for small sidequests, dont forget to let me know. I wanna try and get this mod very full, so that it lasts for more than an hour . Its looking amazing guys :-) Anyways for a small side quest/meeting I thought that we could run into Quatra (Juhani's Master) http://starwars.wikia.com/wiki/Quatra in the Jedi Temple. As her species is unknown how about a Green Jedi Twilek? If the player saves Juhani, Quatra would thank the player and present some sort of gift with some wise words. If the player killed Juhani perhaps Quatra could be a bit off with the player in the Jedi Temple, then later outside the player could run into Quatra; Quatra says, "I sense the Dark Side in you Padawan, you murdered Juhani didnt you?" and then the player could fight Quatra. Perhaps a really cool Dark Jedi charachter leading the Sith to fight near the end of foiling them, you could ask mjpb3 if you could use her Asaaj Ventress skin if you decided to do this suggestion... http://www.lucasforums.com/showthread.php?t=165148&highlight=ventress Just my 2 cents! Link to comment Share on other sites More sharing options...
Miltiades Posted August 8, 2007 Share Posted August 8, 2007 .mod in modules .mdl and textures in Override . No idea if this helped Coola , I'm totally Noob at this . Yep, that's how it goes. .mdl, .mdx, .wok, .vis and .lyt all go in the override. Link to comment Share on other sites More sharing options...
Coola Posted August 10, 2007 Author Share Posted August 10, 2007 Its looking amazing guys :-) Anyways for a small side quest/meeting I thought that we could run into Quatra (Juhani's Master) http://starwars.wikia.com/wiki/Quatra in the Jedi Temple. As her species is unknown how about a Green Jedi Twilek? If the player saves Juhani, Quatra would thank the player and present some sort of gift with some wise words. If the player killed Juhani perhaps Quatra could be a bit off with the player in the Jedi Temple, then later outside the player could run into Quatra; Quatra says, "I sense the Dark Side in you Padawan, you murdered Juhani didnt you?" and then the player could fight Quatra. Perhaps a really cool Dark Jedi charachter leading the Sith to fight near the end of foiling them, you could ask mjpb3 if you could use her Asaaj Ventress skin if you decided to do this suggestion... http://www.lucasforums.com/showthread.php?t=165148&highlight=ventress Just my 2 cents! Some interesting ideas there. Thanks I like the juhani story being continued. Yep, that's how it goes. .mdl, .mdx, .wok, .vis and .lyt all go in the override. Yeah, modules in the modules folder was one of the first things i learnt. Still, the problem isn't solved when the other files are in the override folder. So it must be a problem with the HEX editing, or renaming. I'll give it another go, theres just soooo many .mdl files to edit I'm going to start a seperate topic for this problem. Link to comment Share on other sites More sharing options...
Ztalker Posted August 12, 2007 Share Posted August 12, 2007 Superb work guys. Every single part of this project seems good. Can't wait fot this to be released I just thought of something.. You guys are using Nar Shadda modules for this mod right? Is it possible to create another Swoop Race as well then? Link to comment Share on other sites More sharing options...
Miltiades Posted August 12, 2007 Share Posted August 12, 2007 No, this mod is for Kotor, so Coola can't use the Nar Shaddaa modules. Instead he'll use the Taris and Dantooine modules. Link to comment Share on other sites More sharing options...
Gargoyle King Posted August 12, 2007 Share Posted August 12, 2007 Superb work guys. Every single part of this project seems good. Can't wait fot this to be released I just thought of something.. You guys are using Nar Shadda modules for this mod right? Is it possible to create another Swoop Race as well then? This is for KOTOR, sorry but that's porting! For the swoop racing, the Taris one can be re-used or any other swoop track from Kotor for that matter (although Manaan etc. would look quite strange in Coruscant, better to stick to the Taris tracks). Link to comment Share on other sites More sharing options...
