Canderis Posted November 2, 2009 Posted November 2, 2009 Seikan said: Really great Quanon, the only thing is that the road don't really fits to the rest, maybe you should made it a little more red. Overlay some sand textures?
Archonon Posted November 3, 2009 Posted November 3, 2009 I think Vader said it best: Impressive, most impressive The city is looking terrific, I can't wait to see what you come up with for the temple.
Quanon Posted November 3, 2009 Author Posted November 3, 2009 Seikan said: Really great Quanon, the only thing is that the road don't really fits to the rest, maybe you should made it a little more red. Canderis said: Overlay some sand textures? Hmmm, perhaps it does need some sort of dust layer. Its a bit odd looking now is it, like its been vacuumcleaned
disbeliever Posted November 3, 2009 Posted November 3, 2009 Maybe some skeletons half buried in sand, like in TSL
Quanon Posted November 3, 2009 Author Posted November 3, 2009 Well, I worked on it some today, altered my tile floor textured to be covered in some sand. Though I still need to fix one bit of walkmesh, at a certain part you're like a feet above the actuall road I'll add a few new screenshots later on
ForeverNight Posted November 3, 2009 Posted November 3, 2009 You mean I don't have the Jedi power of levitation? Why ever not?
Quanon Posted November 4, 2009 Author Posted November 4, 2009 Well, after sending out some PM's to a select few people to test my new area and getting positive results back I got back to do a little more work. Not much has changed, mind you, just a little extra rubble here and there. Some new walls deeper and further away, just to get a little more depth. And tweaking the walkmesh a bit more. So that leaves me to show some more new screenies! I'm quiet pleased with now, so I can move forward to my temple.
Darth Payne Posted November 5, 2009 Posted November 5, 2009 Whoa, holy *bleeeep*. That looks amazing.
Laar_Dha Posted November 5, 2009 Posted November 5, 2009 Gorgeous. It's really looking like an ancient city; makes one want to go exploring.
Trench Posted November 5, 2009 Posted November 5, 2009 Very nice! But I still think the sand needs to have more of a red tone. It doesn't feel like Korriban with the current one.
ForeverNight Posted November 5, 2009 Posted November 5, 2009 but now I can't levitate! Nice looking area, not much has changed, but I'm attached to walking so that's huge!
Lord of Hunger Posted November 5, 2009 Posted November 5, 2009 Awesome Quanon! I consider the biggest weakness of Korriban in both games to be its small size. You should be able to explore it in more detail. That's part of the reason why I liked your work in Brotherhood of Shadow: Solomon's Revenge along with Silver's reskinned modules: you guys made Korriban so much bigger. I can't wait to play these new areas on my computer. 10/10 so far. Keep the epicness coming!
juansaman Posted November 5, 2009 Posted November 5, 2009 Yup, I agree with LoH, Korriban is getting much improved thanks to you. I think now it looks perfect, the detail of the sand in the road made it! About the sand that Quote But I still think the sand needs to have more of a red tone. It doesn't feel like Korriban with the current one. It seems to me that there is one side more orange than the other, isn't it? I don't mind toom much, it looks good for me. Lord of Hunger said: That's part of the reason why I liked your work in Brotherhood of Shadow: Solomon's Revenge along with Silver's reskinned modules: you guys made Korriban so much bigger. That makes me wonder.... Will this be compatible with BoS:SR? Best Korriban ever!
Quanon Posted November 5, 2009 Author Posted November 5, 2009 Quote Very nice! But I still think the sand needs to have more of a red tone. It doesn't feel like Korriban with the current one. Yeah, I haven't tweaked the sand yet. I first wanted the model to work a OK in the game. I still got minor other texture job, for my waterfall in the canyon. juansaman said: It seems to me that there is one side more orange than the other, isn't it? I don't mind toom much, it looks good for me. Héh, that's because I got three big AuroraLights in there: a light orange, a light yellow and a light purple one. Depending on where your character is standing one of the lights will go on/off, so you get a more orangy feel or more purple touch depending where you stand in the area. I might have to enlarge the area the light gets cast. It is the same setup as in my canyon, so both should feel the same. juansaman said: That makes me wonder.... Will this be compatible with BoS:SR? Best Korriban ever! Hard to tell at this point, though I don't think it'll be a big clash. My mod has far more smaller scope, so less gets altered. Though 2DA editing and other files will happen. Of course I'm planning on using the TSLpatcher. So that should help out with the compatible madness.
