Sith Holocron Posted August 4, 2008 Share Posted August 4, 2008 I'd love to see someone attempt to restoring the Rakatan temple on Tatooine back into the game - even if it's unconnected to the Star Map search. (Especially considering there are so few sound files to connect the Star Map to it.) For those unfamiliar to what I'm talking about, refer to Darth Insidious' "K1 Lost Modules Pack" compilation here Link to comment Share on other sites More sharing options...
Thankteamgizka Posted August 4, 2008 Share Posted August 4, 2008 well I just looked at the screens and the modules look really cool im sure someone will restore them eventually since kotor restoration projects are all the rage i.e. TJ TG TE Link to comment Share on other sites More sharing options...
Sithspecter Posted August 4, 2008 Share Posted August 4, 2008 The main problem with the Rakatan Dungeon (it's actually a dungeon, I had a source, but I can't remember where it is) is that the model itself is incomplete. Many parts of the walkmesh are broken, and just parts of the model in general are missing or deleted. For instance, in one room, there are a bunch of floor tiles sticking up out of the ground. But, the polygons on one side have been deleted, and when you stand on one side of them, you can't see them at all. There are also a number of mapping issues. Unfortunately, most of these problems can't be corrected at all. Especially ones dealing with the walkmeshes. Link to comment Share on other sites More sharing options...
jonathan7 Posted August 4, 2008 Share Posted August 4, 2008 The main problem with the Rakatan Dungeon (it's actually a dungeon, I had a source, but I can't remember where it is) is that the model itself is incomplete. Many parts of the walkmesh are broken, and just parts of the model in general are missing or deleted. For instance, in one room, there are a bunch of floor tiles sticking up out of the ground. But, the polygons on one side have been deleted, and when you stand on one side of them, you can't see them at all. There are also a number of mapping issues. Unfortunately, most of these problems can't be corrected at all. Especially ones dealing with the walkmeshes. With the advances is in area creation, would it be possible to create a Tatooine dungeon based on the incomplete one? Link to comment Share on other sites More sharing options...
Thankteamgizka Posted August 5, 2008 Share Posted August 5, 2008 its seems like every year more advances are made in modding so eventualy i think that you will be able to edit just about everything Link to comment Share on other sites More sharing options...
EnderWiggin Posted August 5, 2008 Share Posted August 5, 2008 its seems like every year more advances are made in modding so eventualy i think that you will be able to edit just about everything I think that it will nicely correspond to the time that the MMO comes out _EW_ Link to comment Share on other sites More sharing options...
Robespierre Posted August 5, 2008 Share Posted August 5, 2008 With the advances is in area creation, would it be possible to create a Tatooine dungeon based on the incomplete one? Yes. Good luck . Link to comment Share on other sites More sharing options...
Lord of Hunger Posted May 4, 2009 Share Posted May 4, 2009 I am resurrecting this thread because I am interested in restoring this temple. However, I do not know how to fix the walkmesh and model problem so if anyone knows how, I'd appreciate your contribution. I feel that this and Sleheyron deserve to be restored, since they are such great places. Thanks! Lord of Hunger Link to comment Share on other sites More sharing options...
Seamhainn Posted May 4, 2009 Share Posted May 4, 2009 As SS said - although one year ago - the module is *very* incomplete. And if I say *very* incomlete, I mean *VERY INCOMPLETE*. As far as I know the walkmesh problem is still not solved and thus the module impossibile to restore. SS, please correct me if I am wrong. Its been quite some time since I went to that module, and I hate to kill any enthusiasm, but the module (as it stands) is very small, if I remember correctly. (And I am not sure that the above shown picture is part of the module.) Nevertheless, if the module would be workable, the right team could create a nice (side) quest for it. Take care Link to comment Share on other sites More sharing options...
R2-X2 Posted May 4, 2009 Share Posted May 4, 2009 Also, there's no map, so you would have to make one. I would help restoring te module if I could, but I'm bad in alle modelling, skinning, and all those things. (2da is much easier ) Link to comment Share on other sites More sharing options...
Sith Holocron Posted May 4, 2009 Author Share Posted May 4, 2009 Would it be easier to recreate that module from scratch than repair the walkmesh? Link to comment Share on other sites More sharing options...
Marius Fett Posted May 4, 2009 Share Posted May 4, 2009 Theoretically, you could make a new area based on the old one, but it'd be no easy task. At best, you'd get something that loosely resembles the parts that exist, as much of it isn't there. The rest would have to be thought up from scratch. It'd be a big job though. Link to comment Share on other sites More sharing options...
