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disbeliever
03-16-2009, 04:35 PM
Update:

I am now actively seeking help with finishing this mod. I know some people have volunteered, however I want to get a formal request out there, and formal replies/acceptance.

The modeling and texturizing are done. I am however, not a scripter/story writer, re-skinner. So I am in need of the following to make this a great addition to KOTOR and hopefully a permanent addition to everyones override/module folders:

1. Scripters: To get the area alive. Fill it with NPCs, merchants, placeables, dialog etc.
2. Storyline people: What script will the middle city and the above mentioned NPCs follow?
3. Module reskinners. There are 8 doors in the middle city that lead to indoor areas. Existing modules can be reskinned to make such areas. Cantinas, shops etc.

And thats it. Anyone who joins on to help me will be given exactly the same level of credit in making this mod as me, no more no less. It will be a team venture and not simply mine with your help.

Please let me know if you are interested, and we can begin :) I will send out my files for you to put in your module/override folder.

disbeliever
03-16-2009, 04:43 PM
Oh and Edit: This will be complete with its own skybox, I just have it hidden to model.

It will show if you look up a photo of the bottom of the upper city, city buildings to the left and right, and if you look down into the air traffic area, you will simply see the top of the lower city ceiling

Giant Graffiti
03-16-2009, 05:21 PM
Looks great! :D

Wedge Suron
03-16-2009, 05:29 PM
I'm keeping my eye on this.

ForeverNight
03-16-2009, 05:54 PM
Wow, this should be good! Good luck to you if you can do it!

Sith Holocron
03-16-2009, 06:08 PM
Might I suggest giving your Middle City it's own architectural style? If you're looking for suggestions, either Art Deco or the works of Frank Lloyd Wright might go well with the Taris Upper City design aesthetic.

http://www.thefedoralounge.com/showpost.php?p=751554&postcount=5

Art Deco examples: http://z.about.com/d/architecture/1/0/s/n/chrysler76314614.jpg

http://www.therealgalveston.com/Pics-Architecture/Art-Deco5.jpg

https://www.allposters.co.uk/-sp/Art-Deco-Police-Headquarters-South-Beach-Miami-Beach-Florida-USA-Posters_i2662726_.htm

Frank Lloyd Wright examples:

http://www.prairiemm.com/flwc/s400.htm

http://pro.corbis.com/search/Enlargement.aspx?CID=isg&mediauid={025AFFE3-3F03-45A4-BB54-3F8BC9301DEA}

Looking forward to your end results, no matter what style you decide on.

Quanon
03-16-2009, 06:11 PM
Ahoy ,Disbeliever !

Nice ! Glad you're coming out with it, looks like you'll have
a handfull to get that all in the game.

Wish best of luck with creating more for this area.

Ztalker
03-16-2009, 06:25 PM
Very ambitious, yet a very good idea.

I like the way you are handling this. With people to help you and forum members to support you. I wish you all the luck and I hope we'll be capable of playing this some day! :D

Lord of Hunger
03-16-2009, 07:49 PM
Best of luck. If you need any help, I do storyline consulting and script writing so feel free to ask.

Canderis
03-16-2009, 08:10 PM
Wow this looks amazing! Nice work! How are you going to get there from the upper city?

Xarwarz
03-17-2009, 12:02 AM
impressive g/l

correllian_thug
03-17-2009, 12:04 AM
this idea is great! i love taris, my favourite area in kotor, all the best with this

disbeliever
03-25-2009, 03:36 PM
I have a slight update. I decided to start over from scratch, as the area was not big enough, nor built well enough.

I am still modelling buildings and shops, so I have not yet began adding textures. Just thought I would show off some screenshots:

http://www.nicholaspaul.net/mc1.jpg

This is where you will arrive from the uppercity, in an elevator on its own platform. You walk up a ramp and through an archway, and you enter the middle city.

http://www.nicholaspaul.net/mc2.jpg

A shot of the city block and the tall towers that will be across the air traffic area.

http://www.nicholaspaul.net/mc3.jpg

More of the city block, and you can more clearly see the big air traffic area that will have ships flying between the city block and the tall towrers.


http://www.nicholaspaul.net/mc4.jpg

This angle shows the massive 2 story apartment complex you will be able to enter as well as a third platform you can access by going up another ramp and through an archway. This area will be a fleamarket of sorts with lots of mercants outside with booths set up. You can also see the final area, the elevator to the lower city on its own platform.