redrob41 Posted November 5, 2009 Posted November 5, 2009 Yeah, the stray sand on the cobblestones adds a lot of believability to the area. Great job. The ripples seem a little strange to me. Shouldn't they be oriented parallel to the edge of the dunes, not perpendicular?
Marius Fett Posted November 5, 2009 Posted November 5, 2009 It's definitely a fun area to run around in. There were a few improvements I thought were needed, but they'll no doubt be ironed out by now. ^_^ Great work as ever, Q!
ForeverNight Posted November 5, 2009 Posted November 5, 2009 Hmmm, how long till DDD becomes DDD, we've got the old avatar....... Anyway, checked out the screenies again and I'm still in shock.... you are a far better man than I, I really don't have enough patience for the UVW portion....
Quanon Posted November 5, 2009 Author Posted November 5, 2009 @ForeverNight: No pain no game! I'm no droodleling mini-maps for the temple bit. So far I've decided to cut it in two areas. A semi outdoor one and an actuall interiour. For the interiour I decided to add a sort of church like bit. Remember the hall from Malachor, something along those lines, though with my own spin on it. Also a sort of archives, "library" part would find its way in. Something that certainly need to make a return is my bridge Anyway I still need to do some thinking on how it should all look and how to build it in 3D. Making plans before actually starting is a good thing to do.
Sith Holocron Posted November 5, 2009 Posted November 5, 2009 Quanon said: Something that certainly need to make a return is my bridge Would that be from your "The Temple Mod (BETA)"? (Original Thread: http://www.lucasforums.com/showthread.php?t=183809&page=1)
Quanon Posted November 6, 2009 Author Posted November 6, 2009 Sith Holocron said: Would that be from your "The Temple Mod (BETA)"? (Original Thread: http://www.lucasforums.com/showthread.php?t=183809&page=1) Yes, indeed. My Korriban mod is a revision of that old mod I thought I said that somewhere in this thread? Guess I didn't EDIT: And now everybody will see my noobish start at area modelling x-D
ForeverNight Posted November 6, 2009 Posted November 6, 2009 Actually it appears that you went through and ninja-deleted the pics off of photobucket. You wouldn't happen to know about that, would you?
Sith Holocron Posted November 6, 2009 Posted November 6, 2009 They were deleted before I posted the thread.
Quanon Posted November 6, 2009 Author Posted November 6, 2009 ForeverNight said: Actually it appears that you went through and ninja-deleted the pics off of photobucket. You wouldn't happen to know about that, would you? Well, I did a cleaning sweep a long while ago on my photobucket account. So that's why the links are broken. Besides its old stuff, that thread is full of idiotic things. God, I was such a noob in this Then again, it shows that everybody starts from 0 knowledge. So NOOBZ, it is possible to learn, though it does take time! ( not directed to anybody in particular.)
Slstoev Posted November 6, 2009 Posted November 6, 2009 Quanon will you add the module of the Tatooine temple in the K1 Lost Mudules Pack in Kotor files to your Tatooine temple? Here's the link: http://knightsoftheoldrepublic.filefront.com/file/K1_Lost_Modules_Pack;85435
disbeliever Posted November 6, 2009 Posted November 6, 2009 Slstoev said: Quanon will you add the module of the Tatooine temple in the K1 Lost Mudules Pack in Kotor files to your Tatooine temple? Here's the link: http://knightsoftheoldrepublic.filefront.com/file/K1_Lost_Modules_Pack;85435 He already addressed this. He said no, and he has no intention of restoring it.
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