disbeliever Posted January 15, 2010 Author Share Posted January 15, 2010 I just thought of something. Say a dark Jedi uses the train (or whatever it is) because they heard your ship was gonna land there. They met you at the landing pad and tried to kill you. What do you think? I think this is something I will leave to the writers Link to comment Share on other sites More sharing options...
Canderis Posted January 15, 2010 Share Posted January 15, 2010 Remember, I am willing to help! (but I suck at scripting. I can do most else like placing and crap) Link to comment Share on other sites More sharing options...
Rinku Posted January 15, 2010 Share Posted January 15, 2010 Absolutely amazing . Keep it up (I can't wait to find out what the story is going to be for this place.) Link to comment Share on other sites More sharing options...
Darth Payne Posted January 15, 2010 Share Posted January 15, 2010 I don't know if this has been asked before, but is anyone on Sleheyron going to actually recognize HK-47? Link to comment Share on other sites More sharing options...
Trench Posted January 15, 2010 Share Posted January 15, 2010 I don't know if this has been asked before, but is anyone on Sleheyron going to actually recognize HK-47? Now there's an idea! Great work dis! I might just dust off my copy of K1 when this mod is finished. Link to comment Share on other sites More sharing options...
MishraArtificer Posted January 16, 2010 Share Posted January 16, 2010 Just out of curiosity, is Sleheyron's Star Map still left in the game files? Or are you just planning on using another? Because there may be triggers on each planet for which Star Map to show, and if there are only the five... If this is going to be compatible with Silveredge9's masterwork, this will be a godly addition to my override. It would be even more awesome if Brotherhood of Shadow: Solomon's Revenge had part of it's storyline here, not like that'll ever happen...it would be too much awesome for one game to hold... Link to comment Share on other sites More sharing options...
disbeliever Posted January 16, 2010 Author Share Posted January 16, 2010 Just out of curiosity, is Sleheyron's Star Map still left in the game files? Or are you just planning on using another? Because there may be triggers on each planet for which Star Map to show, and if there are only the five... If this is going to be compatible with Silveredge9's masterwork, this will be a godly addition to my override. It would be even more awesome if Brotherhood of Shadow: Solomon's Revenge had part of it's storyline here, not like that'll ever happen...it would be too much awesome for one game to hold... As of right now I can say I am 100% going to try to make this compatible with SR. Hopefully that does not change. No programming was left over from bioware, just a few models that I am not using. Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted January 16, 2010 Share Posted January 16, 2010 ^^^ compatibility with most mods will not be an issue. This is an entirely new planet, and will only use booleans from the rest of the game as input for conditions within the planet itself. Since BoS:SR does not happen on Sleheyron, it will be compatible. What will be more interesting is how compatible the mod can be made with the original game itself - meaning, could Bandon appear there? Will random Sith/Dark Jedi appear there as other planets? Will the new planet be involved planet-count wise with the Leviathan incident? Once again, for all those concerned with compatibility with other mods.... this mod will be compatible with just about everything. Adding a planet is a huge mod, but making it compatible is easier than some other mods simply because it is mostly a self-contained-unit. You can refer to the first new planet mod ever made, Ord Mantell by RH, to see that compatibility is easy in this regard. Link to comment Share on other sites More sharing options...
none223 Posted January 16, 2010 Share Posted January 16, 2010 Except for things like BOS:SR, where RH uses Dreshdae, Silveredge EDITED Dreshdae, so drex spawns on Ord Mantell, and I think the Czerka place/Arkanian might appear (i haven't tried that yet). Link to comment Share on other sites More sharing options...
Miltiades Posted January 16, 2010 Share Posted January 16, 2010 What will be more interesting is how compatible the mod can be made with the original game itself - meaning, could Bandon appear there? Will random Sith/Dark Jedi appear there as other planets? Will the new planet be involved planet-count wise with the Leviathan incident? As far as I can remember, the Dark Jedi encounters weren't very random. They always happened on exactly the same spot (on Tatooine behind a corner, on Kashyyyk on the way to the Wookiee village), so they just spawned there automatically. I don't think there's a problem there. The thing with Bandon and the Leviathan, that's something else. I'll leave the answer to those questions to someone else. Link to comment Share on other sites More sharing options...
CrisG Posted January 18, 2010 Share Posted January 18, 2010 Looking great ! Link to comment Share on other sites More sharing options...
redrob41 Posted January 18, 2010 Share Posted January 18, 2010 it sure would be cool if you could get that Hutt statue to spout water, and then it would be a fountain. If the spouts came out of his hands (with the palms up), it might symbolize both his "generousity" and his power of life over death, while subtly reminding people who is boss. Link to comment Share on other sites More sharing options...
