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KotOR III: The Search For Revan


darth-ackbar

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I am currently playing with ideas for a canyon where there will be a sand people village and a jawa village.

 

If you're looking for inspiration for Tatooine, might I suggest you might want to look at the work of Sith-J-Cull, a mapmaker for Jedi Knight 3?

 

96662_8.jpg

 

He's got some great looking building shapes you might want to take a look at as they may be helpful.

 

Here's a video as well:

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Thanks for the positive feedback, I shall put a landing platform of some kind under the hawk.

 

Fair Strides 2, I am currently playing with ideas for a canyon where there will be a sand people village and a jawa village. I will probably base this on the Jundland from a new hope.

 

If you were in or around a Sand People enclave or a Jawa village, why would a landing platform be anywhere near them? Sand People are hostile, and Jawas will rob you. Who'd land under those circumstances?

 

Also, thanks for giving me the name. I was thinking it was "Gungan Wastes" or "Guangan Wastes." I was nowhere close!

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It's great to have new area modelers around! If you need any help or have trouble with anything, don't hesitate to ask. The new areas are quite a complicated process, and are sometimes difficult to get working correctly. I've been through quite a few of the same problems before, so if anything goes wrong, maybe I can help you out.

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and are sometimes difficult to get working correctly.

 

So true. My advice to you is stop where you are at now and make sure it will work in game. Make an ascii file, run it thru kaurora, etc. It's easier to find possible problems the simpler your area is. If it works, then add more to it. Stop and make sure it works in game again. Do it incrementally, slowly adding more detail as you go along. That way if a problem occurs, in my experience kaurora can be a little fussy, you can narrow the culprit down.

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My advice to you is stop where you are at now and make sure it will work in game. Make an ascii file, run it thru kaurora, etc. It's easier to find possible problems the simpler your area is. If it works, then add more to it. Stop and make sure it works in game again. Do it incrementally, slowly adding more detail as you go along. That way if a problem occurs, in my experience kaurora can be a little fussy, you can narrow the culprit down.

 

This. This is pretty much what I do with my areas, and it works well. You can also split it up into sections, and export the different sections separately, as long as you still keep just one big walkmesh. KAurora takes a long time to export large, high-poly models, so it'll cut down on your time as well.

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This project is similar in scale to logan23's TSL:Revenge of Revan. RoR has been in constant development for over 3 years, so I would say that 3 years is a good estimate for this as well, providing all goes well.

 

If Ackbar will allow, I'm still gonna be here in 3 years and am going to be first in line to beta test it!

 

P.S. to Darth Ackbar: PPPPLLLLLEEEEEEEAAAAAAAASSSSSEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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I know quite a few people have asked about the release date, sithspecter is quite right when he says, when it's done :) I'm sorry but I just can't be more detailed than that right now.

 

Thanks for all the positive feedback everyone, I will probably try to get what I've got so far into kotor at the weekend, so if all goes well, I should have some screenies of it in game next week :)

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I'm having a bit of trouble using kaurora, it loads the ascii for the module parts fine, but then it crashes when I try to render it. From following Quanon's walkmesh tutorial, I know that he had to run it in an XP virtual machine, do you think i'll need to do the same?

 

I'm using 7 btw

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