As I said I am still modelling out all of the buildings. Most you will be able to enter, some will be just eye candy. I am building in some alley ways as said also, so allow the scum of the undercity to hide in and do illegal things.

edit* thanks to Quanon for some inspiration for buildings

More to come :)

Wedge Suron
03-25-2009, 04:37 PM
looking good.

Blix
03-25-2009, 04:45 PM
Very nice, Taris is one of my favorite levels from Kotor 1 (the others being Manaan & Lehon). I'll be interested in seeing how the development of this goes :)

HK-42
03-25-2009, 04:54 PM
Great Job!

One question, where are all your man-boxes? It dosent look very on scale,

TriggerGod
03-25-2009, 06:04 PM
One question, where are all your man-boxes? It dosent look very on scale,

I am fairly certain that those shots make the buildings look small due to the proportions. I sure that Revan will be able to walk by all those buildings without being taller then them.

disbeliever
03-25-2009, 09:54 PM
Thanks guys:) I am trying

As for the man boxes, they are actually inside the buildings lol. Rest assured the buildings are to scale, and the city block is HUGE ;)

SW01
03-25-2009, 10:57 PM
This looks very interesting indeed - you've obviously put a lot of thought into it. Good luck! :)

Ferc Kast
03-26-2009, 12:03 AM
It's it looks very detailed and cool, so far. :) Keep up the great work.

disbeliever
03-27-2009, 12:39 PM
Updated screens:

http://www.nicholaspaul.net/mc_new5.jpg

Ariel view of the city block, showing the support columns for the upper city bridge.

http://www.nicholaspaul.net/mc_new4.jpg

Manbox in a lonely world :(

http://www.nicholaspaul.net/mc_new3.jpg

Manbox looks up at the upper city and hopes the support columns hold

http://www.nicholaspaul.net/mc_new2.jpg

Wide shot showing all the buildings, uppercity bridge, the elevator from the uppercity etc.


http://www.nicholaspaul.net/mc_new1.jpg

manbox doing some shady bidness behind the shops in an alley

And that is all so far :)

disbeliever
03-27-2009, 12:40 PM
oh and thanks to quanon for the inspiration for the support columns, I modeled em after his work.

Canderis
03-27-2009, 01:15 PM
Each update keeps looking better and better!

Sith Holocron
03-27-2009, 01:23 PM
What sort of quests will be populating the area?

disbeliever
03-27-2009, 01:34 PM
What sort of quests will be populating the area?

That is for holowan to decide :) I am modeling the area out, but have 0 experience with scripting for kotor. When the modeling is done, I will turn it over to holowan to decide what quests and things will populate the area.

Canderis
03-27-2009, 01:46 PM
I can help with populating the areas, it is what i'm best at.

disbeliever
03-27-2009, 03:02 PM
I can help with populating the areas, it is what i'm best at.

Works for me. I want it to be a fitting area to kotor, not just filled with snatch an grab quests.

Wedge Suron
03-27-2009, 05:50 PM
Well, here's a few things to add. Quests are up to you guys, these are things that aren't in the game but are established elsewhere to exist. As well as suggestions of what to use.

Czerka Base, use the Sith Base on Manaan perhaps.

^ It's been bugging me that there is mention of Czerka's presence on Taris, on Korriban and yet nothing about it.

Taris Jedi Academy/Tower, use the Sith Academy perhaps.

^ Something to explore, somewhere to get exp.

An Exchange base, one of the Rakatan homes.

^ It bugs me that for a supposedly heavy presence, there's only one place to find them on Taris. This is just something to explore and kill enemies perhaps.

Another Swoop gang base, use the Bek Base.

^ Where is their base supposed to be? Might as well add one.

DarthSion399
03-28-2009, 02:32 PM
I have an idea for this mod

I was thinking of how on each level of Taris you have the oppertunity to do something that makes you famous, on the upper city you beat Bendak Starkiller, on the Lower City you end the gang war, and win the Swoop Race, then in the Under city you can Save the Outcasts, I was thinking about this mod and came up with an idea that in this mod you could do somehting that helps or makes you popular with the citazen of the Middle
city.


