Jump to content

Home

Star Wars: Rise of the Sith


TheProphet

Recommended Posts

  • Replies 411
  • Created
  • Last Reply

Alright guys and gals, got a second video update for you all. This time it's of the maintenance floor of the Elysian. You guys know the drill, save link as, then play it ;). Hope you enjoy.

 

Video Update 2: Elysian Maintenance Floor

 

Next update won't come for a while, I have to finish all of the custom model modules before starting on the module development, so it will be quite some time, I will still show you guys some pictures however.

 

-Doc

Link to comment
Share on other sites

I'll upload them both to Youtube. The quality will be sucked down though and you wont get to experience it to the fullest : /. I advise anyone with windows media player to go by the links off of the site and the ones i have posted above.

 

EDIT: Okay here are the Youtube links, DO NOT USE these if you have windows media player, the quality is horrendous.

 

Video Update 1

Video Update 2

 

In case some of you do not have the ability to scroll up, or if you just like to look at the bottom of a thread, here is the second video in high quality.

 

Video Update 2: Elysian Maintenance Floor

EDIT 2: Okay i know i bagged on the quality of youtube, but i may have to eat my words as i just discovered the little red button called high quality, be sure to click it. Rather than scream and cry at the screen because you are too ignorant to look around like i did :(.

Link to comment
Share on other sites

Well thank you, that second Video Update was a deusy to make. It was really hard getting those models to work in game. Sometimes Kotor does this thing where it makes things just randomly not work and you feel like you're in the twilight zone and you want to go grab some tequila. Area editing is no easy task, and I cant wait till im done with it completely. There are quite a few more areas to do though. :(

 

-Doc

Link to comment
Share on other sites

Well thank you, that second Video Update was a deusy to make. It was really hard getting those models to work in game. Sometimes Kotor does this thing where it makes things just randomly not work and you feel like you're in the twilight zone and you want to go grab some tequila. Area editing is no easy task, and I cant wait till im done with it completely. There are quite a few more areas to do though. :(

 

-Doc

 

Well all I can say is good luck with it!:) I don't know much about area modelling but I'm not planning to start learning about it yet.......

Link to comment
Share on other sites

Well, I promised you guys pictures of coruscant, so here is the Chancellor's Office.

 

The full frontal.

chancellorsoffice1.jpg

 

From the left

chancellorsoffice3.jpg

 

From the right

chancellorsoffice4.jpg

 

I don't usually show close ups of apolstered leather, but this took me so freaking long to make

chancellorsoffice2.jpg

 

I'll be showing you pictures of the merchant quarter and the cantina as well.

 

More when I have it.

Link to comment
Share on other sites

Awesome work :)

but theres something odd about the skybox, i cant just put my finger on it

I'm thinking life; I know we don't have animations in area models yet <.< but I'm thinking Coruscant wouldn't be Coruscant without lots of trafic and platforms. Don't suppose there's anything that can be jipped from Telos...

 

Other than that; fantastic as always :p

Link to comment
Share on other sites

Amazing work, Doc! We all thought the project was dead, but it's good that it isn't! The videos show the amount of work you've done, and I must say, the Chancellor's office is incredibly realistic! Looking forward to more updates!! ;)

Link to comment
Share on other sites

Awesome work :)

 

I'm thinking life; I know we don't have animations in area models yet <.< but I'm thinking Coruscant wouldn't be Coruscant without lots of trafic and platforms. Don't suppose there's anything that can be jipped from Telos...

 

Other than that; fantastic as always :p

 

I've been looking into that, and It seems as though the ships can be done by animated textures. Im thinking that I will put in a few planes in there with traffic moving back and forth. That should make it a bit more live.

Link to comment
Share on other sites

I've been looking into that, and It seems as though the ships can be done by animated textures. Im thinking that I will put in a few planes in there with traffic moving back and forth. That should make it a bit more live.

You may also want to put in a few building models (even if they are just two dimensions) at different distances to create at least the illusion of a cityscape. As it is, all of the city -- regardless of the building -- appears to be the same distance away. :)

 

Very pretty, though. :)

Link to comment
Share on other sites

You may also want to put in a few building models (even if they are just two dimensions) at different distances to create at least the illusion of a cityscape. As it is, all of the city -- regardless of the building -- appears to be the same distance away. :)

 

Very pretty, though. :)

 

I was planning on doing that too, I wasn't sure how good it would look though, nevertheless, im going to give it a try. I also might redo the skybox and add some buildings in the background and haze them out so that they look farther away. That should add some depth to the whole thing.

 

Thanks for the tip Pav ;)

Link to comment
Share on other sites

Well I've done some work on the skybox, and I think it looks a trifle bit better now:

 

newcoruscant.jpg

 

As for the moving ships, I found that the image that Kotor II uses for moving ships in Coruscant is a stationary TGA, but the texture is set to scroll on the object, as we cannot achieve this yet in area models, that will be a no go for now :(. Hopefully, as MagnusII continues his research, we will be able to figure that one out.

 

-Doc

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...