Darth Xander Posted April 10, 2008 Share Posted April 10, 2008 OMG That is very detailed great work!!! Link to comment Share on other sites More sharing options...
Keeper_DP Posted April 10, 2008 Share Posted April 10, 2008 Niiiiiice. But the places are huge. It needs a lot of placeables items and npcs. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 10, 2008 Share Posted April 10, 2008 Really nice. I'd seen a bit of it already, but you really get the feeling of how big the place is in those screenshots. Link to comment Share on other sites More sharing options...
Miltiades Posted April 10, 2008 Share Posted April 10, 2008 But the places are huge. It needs a lot of placeables items and npcs. Yes, big places need lots of placeables and NPCs. I think that'll be a challenge of its own. Anyway, looks great. Good work, man. Link to comment Share on other sites More sharing options...
Quanon Posted April 10, 2008 Share Posted April 10, 2008 Great improvements SS, you've really grown in 3D modelling. And seems like your doing a lot of research, I'm kinda fallen behind here, like all old men sticking to my old beliefs It all looks very promosing. Keep up the good practice shots Never be afraid to dumb something and redo it. Link to comment Share on other sites More sharing options...
ForeverNight Posted April 10, 2008 Share Posted April 10, 2008 Holy Toledo! That is some nice work! The walk surface, however, does look a little 'brighter' (Can't think of any other way to say it) than I would expect on an industrial world... And the contrast between that and the sky is really bad... But, still, very nice! Link to comment Share on other sites More sharing options...
JCarter426 Posted April 10, 2008 Share Posted April 10, 2008 Yeah, I liked the darker ground better. Had more of a tar look. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 10, 2008 Author Share Posted April 10, 2008 I've got a darker texture, and I guess I can use that. As for the sky, I'm going to bring up the brightness a bit. We're going to fill the space with cargo crates, placeables, NPC's walking waypoints, and various little things to bring it more life. Also, I'm going to have ships flying over and just little things like that make the area come to life. I've also re-done the door, and it is much improved. On the next section of street, it's going to be more confining. I'm going to have taller buildings closer together to make it feel oppressed, like the slaves. Also, I've found a hallway and a center thing that are from Sleheyron, and I'm going to incorporate it in future modules. In addition, I've been toying with the three gladiator arenas. They look absolutely awesome, and I've been trying to make a walkmesh for the spiral ramp one. I've got to add LOTS of lights, and fix a bunch of issues. But, it's better than having to create one of my own... I'm glad to see that all you guys are still interested in this. Link to comment Share on other sites More sharing options...
ForeverNight Posted April 10, 2008 Share Posted April 10, 2008 Ooooohhhhhhhhhhhh..... You mean there's MORE! This is either going to look really cool (That's what my money's on!) or really, really, not! But, the sky doesn't have any problems, its just the way that the 'floor' contrasted with it. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 10, 2008 Author Share Posted April 10, 2008 Yes, so far, I've only constructed about a quarter of it. I know that sounds huge, but I've got a distinct plan in my head from what's in the LucasArts production pics. I'm trying to remain as faithful as possible to the original, which is what restorations are about. Link to comment Share on other sites More sharing options...
correllian_thug Posted April 10, 2008 Share Posted April 10, 2008 awesome updates SS! your really doin a great job, and the place looks huge! can imagine how it'll look populated... Link to comment Share on other sites More sharing options...
Sithspecter Posted April 11, 2008 Author Share Posted April 11, 2008 Thanks, CT! I'm trying to finish a new section of the street by next week, and I'm going to post screenshots more frequently. Link to comment Share on other sites More sharing options...
HdVaderII Posted April 11, 2008 Share Posted April 11, 2008 Yes, so far, I've only constructed about a quarter of it. I know that sounds huge, but I've got a distinct plan in my head from what's in the LucasArts production pics. I'm trying to remain as faithful as possible to the original, which is what restorations are about. For such little to build on, you are doing extremely well SS!!!! Link to comment Share on other sites More sharing options...