Thanks

Sithspecter
03-29-2009, 02:53 PM
The area looks great so far! I look forward to seeing it textured and in-game.

memarik
03-29-2009, 05:36 PM
Looks really awesome!! good work :D keep it up

Exile007
03-29-2009, 06:22 PM
Czerka Base, use the Sith Base on Manaan perhaps.

^ It's been bugging me that there is mention of Czerka's presence on Taris, on Korriban and yet nothing about it.


Czerka was on Korriban...


Taris Jedi Academy/Tower, use the Sith Academy perhaps.

^ Something to explore, somewhere to get exp.


Unless you were thinking of having it abandoned, Jedi wouldn't likely reside on a Sith infested world.

@Topic - Screenshots look great. I can't wait to see them textured and in-game! :)

Lord of Hunger
03-29-2009, 06:33 PM
I think it'd be cool to have some sort of minor depot for Czerka where there's a bunch of high level weapons that you can only afford from playing a lot of pazaak and winning.

Also, some sort of Exchange presence would be cool. Perhaps have a minor boss there collecting money from people (protection fees and such).

Wedge Suron
03-30-2009, 06:04 AM
Czerka was on Korriban...



Unless you were thinking of having it abandoned, Jedi wouldn't likely reside on a Sith infested world.

@Topic - Screenshots look great. I can't wait to see them textured and in-game! :)

Get the wording, Czerka presence on Taris, mentioned on Korriban.

Jedi Tower.

Of course it would be abandoned, it was abandoned before the JCW.

disbeliever
03-30-2009, 09:54 AM
Thanks for the comments guys. I like the idea of having the pc do something that would make him popular in the middle city as well. Maybe his "mission" would be to clean out the crime, since the middle city was peaceful like the upper city, however some crime was around. maybe their can be some shady things going on and the pc has to drive them out? Just thinking outloud.

I will be modeling more today. However after talking with Quanon, i realized I had a major brain fart when modeling things out. When you are on the upper city bridge you see massive buildings that obviously come up from below the line of sight. All of the buildings i made around the skybox for the middle city are big, but not big enough to see from the upper city. So I will need to model out some MASSIVE buildings to compliment my smaller ones, to give the appropriate feel and maintain the look of the upper city :)

Hopefully i will start texturizing soon, however i have never done that in 3dsm so it should be interesting lol

disbeliever
03-30-2009, 09:54 AM
Get the wording, Czerka presence on Taris, mentioned on Korriban.

Jedi Tower.

Of course it would be abandoned, it was abandoned before the JCW.

Maybe a jedi tower thats abandoned, but you can find cool reads inside it of the jedi history, maybe some items etc?

R2-X2
03-30-2009, 10:02 AM
Looks very good! You're great in modelling, (I've never managed to make a simple blaster:() so keep working!

disbeliever
03-30-2009, 10:57 AM
Looks very good! You're great in modelling, (I've never managed to make a simple blaster:() so keep working!

Believe it or not, I have never used 3dsm before beginning work on this project :) I have always been a lightwave guy for the last 12 years or so, since it was on the video toaster :xp:

Thanks for the comments though

darth-me
03-30-2009, 01:26 PM
In terms of the cleaning out the crime thing, how about a dark side option (I can't think what right now though)

Wedge Suron
03-30-2009, 01:28 PM
Perhaps killing the one that gave the quest to clear out the crime?

Maybe a jedi tower thats abandoned, but you can find cool reads inside it of the jedi history, maybe some items etc?

That's why I suggested it, maybe some mention of the Jedi Convenant and the monsterous padawn massacre.

disbeliever
03-30-2009, 03:30 PM
Ok update:

I have added in some massive buildings that would rise to the upper city, and added in what will be an abandoned jedi enclave/tower.

I think I am done for now with modeling and will begin with texturizing :)

pics:

http://www.nicholaspaul.net/mc_new6.jpg
http://www.nicholaspaul.net/mc_new7.jpg
http://www.nicholaspaul.net/mc_new8.jpg
http://www.nicholaspaul.net/mc_new9.jpg

Thanatos9t
03-30-2009, 04:44 PM
Are you guys refering about this (http://starwars.wikia.com/wiki/Jedi_Tower) Jedi Tower because it had an unfortunate encounter with a certain Padawan and his con-merchant friend.

