logan23 Posted October 17, 2009 Share Posted October 17, 2009 WOW this looks AMAZING!!!! Link to comment Share on other sites More sharing options...
darth-me Posted October 17, 2009 Share Posted October 17, 2009 looks good, this slipped my mind when SS left, but I'd have been disappointed if it just died. I'm very glad you two decided to take it upon yourselves. What happened to that middle city mod anyway? That was a very good looking mod. Link to comment Share on other sites More sharing options...
Crustmonger Posted October 18, 2009 Share Posted October 18, 2009 It's a puppy! Yay! Looks great, Keep it up you two! Link to comment Share on other sites More sharing options...
purifier Posted October 18, 2009 Share Posted October 18, 2009 I applaud you two (Disbeliever & Quanon) for doing this, and I know this is not any easy task for the both of you either. But it is certainly worth praise IMO, because any Sleheyron mod that we can play is better than no Sleheyron mod that we can't play or don't have. Everybody, give these guys a Goodluck fellows, keep at it. Link to comment Share on other sites More sharing options...
Lord2 Posted October 21, 2009 Share Posted October 21, 2009 Another "REALLY" crazy attempt by Quanon to bring life to this community. Link to comment Share on other sites More sharing options...
disbeliever Posted October 21, 2009 Author Share Posted October 21, 2009 Another "REALLY" crazy attempt by Quanon to bring life to this community. Im working on this too As an update (no screens yet sorry): I have been working on redoing the walkable area of the landing port. The way I created it before was a noob way to do it, and resulted in a VERY high poly count, which is kotor unfriendly. I am just about finished, and will begin retexturizing everything soon. As a reference though, the original area had 220,000 polys, the new one has 27,000 so far I had to remove some details from buildings, but we have to work within the tools and engine. More to come from us, Q is working on new trains and machines for the area as we speak Link to comment Share on other sites More sharing options...
Quanon Posted October 21, 2009 Share Posted October 21, 2009 I'm doing whut now? I'll get on it asap, hopefully this evening I can do 2 machines. Link to comment Share on other sites More sharing options...
disbeliever Posted October 21, 2009 Author Share Posted October 21, 2009 I'm doing whut now? I'll get on it asap, hopefully this evening I can do 2 machines. Was just teasing about the "right this second" comment. Make 2 machines and a train to haul things and I think well be good to go You can even texturize em if you want Link to comment Share on other sites More sharing options...
Quanon Posted October 21, 2009 Share Posted October 21, 2009 Make 2 machines and a train to haul things and I think well be good to go You can even texturize em if you want Héhéhé, well here's what I "cooked" up so far. I've named them Giraffe and Crabs Nr 3 will be just for transporting and less lifting things up. Once its done as a model I'll texture them all in one go. Some shots are required I believe: Must not forget the train Link to comment Share on other sites More sharing options...
disbeliever Posted October 21, 2009 Author Share Posted October 21, 2009 Lookin goooooood man! Cant wait to get them into the area! And do not forget the train Link to comment Share on other sites More sharing options...
Rinku Posted October 21, 2009 Share Posted October 21, 2009 Very nice..can't wait to see the train Link to comment Share on other sites More sharing options...
juansaman Posted October 21, 2009 Share Posted October 21, 2009 unbelievable! I love this. Keep working this good! Do not forget that train! ;D Link to comment Share on other sites More sharing options...
Christos K Posted October 23, 2009 Share Posted October 23, 2009 Wonderful work. 2008 up to now has been a WONDERFUL time for mods. With BoS:SR, Revan's Flowing Cape/Belt, KotOR Weaponry Improvement Mod, Xarwarz' New Textures, SpaceAlex's upcoming K1 Enhancement mod and now this. Link to comment Share on other sites More sharing options...
DAWUSS Posted October 23, 2009 Share Posted October 23, 2009 OMG!!! I wish I had KotOR for the PC!!!!!!! I will get it after seeing this! JuniorModder It's like $9.95 on Direct2Drive, last time I checked. Link to comment Share on other sites More sharing options...
Christos K Posted October 23, 2009 Share Posted October 23, 2009 Hell I think its about 5 bucks on Steam. Link to comment Share on other sites More sharing options...
RevanFan Posted October 23, 2009 Share Posted October 23, 2009 Those pics look great. I was so bummed when the project went into hiatus. Link to comment Share on other sites More sharing options...
disbeliever Posted October 23, 2009 Author Share Posted October 23, 2009 Update: No Screens yet, I will save that until the end just before the first area is put in game. The poly count has been reduced from 200,000+ to about 24,000 Buildings were redone, some detail was lost, but as was said, the textures are suppose to provide the depth not poly count. kotor is an old game:thmbup1: Once we get the machines, trains and ships done, they will be put in area, all textured again, screens rendered and area put in game. Link to comment Share on other sites More sharing options...
RevanFan Posted October 23, 2009 Share Posted October 23, 2009 Aw. :sad: The higher the poly count, the better. Link to comment Share on other sites More sharing options...
none223 Posted October 23, 2009 Share Posted October 23, 2009 Not necesarilly. I'm sure some of the polys he deleted were on the backs of buildings that you would never see, as well as little details no one will ever notice. Also, ONE 200,000+ poly map would really lag up the game, 3 would do something horrible to it. Bringing it down to 24,000 does take out some minute details, but also makes that module playable. :happy: Link to comment Share on other sites More sharing options...
Sith Holocron Posted October 23, 2009 Share Posted October 23, 2009 Not necesarilly. I'm sure some of the polys he deleted were on the backs of buildings that you would never see, as well as little details no one will ever notice. Also, ONE 200,000+ poly map would really lag up the game, 3 would do something horrible to it. Bringing it down to 24,000 does take out some minute details, but also makes that module playable. :happy: Perhaps the BIK videos that they record for the project could feature the high poly count versions of the city. Link to comment Share on other sites More sharing options...
Christos K Posted October 23, 2009 Share Posted October 23, 2009 Perhaps the BIK videos that they record for the project could feature the high poly count versions of the city. Thats a good idea. Link to comment Share on other sites More sharing options...
Quanon Posted October 23, 2009 Share Posted October 23, 2009 Aw. :sad: The higher the poly count, the better. Not really, like most others pointed out, the game engine won't handle that high amount of polys. In a good way to play the game. Imagine, somebody shoving a whole cow in to your mouth, instead of a Tbone steak Thats the differance, plus its a bit early to start thinking about .bik movies Link to comment Share on other sites More sharing options...
Quanon Posted October 24, 2009 Share Posted October 24, 2009 Well, Dis is hard at work, redoing our first area. Killed the polies like a madman Anyway, didn't mean I was relaxing, well, perhaps a bit So machines are ready to be textured, then shipped to Dis to implement in the area. Finally! So some shots: First one is a big flat transporting thing, aka flatbed. Last row of pictures is my train, a compromise between my sketches I've done and the more heavy look, Dis was after. Rightfully so, my sketches where more of a sleek machine, bit to sleek for the industrial haven, Sleheyron is. Link to comment Share on other sites More sharing options...
Rtas Vadum Posted October 24, 2009 Share Posted October 24, 2009 Defiantly looks like a "SW" train. Can't wait to see it with a texture. Though it would be expected to be polished and buffed durasteel, not on Sleheyron. Link to comment Share on other sites More sharing options...
Sith Holocron Posted October 24, 2009 Share Posted October 24, 2009 The bottom pictures resemble a vehicle for the vintage Star Wars figure line: the Imperial Troop Transport. Link: http://www.12back.com/vehicles/transport.php3 Link to comment Share on other sites More sharing options...
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