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Disbeliever's crazy project!


disbeliever

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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...

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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.

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^^^ 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.

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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. :)
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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.

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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.

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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.

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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?

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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 :xp:

 

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?

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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 :xp:

 

 

 

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 :)

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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... o_Q

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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.

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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.)

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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. :)

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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....

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