But I suppose they could have built a new one to replace that one.

Looks amazing by the way disbeliever :D

disbeliever
03-30-2009, 04:55 PM
Are you guys refering about this (http://starwars.wikia.com/wiki/Jedi_Tower) Jedi Tower because it had an unfortunate encounter with a certain Padawan and his con-merchant friend.

But I suppose they could have built a new one to replace that one.

Looks amazing by the way disbeliever :D

DANG IT! Now that there is a photo of it found, I will model the temple after the photo you posted.

thanks!

Darth Payne
03-30-2009, 05:10 PM
Wasn't there a slavery ring on Taris? Perhaps it can be placed in the Middle City, as i can't remember any real slavery in the Upper/Lower/Under city.

I seem to remember Juhani being rescued from slavery by Revan.

Quanon
03-30-2009, 05:28 PM
Ok update:

I have added in some massive buildings that would rise to the upper city, and added in what will be an abandoned jedi enclave/tower.

I think I am done for now with modeling and will begin with texturizing :)


If you need help on the texturing job don't be afraid to ask :)

I know some handy tricks, that'll save you some time and won't make you pull your haer out in disspear and frustration.

I'm amazed I'm not bald yet ^_^

xrefusex
03-30-2009, 05:31 PM
Juhani was rescued by Jedi as a child, but I doubt it was who Revan did so, or she would recognise him/her in the grove on Dantooine rather than lash out.

Giant Graffiti
03-30-2009, 06:02 PM
^^^

It was definitely Revan who freed Juhani, she says that in the game.

Anyway, the models are looking great! :D

Sith Holocron
03-30-2009, 07:14 PM
It's too bad that this area won't be compatible with "Brotherhood of Shadow: Solomon's Revenge" as it looks like Silveredge9 is now down to the lipsyncing stage of the mod. Disbeliever, perhaps you can block off the Middle City portion when the "Flashback to the Mandalorian Invasion of Taris" part occurs in his mod. (Maybe a "lockdown"?)

HK-42
03-30-2009, 07:21 PM
It's too bad that this area won't be compatible with "Brotherhood of Shadow: Solomon's Revenge" as it looks like Silveredge9 is now down to the lipsyncing stage of the mod. Disbeliever, perhaps you can block off the Middle City portion when the "Flashback to the Mandalorian Invasion of Taris" part occurs in his mod. (Maybe a "lockdown"?)

It can be made compatible, why do you assume it wont?

Also disbeliever said he is leaving it to the community after modeling is done.

Sithspecter
03-30-2009, 07:31 PM
Looks good Disbeliever! One thing you ought to do is add a bit more detail at the player level, maybe elaborating some of the walkways and such. But it looks very nice overall!

Crixler
03-30-2009, 10:01 PM
This mod looks very interesting, but some things:
1. Wookieepedia says the temple was in the Upper City, rather than the Middle City.
2. The elevator from the upper city... doesn't reach the upper city.

The second issue isn't too important in my opinion, although still a bit odd. The first one, on the other hand... Might be enough to make me personally pass over the mod. But that may just be me.

disbeliever
03-30-2009, 10:24 PM
If the temple is in the upper city, I can exclude it from my mod. But having a temple would make you skip the mod?...

Thanks guys! I have already decided to add somemore eye candy to the pc level, thanks SS!

And i will make the elevator extend to the upper city with an extrude, dont worry. I did not want it getting in the views of modeling.

Sith Holocron
03-30-2009, 11:15 PM
I was thinking about when I used to take the subway in NYC and thought of a texturing idea for you to consider or dsicard as you see fit. The only thing I can think to suggest is perhaps placing a yellow border on the edges of your walkways facing the traffic - as if a "Taris Safety Assocation" wanted to make sure their tourists and citizens didn't tumble over the side.

