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[WIP] A Temple


Quanon

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Wow Q thats wicked ;)

Glad you got the textures sorted, they look really profesional now ;)

 

Hopefully Magnus can get animations and emitters sorted and you can add some neat lights, vents and stuff... (No pressure Magnus :mad:... :lol: )

 

Its coming along really well and i hope you can find some use for it too :p

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These do look pretty awesome Quanon! I'm sure there'd be modders wanting to use some entirely new levels. How's that tutorial/guide of yours going by the way?

 

Yeah , the tutorial is a bit on hold for now .

 

I'm mainly focussing on the temple .

 

Besides , I'm thinking on what I want YOU to model in the tutorial .

 

It might get pretty extensive and it's in the end , something for the more experiented modders .

 

Who're feeling ready to learn to "model" a bit .

 

There are already TUtorials here on Holowan how to setup the .are and all the other files for a "NewArea" , I want to focus mainly on the 3D model part and how to get that in the game .

 

 

That's in a sense already a lot to put in one tutorial , I fear if I stretch it , it'll be way to combersum to do .

 

Hope this doesn't CRUSH anyones dreams on aµ an "all in one Tutorial". :)

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wow Quanon i think you are one of those modder up there with darth333, tk102 inyriforge etc.
:lol: How did I get on the short list?

 

Anyway I may not have mentioned it yet, but I'm thoroughly impressed with the work here and I'm definitely interested in putting my modeling skills to better use, so I'm looking forward to any walkthrough you may eventually write, Quanon. I mean I might be able to figure it out myself by then, but... ;)

 

...probably not. :p

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Anyway I may not have mentioned it yet, but I'm thoroughly impressed with the work here and I'm definitely interested in putting my modeling skills to better use, so I'm looking forward to any walkthrough you may eventually write, Quanon. I mean I might be able to figure it out myself by then, but... ;)

 

...probably not. :p

My thoughts exactly. :)

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Hopefully Magnus can get animations and emitters sorted and you can add some neat lights, vents and stuff... (No pressure Magnus :mad:... :lol: )

 

Ha, don't worry. I was slacking off a bit on KAurora, Quanon's work has reminded me of my duties :D

 

I *WILL* get those darn emitters to work. I can already import them without crashing the game, the most likely reason they aren't showing up is some stupid mishandling of some piddly detail, like what happened with lights (they wouldn't show up because I was setting the pointers to flare textures at the next field's address when textures were not present, like it's done for just about every other pointer... but nooo, in this case the game wants them set to zero :headbump. Took me weeks to figure this out...)

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Ha, don't worry. I was slacking off a bit on KAurora, Quanon's work has reminded me of my duties :D

 

I *WILL* get those darn emitters to work. I can already import them without crashing the game, the most likely reason they aren't showing up is some stupid mishandling of some piddly detail, like what happened with lights (they wouldn't show up because I was setting the pointers to flare textures at the next field's address when textures were not present, like it's done for just about every other pointer... but nooo, in this case the game wants them set to zero :headbump. Took me weeks to figure this out...)

 

Has KAurora been released to the general public or only to members of Team Jawa?

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Has KAurora been released to the general public or only to members of Team Jawa?

 

The 0.2 version is available on StarWarsKnights.com, from the "tools" section. It comes with a useful readme on its capabilities. You can already build new areas with that one, though they will have flat lightning.

 

The version Quanon is currently using has not yet been released because it's in-between two releases. I plan on releasing the 0.3 version as soon as I have working emitters. However, since my current working version has significant improvements over 0.2 already (mostly working AuroraLights and better texture handling, along with a bunch of bug fixes) I've sent him a "0.3 prerelease", so to speak.

 

If you need the most up to date version, just send me a PM with your email address and I'll send the latest working version. Alternatively, you can download the available 0.2 and start playing with that. When the 0.3 gets released I'll announce it in the KAurora thread, which you can find here

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The version Quanon is currently using has not yet been released because it's in-between two releases. I plan on releasing the 0.3 version as soon as I have working emitters. However, since my current working version has significant improvements over 0.2 already (mostly working AuroraLights and better texture handling, along with a bunch of bug fixes) I've sent him a "0.3 prerelease", so to speak.

 

And I'm very gratefull you've given me this version ( then again I guess I was the only one testing this thing out :lol: ... bwéh , me and my FAT head ;) )

 

And true , I was on a 'vacation' mode to , it's just very recently that I picked this level modelling back up again . So you're not the only one Magnusll who took some time of on this .

 

On the other hand a mini update . I just merged two pieces together , the Bridge now connects nicely into the Big hall . Look at the distance :) , just had some minor problems with the WalkMesh , but that got solved pretty easly .

 

Merged01.jpg

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Woot , I just did a crazy test . I modelled myself a new gun and used Kaurora to compile it from ASCII to Bin .

 

It seems to work , but not 100% . Kotor likes to crash on my gun after awhile .

This could be my fault , somewhere ... but I like the result none the less .

 

MDlops keeps putting my gun out of place ! :(

While Kaurora does it right straight away and without the replacing madness .

 

GunKaurora.jpg

 

I get this with MDlops :

 

StupidBlaster.jpg

 

EDIT : Ofcourse I've been working on the temple to , this "Mini" hall is almost finished , there are more annoying objects that I need to correct in the exported ASCII :/ , takes time and I'll have to redo this when I merge it with the other pieces again .

 

But , once that happened , the Area ( architecture) is about 90% complete , then its just stuffing it full of monster and bad-guys to battle :)

 

MiniHall.jpg

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:o Evil Sith Jawa of doom! Gonna fix the stretching, right? :p

 

Interesting thing with the gun there, by the way. I've never had a gun do that... unless of course it was my fault. :p

 

Uh , yeah , was just to lazy to give everything a UVW-map , so textures are Stretched beyound belief .

 

... The gunz are so annoying o_Q , it's driving me crazy ...

 

I just don't understand whats going wrong ; maybe I'm not alligning OK ??

I checked the exported ASCII and there the Coordinates are good , when I run the file throw MDlops its get "buggered" .

 

Ow well , I wonder if Magnulls had forseen this , I didn't expect it to work just like that :lol:

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I can foresee that KAurora works well for the bits I've already done ;P

 

:lol: I just had no idea , I thought it wouldn't want the dummy bullethook to compile or just Ignore it .

 

But it works ! :D ... great !

 

Shouldn't that be Magnusll?

 

uh , yeah ... I always switch letters around. :doh:

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Wow Q, this is coming along amazingly well! ;)

 

You *have* to use this in a mod, maybe you can simply place a load of sith in there and a tomb at the end, containing the blaster and maybe a sword?

Then you can place it on Korriban, its pretty easy to do ;)

 

If you want to do something along these lines ill happily help, i still have kotor installed :D

 

Anyway, excellent work as always Q.

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There used to be a hole in that Shyrack cave that you couldn't get through - I can't remember if it was only in KOTOR1 or in both games. Could this not be at the end of that?

 

Yes, that would be a pretty good place to link it, where the renegade Sith are to escape from. It says there's nothing there for you to see (BS!), but it's also roughly where the Tomb in TSL magically appears...

 

Perhaps, once the Temple is finished, you could do some sort of outdoor area that would link from the Shyrack Cave, like a desert with bones, kath hounds and sith archeologists to your new Temple?

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