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Quanon

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Some nice work going on here, Q. :D

 

Out of interest, what be the poly counts on these areas atm?

 

28.679 polys

51.493 verts

 

Just for the stuff I got now :p

But it's okay for this area, you can never see everything at once.

The polycount will be much lower thanks to the .vis file and such.

 

I rather like them as they are. Who's to say that they're not an example of a long dead species?

 

Yes, indeed, the Sith are known to be messing with creatures=> Sith alchemy anyone. :p

 

Wonderful looking Q! Those guardian statues look really nice. I feel like I'm getting an Egyptian vibe from them, but maybe that's just me.

 

And, yes, Egypte is a strong influence here, its almost pure Egypte.

I know the drawing was differant; but, I ran into some troubles while doing these puppies. Lets just say I would need some more training. At the moment I let them be.

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  • 2 weeks later...
How many polys does the other in-game modules have?

 

No idea, though I wonder if there isn't any console command, to ask this type of info. Back in the days of JA and JO, you could ask to show the wireframe, how many FPS and stuff like that.

 

When Korriban expanded is released for K1, how long time will it will take for you to convert it to K2 (estimated)?

 

Converting the models itself will go quiete fast, its just a run through Kaurora. I'dd say a matter of minutes. Of course creating a couple of small quests & dialogues will be the part where I'll need more time.

 

I'll have to go and use the Team Gizka phrase: It's done when it's done.

Note, I don't plan on working on this for 4 years ;)

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  • 1 month later...

Pending PROJECT: Scrapyard Games.

 

Yeah, this oldie still hasn't been released, thanks to real life! Glovemaster was my main compadré on this project to, sadly, "EVIL" college has taken his time away.

 

So it is again on hold, until I learn some better scripting. I might get this out on my own. Most things are finished on this mod.

 

Have you ever considered recruiting a different scripter to finish the remaining work? If it's almost finished . . . perhaps that's not an impossibility.

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Have you ever considered recruiting a different scripter to finish the remaining work? If it's almost finished . . . perhaps that's not an impossibility.

 

I've contacted Dstoney, just recently, about this mod I had in the freezer.

The super modding man, from the TSL restoration has replied positively on helping out to finish it.

 

On other news, not much has been done on Korriban. Sleheyron took some time away, though I didn't create that much for it... Lightmap experiments and a whole bunch of other request "crap" (being sarcastic here :xp:) has sucked up time. Not to mention I felt a little burned out on the whole 3D thing.

 

Not to forget, Dragon Age... GTA IV expansions o_Q

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I only find one thing that doesn't seem right..

 

All of the modules look great, but its on KORRIBAN. Korriban is full of dust, not shine.

 

IMO, the only things that should shine are any ancient artifacts that are located in the temple...

 

Are you talking about the temples Q posted about earlier on this page? Yeah, thats not textured yet. Its 3ds's basic color shader. Unless he goes out of his way just to make it look unshiny, it'll stay like that until he textures it.

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Very nice textures Q! I always thought Korriban was such a chore to do. Heres my idea. Anyone here play Jedi Academy? I thought that model of Korriban was much better than Kotor. Is it possible to map an area similar to that, but no falling? I mean, there won't have to be as many pits, but a few would be good.

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Very nice textures Q! I always thought Korriban was such a chore to do. Heres my idea. Anyone here play Jedi Academy? I thought that model of Korriban was much better than Kotor. Is it possible to map an area similar to that, but no falling? I mean, there won't have to be as many pits, but a few would be good.

 

Of course, since you can't jump(aside from force jump when attacking), it really wouldn't be a problem. That, and it is likely that if Q does do an area that has sinkholes(or anything similar to them), it is likely that the walk-mesh would be made to prevent you from getting near the edge and falling.

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Anyone here play Jedi Academy? I thought that model of Korriban was much better than Kotor. Is it possible to map an area similar to that, but no falling? I mean, there won't have to be as many pits, but a few would be good.

Of course, since you can't jump(aside from force jump when attacking), it really wouldn't be a problem. That, and it is likely that if Q does do an area that has sinkholes(or anything similar to them), it is likely that the walk-mesh would be made to prevent you from getting near the edge and falling.

Yes, I've played JA and liked most of the levels and the saber swinging :p

THough I don't plan on adding that much, Korriban in K1 is already pretty fleshed out. Plus it takes time, lots of time, to create these new levels.

 

So I'll have to dissapoint you, no crazy large new tomb valley in my mod.

You'll have to do it with a mini-canyon, sunken city part, inside of the temple and a crypt.

 

Compared to the game areas, these are all rather smallish.

I wonder if Q's new Korriban area was to hold the SithRevan tribute. . .

 

I still have the area, though I'm not sure if it would fit in that nicely.

 

Can't leave without some pictures :)

Just two very quick shots of the cave. Also did some work on the finale room toda.

Once that puppy is done and skinned... o_Q

Uuh, when I finish that model part, onwards to texturing. See you folks in 2 months :p

RendCave002.jpg

RendCave001.jpg

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