Crixler
03-31-2009, 01:12 AM
Well. Maybe not actually make me avoid the mod, the rest of the awesomeness would just be too much to resist. =P
But just the fact that deep down I know it was actually somewhere else would bug me.
Might be my OCD.
Keep it up! Loving it.

disbeliever
03-31-2009, 02:09 PM
Update:

I have started playing around with textures. I have textured one building, and the main city block platform. I also started playing arounf with the sky box, but have not yet finished it by far.

http://www.nicholaspaul.net/mc_new10.jpg
http://www.nicholaspaul.net/mc_new11.jpg
http://www.nicholaspaul.net/mc_new12.jpg

Drunkside
03-31-2009, 03:18 PM
Looking really nice i gotta say!

disbeliever
03-31-2009, 03:19 PM
Texturizing is not my thing haha but thanks

Canderis
03-31-2009, 04:53 PM
I think you might want to make the skybox so the tops of the building are up higher as the tops would be in the upper city, think..

Seikan
03-31-2009, 05:21 PM
Wow, that looks pretty good.
The top of buildings must be higher as canderis said, that look tnat if you are in the upper city, and merchands wil have custom equipements?

Exile007
04-01-2009, 12:04 AM
Get the wording, Czerka presence on Taris, mentioned on Korriban.

Hey, no need to be hostile because I misread your post. I thought you meant that Czerka's presence wasn't on Korriban, but Korriban was mentioned on Taris.

@New screens- I still feel like such a n00b... :p

disbeliever
04-01-2009, 10:32 AM
I think you might want to make the skybox so the tops of the building are up higher as the tops would be in the upper city, think..

I agree :) I will be working more on the skybox in a bit.

disbeliever
04-01-2009, 12:04 PM
Why has my thread title changed?

SW01
04-01-2009, 12:17 PM
Why has my thread title changed?

Have a look at today's date! :lol:

disbeliever
04-01-2009, 12:32 PM
lol I hate april fools day!

and i sent RH a pm about it too, now i feel stupid

Don't... it got me too! :fist: -RH

Drunkside
04-01-2009, 02:11 PM
Ahh i was wondering about the revan vs everything imaginable -thing... april fools LoL. I just thought they got bored of all the revan vs something polls:xp: And keep up the good work disbeliever!

Wedge Suron
04-02-2009, 11:11 AM
Hey, no need to be hostile because I misread your post. I thought you meant that Czerka's presence wasn't on Korriban, but Korriban was mentioned on Taris.

Wasn't my intention to, sorry. The other way round boy. ;)

ROTNR
04-04-2009, 02:49 PM
Wow, nice work, I am really liking the look of these. Can't wait to see them finished

jonathan7
04-04-2009, 02:53 PM
Update:

I have started playing around with textures. I have textured one building, and the main city block platform. I also started playing arounf with the sky box, but have not yet finished it by far.

Brilliant work so far :)

If I may make a suggestion with regards the Skybox; it would make sense if possible the create the 'middle' section of buildings due to the platform being lower down :)

Marius Fett
04-04-2009, 03:30 PM
Brilliant work so far :)

If I may make a suggestion with regards the Skybox; it would make sense if possible the create the 'middle' section of buildings due to the platform being lower down :)

QFT.

Also, out of interest, what's the Poly count on that area? :)

disbeliever
04-08-2009, 11:58 AM
So far total in area is 22,806 :) I will of course break it into a few areas for in game

Lord2
04-11-2009, 10:22 PM
Oh, looks neat. It's really cool that you're creating new areas. You better not cancel this :P

Darth Ravage
04-12-2009, 09:08 PM
Looks really cool. I can't wait to download it.

disbeliever
04-13-2009, 11:34 AM
Update:

I am still texturizing and its driving me insane. No new screens, just thought I would post that :) I had to remodel a few buildings, as I did not make the door entrance big enough :/

I have made new images for the skybox as well.

More screens coming in the next day or two

Quanon
04-13-2009, 11:41 AM
I am still texturizing and its driving me insane.

Don't loose faith !

Area modelling is long and slow: you could rush it, but then you'll end up with crap.

You're doing great for a first time at this :)

Eagerly awaiting those new screenies.

Wedge Suron
04-13-2009, 12:35 PM
So am I, I'm eagerly awaiting this mod.