Quanon Posted August 12, 2007 Share Posted August 12, 2007 This is for KOTOR, sorry but that's porting! For the swoop racing, the Taris one can be re-used or any other swoop track from Kotor for that matter (although Manaan etc. would look quite strange in Coruscant, better to stick to the Taris tracks). And they look a bit differant cause they use my textures aswell Yeah ! Allthough Coola is having a hard time to get them implemented just for his modules . Link to comment Share on other sites More sharing options...
Ztalker Posted August 13, 2007 Share Posted August 13, 2007 Oh, sorry about that... *slaps himself with a haring out of shame* But anyways, Taris and Manaan are nice enough Link to comment Share on other sites More sharing options...
Gargoyle King Posted August 13, 2007 Share Posted August 13, 2007 And they look a bit differant cause they use my textures aswell Can the swoop tracks be retextured? Wow, i never knew that was possible, so is the swoop tracks like any normal module then?Oh, sorry about that... *slaps himself with a haring out of shame* But anyways, Taris and Manaan are nice enough That's alright, still any Swoop racing is better than none! Link to comment Share on other sites More sharing options...
Quanon Posted August 13, 2007 Share Posted August 13, 2007 Can the swoop tracks be retextured? Wow, i never knew that was possible, so is the swoop tracks like any normal module then?That's alright, still any Swoop racing is better than none! Indeed , the swoop-track module just use the same-textures of the planet its located . And to my suprise dantooine even uses a texture out Taris. Ofcourse the track isn't any different , just its "look" . Link to comment Share on other sites More sharing options...
Coola Posted August 16, 2007 Author Share Posted August 16, 2007 Allthough Coola is having a hard time to get them implemented just for his modules You can say that again! I hope your having better luck with the traffic than I am with this. By the way, did you guys actually want a Swoop Track in it? Link to comment Share on other sites More sharing options...
Archonon Posted August 16, 2007 Share Posted August 16, 2007 I feel a swoop track is really more of a bonus than a real necessity. I do play the swoop track games but more out of a sense to complete everything than a real need for the swoop games, they're ok but I don't spend much more time on the tracks than it takes to finish them in the necessary playthroughs. If the swoop track is giving you too many problems to implement I think it isn't really necessary, I'm much more interested in quests and things related to the PCs purpose for being in Coruscant. I do hope the traffic makes it in though, it would certainly set it apart from Taris and create more ambiance. But this is also eye candy and a luxury I suppose, if it can't be done it won't be the end of the world. Great work you guys. Link to comment Share on other sites More sharing options...
Quanon Posted August 16, 2007 Share Posted August 16, 2007 So far I haven't worked much on the traffic yet . :s Been busy testing Magnulls Kaurora and all , aswell as workin on Sleheyron for Team-Jawa ( The K1RP project.) But I haven't forgot about it . Ow , and Coola , is it okay , if I upload the Taris/Coruscant textures to Rapidshare or MegaUpload . I've tried to make to Rar , but it stays just a bit to big to attach it to an e-mail . If its okay with you I'll upload them to one of those sites , I'll PM or e-mail you the hyperlinks , Link to comment Share on other sites More sharing options...
Coola Posted August 17, 2007 Author Share Posted August 17, 2007 Coola , is it okay , if I upload the Taris/Coruscant textures to Rapidshare or MegaUpload If its okay with you I'll upload them to one of those sites , I'll PM or e-mail you the hyperlinks , Yep thats fine, just let me know the links and keep them secret. Dont want anyone else grabing them Little update on my problem. When I implemented the Lower Security Center textures, the same blackness happened, but i noticed something i didn't see in the upper center. Because the lower center has enemies, I was being attacked. I noticed that their blaster fire "lit up the darkness" of the black textures to reveal them underneath. I've posted a screenie here, but i cant tell if they're your textures or not Quanon. Either way, I have no idea what this problem might be. Link to comment Share on other sites More sharing options...
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