Canderis Posted May 4, 2009 Share Posted May 4, 2009 I think, correct me if I am wrong, you could take the model files and treat them as new ones and re-export and compile em, make the walkmesh and all the other stuff that is screwed up from scratch. Link to comment Share on other sites More sharing options...
Marius Fett Posted May 4, 2009 Share Posted May 4, 2009 Last I checked, the existing in game models don't like being edited. I wouldn't quote me on that, however. Link to comment Share on other sites More sharing options...
Taak Farst Posted May 4, 2009 Share Posted May 4, 2009 Last I checked, the existing in game models don't like being edited. I wouldn't quote me on that, however. PokeNerd I would like to see this done but I think Marius is right on his statement. Link to comment Share on other sites More sharing options...
Jae Onasi Posted May 5, 2009 Share Posted May 5, 2009 Standard Mod comment: Porting from Kotor to TSL and vice versa is not allowed and can't be discussed. Link to comment Share on other sites More sharing options...
Canderis Posted May 5, 2009 Share Posted May 5, 2009 Standard Mod comment: Porting from Kotor to TSL and vice versa is not allowed and can't be discussed. I don't think they where talking about porting, they said if someone made the area from scratch. Link to comment Share on other sites More sharing options...
Sith Holocron Posted May 5, 2009 Author Share Posted May 5, 2009 Let's just leave that question aside for now. (I'll adjust my earlier post to remove it from consideration.) Link to comment Share on other sites More sharing options...
Seamhainn Posted May 5, 2009 Share Posted May 5, 2009 @Jae: This discussion is about the unfinished and deleted Dungeon on Tatooine, which the developers left in the game, for and from K1. (That it was supposed to be an old Rakatan temple is a false rumour, if I remember the statement from David Guider correctly!) DarthInsidious made it accessable for us mere mortals. There never was any porting idea involved in this. @all: If this discussion shall lead to anything, we need a workable module. I know only of two, maybe three people in this community who have the abilities to either work from the existing files or make new ones from scratch. As long as one of these doesn't pick up the ball, the idea will be just that - an idea. Link to comment Share on other sites More sharing options...
Lord of Hunger Posted May 5, 2009 Share Posted May 5, 2009 One of my team mates on Team Hssiss is learning walkmesh soon so he may be able to fix this problem. No guarantees. Link to comment Share on other sites More sharing options...
Blix Posted May 5, 2009 Share Posted May 5, 2009 Awesomeness and good luck on the restoration, I will definitely be looking forward to seeing it. Also noob question; Show spoiler (hidden content - requires Javascript to show) is the Tatooine Rakatan Temple the location in Revan's flashback where he unmasks himself, or was that on another planet? Link to comment Share on other sites More sharing options...
Ping Posted May 5, 2009 Share Posted May 5, 2009 Awesomeness and good luck on the restoration, I will definitely be looking forward to seeing it. Also noob question; Show spoiler (hidden content - requires Javascript to show) is the Tatooine Rakatan Temple the location in Revan's flashback where he unmasks himself, or was that on another planet? Show spoiler (hidden content - requires Javascript to show) I think it's at the top of a Rakatan temple on Rakata Prime/Lehon. If you've seen the dark side ending of the game, you should be able to tell somewhat easily. Link to comment Share on other sites More sharing options...
Seamhainn Posted May 6, 2009 Share Posted May 6, 2009 If someone would make this module workable it would make a cool manageable project. With the right people it would be a doable thing. Nothing overly ambishous, but big and interesting enough to make fellow players want to play it... Link to comment Share on other sites More sharing options...
Quanon Posted May 6, 2009 Share Posted May 6, 2009 I think, correct me if I am wrong, you could take the model files and treat them as new ones and re-export and compile em, make the walkmesh and all the other stuff that is screwed up from scratch. True, importing each part and puzzle it together untill you got the whole temple. Fill in unfinished parts and stuff. That way a new walkmesh could be created. There are few things to consider: - Lighting: You'll loose the lightmaps and other neat effects which depends on the .vis file. - Using only 1 big walkmesh seems to confuse the .vis file, so you need to leave it out. That way the whole model won't look as good as the rest. So far I haven't been able to create the same sort of nice light/ shadow play as the real modules have. Its not undoable; but its a heavy task none the less. Link to comment Share on other sites More sharing options...
Seamhainn Posted May 6, 2009 Share Posted May 6, 2009 All true! But the Shadowland Restoration I did had no walkmesh also, and nevertheless I made a more or less okay restoration with it, I think. One had to use tricks and tuneing, but many things are possible, just not some specific things (roaming NPCs, elaborate walking of NPCs and such). As I said, a good team could work from a finished module (even without walkmesh). Take care EDIT: Once again - its not a temple, just a dungeon ;-) ! Link to comment Share on other sites More sharing options...
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