Marius Fett
04-13-2009, 12:53 PM
Like Q said, you're doing great, especially for a first timer! :D

Should be interesting to see more of your texturing work. :)

disbeliever
04-13-2009, 04:14 PM
http://www.nicholaspaul.net/mc_new13.jpg

Lord of Hunger
04-13-2009, 04:20 PM
Okay, this is looking really, really cool.

disbeliever
04-13-2009, 04:25 PM
Okay, this is looking really, really cool.

Thanks:)

I have decided to make my own sky box images versus using pre existing ones for the pper city. I have played around with it, but do not like the results. So the skybox should be done for next round of screens

Marius Fett
04-13-2009, 04:39 PM
Reminds me of Nar Shaddaa in Jedi Outcast.. :p

Looking great! :D

disbeliever
04-13-2009, 04:42 PM
Going for something similar but unique, as each level is vastly different than each other :)
thanks

xViiViD
04-13-2009, 05:24 PM
this looks nice

darth-me
04-13-2009, 05:39 PM
WOW... :eek:
That is ... incredible. Don't give up! If there's anything i can do to help, I'm ready and willing (although possibly not able). :)

Canderis
04-13-2009, 06:53 PM
This is looking GREAT!! I can't wait for this!

Time Lord
04-14-2009, 05:07 AM
Going for something similar but unique, as each level is vastly different than each other

You definitely succeeded in making the area unique. It looks terrific!

Lord2
04-14-2009, 03:48 PM
You're sure you are not an employee of Bioware's modding team? :thmbup1:

disbeliever
04-14-2009, 03:56 PM
Some more updated screens:

http://www.nicholaspaul.net/mc_new14.jpg
http://www.nicholaspaul.net/mc_new15.jpg
http://www.nicholaspaul.net/mc_new16.jpg

As you can see I am well on my way of texturizing the buildings you will be able to enter.

I created my own skybox images based off of the buildings that I designed, rather than try to manipulate the ones for the upper city that bioware did. In photoshop it looks nice and blends together. However when I map them to the walls, it goes caplewy. So I must consult the modding gods (Q and SS) on what is the deal. :ugh:

The last shot shows an overview of the entire area, I do not believe I have posted one such shot before. And for whomever complained the elevator from the upper city did not extend to the upper city, now it does :p

more to come

disbeliever
04-14-2009, 03:57 PM
Oh an PS there are more buildings modeled and will be in the finished product, but they are hidden for modding purposes :)

adamqd
04-14-2009, 04:00 PM
Amazing! Cant wait for more screens :)

Quanon
04-14-2009, 04:22 PM
However when I map them to the walls, it goes caplewy. So I must consult the modding gods (Q and SS) on what is the deal. :ugh:

Well, you'll need to discribe the problem in a bit more detail :p

Or show us a shot of what you got, when you use the texture.
I'll do my best to help you out.

Lord of Hunger
04-14-2009, 06:05 PM
It's really cool to watch this module take its shape. My only concern is if this module will have Taris "look" but I think you have that under control. I look forward to seeing how this will be integrated with the rest of the game.

disbeliever
04-14-2009, 10:14 PM
I am trying to go a design medium between the upper city and the lower city. Somewhere inbetween, as each level seems to be vastly unique from each other. It will outwardly appear to be an attractive level with nice archetecture. However it will hide the crime that has crept into the middle city from the lower city ;)

As for getting it in the game, I am going to have to have MAJOR help with the powers that be to get this into the game playable, as I am only a modeler and not a KOTOR programmer

Edit: And this is my first mod ever for any game. If the group opinion is that they do not like my archetecture or design, i can either scrap it all and start over, or release it, and make a version 2 thats more suited to peoples tastes.

