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[WIP] A Temple


Quanon

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no I didnt

 

So...

 

1) Why post? Are you qualified to post on something you havent read? - This is a groundbreaking mod for KotOR.

2) Have you bothered to now read this thread? Someone is making the a custom area for KotOR.

3) Do you feel a little stupid?

 

Sorry if this is bitter, but what was the point of your last two posts? Why do you feel the need to contribute to a thread you haven't read? Perhaps you felt you could give Quanon modding tips?

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Hey , hooo people !

 

Calm down :)

 

No need to start "fighting" .

 

@jonathan7 : Thank you for immiadetly defending me , very heart warming :)

 

@Lordjedi : No offence , but at least you could have read my first post on what I was doing in this mod, since I think you're curious what this thread is about .

Else you wouldn't have posted I guess .

 

Topic : No updates , yet .... Waiting on my buddy GM to let me know what he's up to with all the files I sended him .

 

Though I think not much , since it was Christmas , holiday party thingys going on and all :lol:

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Sorry if this is bitter, but what was the point of your last two posts? Why do you feel the need to contribute to a thread you haven't read? Perhaps you felt you could give Quanon modding tips?

 

Unfortunately, I feel that a lot of people don't actually read a thread (or in the worst cases, even bother to fully read the first post) before commenting. I can understand not reading all of a thread that has say... 60 pages, but 8?

 

No offense to the poor guy. He probably meant no real harm.

 

One does not even have to read every post on every page; it sometimes suffices to just read the first, second, and the last page (and one or two in the middle) to pick up on where the thread is going and what has been said. Usually, if there are any comments of interest - they will be replied to/agreed to/flamed or whatever, so a skimmer can catch them.

 

Onto the Temple; it looks as fantastic as ever. If I was told that this was a "discovered" module that Bioware made and hid in the game files, I'd probably believe it. My fingers are still crossed that one day the Tatooine Temple gets this treatment.

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Not much , workin on one more mini-boss .

Been helping people here and there , skyboxes , sabers ... you name it :lol:

 

Having sometrouble to get him use my texture , so far he's 100% CM_Baremetal on the body .

 

The head looks better , though I'll have to redo the skins both again , not that much work anyway .

 

Then I guess its time for some serious scripting business . xD

 

DarkJediMaster.jpg

 

EDIT : Is there a way to open compiled scripts (.ncs )?

 

GM has set up most of my module , but I still need to fix lots of transitions .

 

To make sure the player can go back again to the academy .

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I think I remember Kitty Kitty mentioning the requirement in times past to HEX-edit NCS files...don't ask me how, though. :p

 

Also, for the mini-boss, have you tried HEXing a body and head model-clone with a new row in appearance.2da? This might help with your current issue with CM_Baremetal. If you do have a new row, you could set the shader setting (it's usually CM_DEFAULT, I think) to "****", which might help...I hope I'm not repeating really obvious stuff. :p

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I think I remember Kitty Kitty mentioning the requirement in times past to HEX-edit NCS files...don't ask me how, though. :p

 

Also, for the mini-boss, have you tried HEXing a body and head model-clone with a new row in appearance.2da? This might help with your current issue with CM_Baremetal. If you do have a new row, you could set the shader setting (it's usually CM_DEFAULT, I think) to "****", which might help...I hope I'm not repeating really obvious stuff. :p

 

Yep , the mini-boss is a blatant copy of DarthBandons body , plus the head is a copy of Joraks head .

 

In the 2DA appearnce , CM_BareMetal is filled in for the body , I changed that to DEFAULT ( most bodys seem to have that set ) , but I get white ghost ...

 

So I'll see to redo the hex-edit on Bandons body model .

 

 

And I'm massively stuck on the area transition stuff ... I've read the recent threads about it , it made sense when I read it , but applying it myself ... eek .

 

:lol: I'll have to re read the thing I guess in the tutorial section .

 

EDIT : The area transitions are now working ! Though the one back to the Shyrak Caves needs to have a better Waypoint .

 

Now you end up close to those renegade Sith , bit weird the first time as you have no idea where the hell you are in that Shyrak Cave .

