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Star Wars: Rise of the Sith


TheProphet

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You may wish to look at the Nar Shaddaa exterior modules, they have flying ships in them. I know for a fact that 301NAR has actual models of ships, they're just flying well up in the sky so you generally can't see them. The Onderon docks also have flying ship models. You may be able to copy them across with their animations intact.

 

I have no idea, I've not modded in over a year and even then I was never Michaelangelo when it came to modelling. I don't think I even successfully made a box.

 

Edit: Another possibility would be to model a creature which looks like some sort of ship(s) and then create walk-mesh outside the window, and have the ship "walk" from one side to the other, or even have its stationary animation set to be whizzing around. If we can animate objects now (again: very out of touch with this whole universe) then an object would be easier as there'd be no need for walk-mesh. You could simply place the object in the module, outside the building. You may be able to nick the flying ships from the Onderon and Nar Shaddaa dock modules and then convert them to placeables, which would save the hassle of modelling/animating the thing.

 

Just a thought.

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I'll do some research on it Pav, either way I'm sure I can do an animated texture of some sort, though I'm not sure how big the size of the file will be to achieve what I'm looking to do :/. Either way, I'll figure something out. The NPC idea is actually pretty good :), if all else fails, that should work to some degree.

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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

You should model and make one of them Med Droids, that'd be cool.

In case you don't know what they look like,

here are 3 examples:

 

21b.jpg

FX-6.jpg

FX_Droid.jpg

Afterall, I'm pretty sure I heard you say somewhere there would be NPC's on the ship that weren't party members.

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Something along the lines of what Pavlos said: Telos has ships flying along in a set pattern outside all the windows and they're aren't those faint tiny ships you can see in the background like on Nar Shaddaa but full size honkin' models. Perhaps a review of Telos might be of some assistance?

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You should model and make one of them Med Droids, that'd be cool.

In case you don't know what they look like,

 

I am going to be making the basic protocol droids, with a bit of an upgraded looks, seeing as this is a few hundred years after ROTJ, the tough thing is that there are modelling limitations, making a new head for a droid would be no problem, as there are no parts i would have to animate, the body is the problem. I cant really put a droid head on a human body because that would look odd, and the droids in kotor are modeled with their heads already attached to the model, so i wouldn't be able to swap on in on a droid model, either way i will figure something out for that :).

 

Something along the lines of what Pavlos said: Telos has ships flying along in a set pattern outside all the windows and they're aren't those faint tiny ships you can see in the background like on Nar Shaddaa but full size honkin' models. Perhaps a review of Telos might be of some assistance?

 

At the moment, I just finished animating the ship texture that will be in the background, and that is all that I aim to do. There are a few problems with just importing the moving ship models from Telos:

 

1. I cant be sure which direction they will face, and I cant modify it or i will lose the animations.

 

2. The ships will be from the old republic, which is again odd seeing how this is set a few thousand years past that point :(

 

3. Large moving model ships are really unnecessary seeing how it is unlikely they would allow heavy traffic so close to buildings, especially the senate building. What's to stop a kamikaze person from just crashing into the chancellor's office?

 

I appreciate the suggestions though :), maybe when Mag finds out how to export and import animations with area models, we will be able to figure something out.

 

Don't worry though, the small moving ships in the background do look nice, and I plan to make a video of it when i finish all of Coruscant, even though i said i would wait till much later :p, I figure since you all wanted to see what it looks like, I might as well make an exception this once :).

 

I'm about done with the Cantina now, and the Trade Quarter is relatively easy. So expect that update soon :).

 

-Doc

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Jonathan7: I asked him that in a PM awhile ago. (GMTA)

 

Doc Valentine: Is MagnusII still working behind the scenes? I haven't been looking overly hard at the forums as time is a factor for me at the present time but I haven't seen him post in a while. I'll continue to hope that more insight into the workings of this engine come to light - whether it's through MagnusII or those that follow in his footsteps.

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Doc Valentine: Is MagnusII still working behind the scenes? I haven't been looking overly hard at the forums as time is a factor for me at the present time but I haven't seen him post in a while. I'll continue to hope that more insight into the workings of this engine come to light - whether it's through MagnusII or those that follow in his footsteps.

I haven't seen Magnus post much on the forums other than his return, and hes mainly posted in the Triumvirate Lords group, asking us what we wanted in the next version of KAurora.

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It seems that a lot of people like to answer questions for me :). Which is nice in an "I'm-too-lazy-to-post" kind of way, but I'd rather clarify a few things myself ;).

 

Doc; you fancy releasing your Coruscant Skyboxes to replace the horrible low-res ones in TSL for the Jedi Council Chmaber scene?

 

I most certainly do :). I have a few versions at the moment though, right now I have one that is more sunsety... or sunset-ish, not sure on the form of that word :/, anyways its a full skybox whereas the one you see above is only a front and two sides. Either way I will be seeing which one the community likes the best, and using that one. I'm flattered you like them though, thanks for the feedback Jon :). I'm always happy to see you post in my thread.

 

Doc Valentine: Is MagnusII still working behind the scenes? I haven't been looking overly hard at the forums as time is a factor for me at the present time but I haven't seen him post in a while. I'll continue to hope that more insight into the workings of this engine come to light - whether it's through MagnusII or those that follow in his footsteps.

 

As Trigger mentioned, Mag has been more active in our private group than on the forum, I have a feeling it will work out as we are mostly area modellers and will be able to help him test things out. As to what he is doing, I personally don't like speaking on other people's behalf, but currently he is working very hard on adding some more features to KAurora that will make our areas more playable. It's really nice to see his drive and his intensity. He really does have the skill, and the determination. So I'd put my money on him :)

 

@Everyone else, stay tuned, I'm almost done with my next area, and its a duesy. So expect to see more shameless plugging of my mod and cheap humor in another video update :rolleyes:

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  • 1 month later...

Just signed up so to say that this is one if my favourite TC mods of SW KOTOR 2 TSL.

P.S.My favourite TC mods are Trex' mod:The Jedi Masters:thmbup1::thmbup1:;Logan23 mod:Revenge of Revan:thmbup1::thmbup1:;and of course yours Doc Valentine mod:Rise Of The Sith:thmbup1::thmbup1::thmbup1::thmbup1:.There is no best mod.All of these 3 TC mods are awesome.:thmbup1::thmbup1::thmbup1:

 

Edit: Sorry for double posting.Hey people I've got a great idea.Since this is an event many years after Return of the Jedi,why don't we put R2-D2 and C-3PO in the game as servants of the new Jedi order or as maintence droid in the ship or space station.

 

Sistoev, please do not double post ot attempt thread 'bumps' here, only an OP or modder may do so and only for an update to their WIP threads. -RH

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Why not its not like there going to rust and besides they survived all 6 episodes of Star Wars and there are rumors that there will Star Wars episode 7 with them in it.Although you are right that the models may be too hard to make.But i don't understand anything in modeling or anything else about making mods.

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  • 3 weeks later...
I found a model for R2-D2 in KotorFiles.Here's the link:http://knightsoftheoldrepublic.filefront.com/file/T3M4_gt_R2D2;101237

 

That may be an R2 model, but its not exactly good. I'm sure if Doc really wanted one, he would model and map it himself, and have it look a lot better than that.

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Also, looking at the chancellor's office, shouldn't the three windows be actually a one wide window? Not that I'm complaining, as it looks excellent as is, just a thought.

 

I would think that in the hundreds of years after the PT, they would've remodeled the Chancellor's Office. :p

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