Let me know everyone

Mandalore The Shadow
04-15-2009, 07:51 AM
OK this looks amazing but i have a question

Did you model this in AutoCAD Inventer?
and
Are you going to need any new skins for this mod? If so i can help.

disbeliever
04-15-2009, 09:06 AM
I modeled it in 3d max

And no I think I am ok on skins, but thanks

Drunkside
04-15-2009, 11:30 AM
Damn ive somehow managed to miss a whole page here... And dont call yourself "Just" a modeler, thats some of the best work i have ever seen. Though modesty is a fine thing to have:xp: And i dont think anyone will not like it, and if some do, just ignore them:p

Sith Holocron
04-15-2009, 03:23 PM
I'm really curious how you'll texture this particular building.

http://i37.photobucket.com/albums/e83/scarletguard/Knights%20of%20the%20Old%20Republic/mc_new15.jpg

disbeliever
04-15-2009, 03:29 PM
working on it now:)

although more screens will not come until monday

redrob41
04-15-2009, 05:44 PM
Excellent work on this module :)
I'm really curious how you'll texture this particular building.

http://i37.photobucket.com/albums/e83/scarletguard/Knights%20of%20the%20Old%20Republic/mc_new15.jpg

It looks like some kind of power station to me, like the cyan part is the power coupling the other two purple parts together. I'm probably completely wrong, 'cause why would a power generator be in the middle of a financial district?

Allronix
04-16-2009, 04:02 AM
If you DO put the Jedi tower in (they did blow it up good, but a basement or lower level of the abandoned building is not out of the question), I could whip up some dialogue for Carth and Mission to have some interesting things to say if you put a Zayne reference in.

Carth's would be along the lines of "The first time I realized no one or nothing could be trusted was when I ran across that kid..."

Mission's would be, "Oh, cool! I remember him. Nice guy, REALLY cute...Made a great Bek!"

Xarwarz
04-16-2009, 04:32 AM
Nice color tone mixtures in the textures, would it be possible to add a little texture depth

adamqd
04-16-2009, 07:03 AM
If you DO put the Jedi tower in (they did blow it up good, but a basement or lower level of the abandoned building is not out of the question), I could whip up some dialogue for Carth and Mission to have some interesting things to say if you put a Zayne reference in.

Carth's would be along the lines of "The first time I realized no one or nothing could be trusted was when I ran across that kid..."

Mission's would be, "Oh, cool! I remember him. Nice guy, REALLY cute...Made a great Bek!"

Kudos :)

juansaman
04-20-2009, 11:12 AM
Hey, first of all very good work!!! Amazing work I must say! Looking forward the final touch to see it with details for ingame. :thmbup1:

About the game experience, might I suggest to you (or whoever is going to work with storyline) to put some quests to work both Upper City and Lower Levels? That would be it fit better than make it a standalone module.

Also, I think that the slavery idea is a good one (do not misunderstand my words, please!!!) as Taris is a very racist society, so almost none alien can reach the Upper Level, this Middle One should be filled by more aliens than humans. The Sith Presence can be used for slavering cells and a possible free/capture mission. Also this can be linked to the Kashyyyk events.

Maybe the Sith can use the Exchange resources for this, and more presence of Davik and the Exchange would be cool, it would give him and the organization a more control impression.

Also, we could see Davik agents taking proffit with the gang war below and dispossing a weapon smuggling operation involving Czerka, the Beks and the Vulkars.

About the old Jedi Temple, the references to the Covenant is a great idea, and it can be used as quarters for any gang, or a place to be salvaged by oportunists and/or the Sith in search of Jedi valuable data or objects. Maybe here we can find references to the Exile himself/herself!!

As I said, this are only ideas and suggestions!

Good luck!

moda
04-20-2009, 03:45 PM
you realise that mission couldnt have known zayne dont you based purely on her age shes only 14 in kotor all in all i must say its a masterful creation of modeling i look forwards to seeing the final product

adamqd
04-20-2009, 04:08 PM
you realise that mission couldnt have known zayne dont you based purely on her age shes only 14 in kotor all in all i must say its a masterful creation of modeling i look forwards to seeing the final product

They meet when she was 7, in 'Knights of the Old republic' #22. in the same areas of Taris you visit in KotOR... Clicky (http://starwars.wikia.com/wiki/Mission_Vao)

heres a picture I took of page (Couldnt find lead fot scanner lol)Mission Meet's Zayne (http://s234.photobucket.com/albums/ee283/tayloryea/?action=view&current=IMG_0751.jpg)

Sisiana
04-20-2009, 07:32 PM
WOW. I absolutely adore it so far. I love Taris and I am 100% positive I would love your mod as well. Everything is looking fabulous.

I wish I could help, but I'm almost worthless modding wise besides reskinning heads. If you get some dialogue and a plot going though, I could do some voice work for you.