DarthParametric Posted January 18, 2010 Share Posted January 18, 2010 I think this is more a Hutt's style. Link to comment Share on other sites More sharing options...
disbeliever Posted January 18, 2010 Author Share Posted January 18, 2010 it sure would be cool if you could get that Hutt statue to spout water, and then it would be a fountain. If the spouts came out of his hands (with the palms up), it might symbolize both his "generousity" and his power of life over death, while subtly reminding people who is boss. Area animations cannot be done yet. I suppose maybe some animated texture that is sneaky could do something similar... As a small update: I am about 45% done modeling the next area and am pushing to have it done by Wed. So expect screens of a new area this week. Link to comment Share on other sites More sharing options...
juansaman Posted January 18, 2010 Share Posted January 18, 2010 it sure would be cool if you could get that Hutt statue to spout water, and then it would be a fountain. If the spouts came out of his hands (with the palms up), it might symbolize both his "generousity" and his power of life over death, while subtly reminding people who is boss. Too good to be true, mate. Link to comment Share on other sites More sharing options...
MishraArtificer Posted January 18, 2010 Share Posted January 18, 2010 it sure would be cool if you could get that Hutt statue to spout water, and then it would be a fountain. If the spouts came out of his hands (with the palms up), it might symbolize both his "generousity" and his power of life over death, while subtly reminding people who is boss. Kinda like that fountain in the Jedi Temple on Coruscant? In the Jedi Temple/Coruscant mod for KOTOR 2? Link to comment Share on other sites More sharing options...
redrob41 Posted January 18, 2010 Share Posted January 18, 2010 I think this is more a Hutt's style. I don't know Hutt physiology, but that doesn't exactly look like something that they'd be capable of doing (standing, that is) but certainly the sentiment is spot on Area animations cannot be done yet. I suppose maybe some animated texture that is sneaky could do something similar... What about the waterfall Quanon was working on? http://www.lucasforums.com/showpost.php?p=2676420&postcount=65 would you be able to have some misty emitters on his hands? Link to comment Share on other sites More sharing options...
disbeliever Posted January 18, 2010 Author Share Posted January 18, 2010 I don't know Hutt physiology, but that doesn't exactly look like something that they'd be capable of doing (standing, that is) but certainly the sentiment is spot on What about the waterfall Quanon was working on? http://www.lucasforums.com/showpost.php?p=2676420&postcount=65 would you be able to have some misty emitters on his hands? He used an animated texture for the water, like dantooine does. I can add emitters, yes, for smoke/mist whatever. For flowing water I think that would take allot of work to be put in the position that was mentioned Link to comment Share on other sites More sharing options...
Quanon Posted January 18, 2010 Share Posted January 18, 2010 M'yeah, so far emitters are good for mists and more randomly flashy effects. For other effects it's a lot harder to do, I've been trying to fake the wave effects, seen in TSL, Telos, but they get screwed up. The effect is there, but the waves don't glide on the water, they go up at odd angles, etc... Christ reminds I really need to do a tutorial on that... Link to comment Share on other sites More sharing options...
redrob41 Posted January 18, 2010 Share Posted January 18, 2010 alrighty. I just thought I'd put in an aesthetic suggestion. I can only imagine how many other things you need to work on first. Keep it up, and more good luck to ya Link to comment Share on other sites More sharing options...
disbeliever Posted January 18, 2010 Author Share Posted January 18, 2010 alrighty. I just thought I'd put in an aesthetic suggestion. I can only imagine how many other things you need to work on first. Keep it up, and more good luck to ya Nothing wrong with suggestions Once i get done all area modeling I will go back and figure out what can be done to "spruce" things up a bit. Link to comment Share on other sites More sharing options...
Sith Holocron Posted January 24, 2010 Share Posted January 24, 2010 What about the Fuel Depots of Sleheyron? As Vogga the Hutt (in TSL) said himself "First Goto must be dealt with, or the stores of Sleheyron will remain on Sleheyron." The fuel has to come from somewhere! Link to comment Share on other sites More sharing options...
fathmox Posted January 25, 2010 Share Posted January 25, 2010 Okay Qanon and disbeliever I have gotta ask you two something (sorry about the turn down newbie lane) You two have 3ds max right? If so, I am having trouble with converting files to be used in kotor II. (I can't import or export.) I have been all over the net looking for a solution and no luck. As for the project... It completely blows my mind, it's beautiful. and as stated before by another member (don't remember who though) the industrial feel is tasty. I like it. forty thumbs up (i'm a weirdo with forty thumbs.) Link to comment Share on other sites More sharing options...
Quanon Posted January 25, 2010 Share Posted January 25, 2010 Well; Fathmox; 3Ds Max does need a plugin to export out the right format, plus you'll need the tool to compile that file, so the Kotor games can use that. The plugin is named. NWmax( NeverWinter), Kotor and that game, have nearly the same engine. Well Kotors engine is an updated one from Neverwinter. That's why we can use NWmax. After that, you'll need Kaurora, made by our friend MagnusII. That little tool will make sure you get the correct files in the end. Notice that on the top of our forums here, is dictated to TUTORIALS. There's also a thread there, that goes over each tool you can use to mod Kotor. Have a peek over there and many questions will be anwsered. Link to comment Share on other sites More sharing options...
none223 Posted January 25, 2010 Share Posted January 25, 2010 Hey, I don't know if any of ya'll ever noticed this, but there are 2 sound files named "mus_area_slehey" and "mus_bat_slehey". If you are trying to make Sleheyron like it was origonally going to be, that music might be able to set an atmosphere.... Link to comment Share on other sites More sharing options...
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