 

Anyway , time for some scripts that spawn the enemys to fight :p

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I understand how to make new areas, from existing areas, including reskinning the areas to look different. I've actually been working on a new planet mod, for TSL, for quite a while. But how were you able to import new area models (with walkmesh and everything) into the game? Any chance you could outline the steps you took? This is amazing and I've yet to see anyone do anything like this! Keep up the great work...I feel like you've taken modding, of this game, up to a whole new level!

 

Also, did you use Gmax, or is this the kinda thing that you need 3DSmax for?

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But how were you able to import new area models (with walkmesh and everything) into the game? Any chance you could outline the steps you took? This is amazing and I've yet to see anyone do anything like this! Keep up the great work...I feel like you've taken modding, of this game, up to a whole new level!

 

Also, did you use Gmax, or is this the kinda thing that you need 3DSmax for?

 

Well like DDD posted above , I already made a tutorial , though it was quite hastly written .

 

What you need :

 

G-Max or 3D Max

Kaurora

K-GFF

ErfEdit

and KotorTool ofcourse.

 

I must say it takes lots of work , not just to model , but to setup the whole thing .

 

I just plundered all the tutorials avaible here on Holowan and if the tutorials wheren't that "clear" to me , I did an Advanced Search to go through the whole Holowan list .

 

Anyway I'll try to do a more better tutorial on the subject .

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I did a test run through the temple. It felt kind of like a Temple of Ordeals, given the enemies I encountered. Fantastic stuff. My thoughts on the beta:

 

- The terentateks look amazing as ghosts. Nicely done.

 

- Statues are unique and absolutely beautiful; the unique sword is a nice touch.

 

- The wall textures and column shapes look great. Some, particularly near the ceiling, do look a bit stretched though. Given that these seemed to be on walls that curved, I am not knowledgeable enough about texturing to say if this can be solved (maybe it can?).

 

- Floor textures look great. The tiles really give the feel of an old temple.

 

- Lighting and shadows are nicely elaborate, or at least felt that way to me. It looked like you spent quite a bit of time and effort.

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I did a test run through the temple. It felt kind of like a Temple of Ordeals, given the enemies I encountered. Fantastic stuff. My thoughts on the beta:

 

- The terentateks look amazing as ghosts. Nicely done.

 

- Statues are unique and absolutely beautiful; the unique sword is a nice touch.

 

- The wall textures and column shapes look great. Some, particularly near the ceiling, do look a bit stretched though. Given that these seemed to be on walls that curved, I am not knowledgeable enough about texturing to say if this can be solved (maybe it can?).

 

- Floor textures look great. The tiles really give the feel of an old temple.

 

- Lighting and shadows are nicely elaborate, or at least felt that way to me. It looked like you spent quite a bit of time and effort.

 

Thanks SF !

 

I've went a bit ruff on the UVW mapping on certain parts, but that was mainly due to the older version of Kaurora.

 

But going over 300 + meshes to redo most of the UVW mapping is a boring task.

And I started to focus mainly on the enemys and all.

 

Though be certain to see some improvements in the next release .

 

And I love dark and strong lighting in levels , though I'm sure some people

will not like it :)

 

Anywas, I really need to get into scripting to make it a better area.

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Thanks for the tutorials, I was looking in the tutorials section and not the modelling section. Now I have them and have begun educating myself. However, I still have one question...From the posts, it seems like Quanon used a new version of Kaurora (that has not yet been released). Is this new version required, and if so, where can I get it?

 

Also, I have a LEGAL porting question. If I manage to create an area for K1 (from scratch...not under copyright protection), is it possible to import it into K2 with minimal changes, or do I have to completely recreate the models?

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Also, I have a LEGAL porting question. If I manage to create an area for K1 (from scratch...not under copyright protection), is it possible to import it into K2 with minimal changes, or do I have to completely recreate the models?

 

You can import it into K2 as you created it, therefore you own it, plus you created it from scratch. :)

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You can import it into K2 as you created it, therefore you own it, plus you created it from scratch. :)

 

Right...but will the models work in K2? I feel like they're pretty much the same, but even minor differences may cause the models not to work. Does anyone know if there are any variations in the way K1 and K2 handles new, custom models?

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