Sithspecter Posted April 21, 2008 Author Share Posted April 21, 2008 I am proud to announce that Team Hutt has a new member, GSCCC! GSCCC will be helping us out with module modelling, and that brings us up to four module modellers. Alright, the current team members are: DarthJebus05 Seamhainn Quanon Master Zionosis DarthDingDong Stream DSTONEY Darth InSidious Master Waffle Mr. Orange GloveMaster GSCCC Sithspecter (Forgive me if I've forgotten someone) Right now, I've got six weeks of school left. During that time, I'm going to focus on URM and Master Crush Recruitment mod. I'm going to try and pick up scriptng and work on improving my modelling skills. I'm asking everyone on the team (including myself) to try and wrap up/postpone work on other larger projects and focus on Sleheyron over the summer. At the end of the summer, I'd like to have all the modules built. With four modellers at three or four modules a piece, I think this will be feasible. I know it sounds like a lot of work, but I think that setting deadlines will improve chances of this mod getting finished. I'm going to do my share, and if everyone does, we can get this thing done. I've searched through all the game files, and the only models left from Sleheyron are the following: crossgob.mdl-circle with four exits hall01gob.mdl-hallway in crossgob hall02gob.mdl-same hall03gob.mdl-same hall04gob.mdl-same m31aa_00a.mdl-gladiator arena with a flat fighting surfact m31ab_00a.mdl-gladiator arena with various walls in different positions, kinda like a maze, but easier m31ad_00a.mdl-gladiator arena with large spiral ramps on different levels of platforms The crossgob section is in no state to restore, but we can look at if for reference. It has basic architechural structure that we can use as a template. The hallgobs can be for the same purpose. The gladiator arenas are a bit of a sticky wicket, no? They are beautiful, but painfully have no walkmeshes or lighting. I know we can create walkmeshes, but I'm not sure about lighting. Maybe we can add another 'area' to the .are with the appropriate lighting. I've started a walkmesh for the spiral arena, and when I'm done with it, I'll work on the lighting. SS Link to comment Share on other sites More sharing options...
BlazingPhoenix Posted April 22, 2008 Share Posted April 22, 2008 I remember reading this a while ago...Looks pretty interesting, keep it up! Link to comment Share on other sites More sharing options...
Sithspecter Posted April 22, 2008 Author Share Posted April 22, 2008 Gladiator Module: Restored Here's the pics. Walkmesh and everything. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 22, 2008 Share Posted April 22, 2008 *whistles* That place is huge. Very nice! Looks a little bright, though. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 22, 2008 Author Share Posted April 22, 2008 Yeah, I know it's a bit bright, but I've been toying with the lights and I'm thankful that I got them in there at all. There's two more arenas, so I'll get to work on those next. BTW, congrats on KotOR files staff! Link to comment Share on other sites More sharing options...
Dan Loto Posted April 22, 2008 Share Posted April 22, 2008 Those are great! O_O A small idea though: is it possible to make a handful of viewing areas like they had on Geonosis in AotC? Link to comment Share on other sites More sharing options...
ForeverNight Posted April 22, 2008 Share Posted April 22, 2008 Even if they aren't there, it would be cool! Nice to see more is done with that... even though my computer only shows the bottom two pics! Oh well, that's life! Very nice. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 23, 2008 Author Share Posted April 23, 2008 Those are great! O_O A small idea though: is it possible to make a handful of viewing areas like they had on Geonosis in AotC? Not that you can stand on. All the gray boxes in the stands are supposed to be people, but they don't render correctly. I might can fix it, but maybe not. Link to comment Share on other sites More sharing options...
Darth Payne Posted April 23, 2008 Share Posted April 23, 2008 Arent there people like that in the Taris dueling ring? Could you use those? Link to comment Share on other sites More sharing options...
JCarter426 Posted April 23, 2008 Share Posted April 23, 2008 I think that's what SS was talking about. Link to comment Share on other sites More sharing options...
correllian_thug Posted April 23, 2008 Share Posted April 23, 2008 thats awesome work there, i love the higher podiums in my opinion Kotor lacks higher ground its way too flat im glad someone's adding something like that. always liked the idea of bein able to be higher up lookin over the module Link to comment Share on other sites More sharing options...
DarthJebus05 Posted April 23, 2008 Share Posted April 23, 2008 Right now, I've got six weeks of school left. During that time, I'm going to focus on URM and Master Crush Recruitment mod. I'm going to try and pick up scriptng and work on improving my modelling skills. I'm asking everyone on the team (including myself) to try and wrap up/postpone work on other larger projects and focus on Sleheyron over the summer. At the end of the summer, I'd like to have all the modules built. With four modellers at three or four modules a piece, I think this will be feasible. I know it sounds like a lot of work, but I think that setting deadlines will improve chances of this mod getting finished. I'm going to do my share, and if everyone does, we can get this thing done. Czerka on Korriban only needs the scripting done, dialogs are almost finished, all NPC's are placed. Link to comment Share on other sites More sharing options...
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