Good luck, you're on to do great things. :thmbup1:

moda
04-20-2009, 07:35 PM
They meet when she was 7, in 'Knights of the Old republic' #22. in the same areas of Taris you visit in KotOR... Clicky (http://starwars.wikia.com/wiki/Mission_Vao)

heres a picture I took of page (Couldnt find lead fot scanner lol)Mission Meet's Zayne (http://s234.photobucket.com/albums/ee283/tayloryea/?action=view&current=IMG_0751.jpg)

bloody kotor comic books screwing with me they are oh how i bloody hate them *devolves into inane rambling about the evils of the kotor comic books

Demongo
04-21-2009, 09:29 AM
This will be an awesome mod!
Can't wait to see it textured!

Hope you put some NPCs in this module :)

disbeliever
04-21-2009, 09:42 AM
I was thinking of leaving it empty like a ghost level ;)

Demongo
04-21-2009, 09:53 AM
I was thinking of leaving it empty like a ghost level ;)

Well, NPCs or not, I will download this mod as soon as you release it :)

disbeliever
04-21-2009, 12:28 PM
Well, NPCs or not, I will download this mod as soon as you release it :)

Ha I was joking:) Others will be able to fill this area with whatever quests and npc they want. Once I am done I am turning it over to HL

updated pics:

http://www.nicholaspaul.net/mc_new17.jpg

http://www.nicholaspaul.net/mc_new18.jpg

http://www.nicholaspaul.net/mc_new19.jpg

http://www.nicholaspaul.net/mc_new20.jpg

Sith Holocron
04-21-2009, 12:49 PM
Would it not be interesting to provide both a day and a night skybox just in case someone creates a quest that is supposed to last a long time?

Demongo
04-21-2009, 12:58 PM
Nicely done!
These buildings are nice:thmbup1:

disbeliever
04-21-2009, 12:59 PM
Thats a good point :) I could do that

Canderis
04-21-2009, 01:52 PM
Wow.. that is amazing!

plokoon87
04-21-2009, 04:08 PM
It would be nice if someone did that for the skyboxes regardless. I mean, it was knida annoying coming out to see an evening sun constantly. Maybe a mid-afternoon and early twilight, even a late night skybox would be cool.

disbeliever
04-21-2009, 04:10 PM
How would you determine when to change the skybox image? Does the game keep an internal clock?

Canderis
04-21-2009, 04:42 PM
ya could just copy the module and make a new one with he other skybox and make it so you go to the new one from different modules

HK-42
04-21-2009, 05:13 PM
Looks Great!!! Personally disbeliever when the thread(the original, request thread) started I did not think you could do it, but now I believe you can!(there is a pun there, with your name) Great job on the textures.

Lord2
04-22-2009, 11:50 AM
Looks damn good, keep it up :D

juansaman
04-26-2009, 01:56 PM
Looking to this project closely, it seems pretty damn good, I admire this work!!

Suggestion: Could be there the location of Davik's headquarters? As we never saw where it was exactly? So you can create it, with it's hangar and the Ebon Hawk in it.

disbeliever
04-27-2009, 10:22 AM
I appriciate the support and encouraging comments.

I do not know when another update will come. I have never modeled for KOTOR before, nor have I gotten anything in game that has been self created.

The modeling and texturizing is done. However I am not doing well with learning how to get it into the game. I will let everyone know

disbeliever
05-08-2009, 01:25 PM
update/teaser: Its in game now:)

http://www.nicholaspaul.net/teaser.jpg

MUCH more work is needed ;)

Marius Fett
05-08-2009, 01:30 PM
Looking nice, though if I were you, I wouldn't have that gap in the floor. I'd put some sort of barricade there. ;)

disbeliever
05-08-2009, 02:00 PM
That area will be filled with vendors and kiosks blocking the "gap" :)

disbeliever
05-08-2009, 02:07 PM
The next steps for me:

I am working currently on the textures that got jacked up in getting them in game.

After that I will be going back and tweeking some models to better fit in my area

After that I will have to figure out how to get the taris door animations into my model/area and take you to another module when you walk into the doors. right now thery are just a model I merged using a existing taris door and do nothing.

After that I will tweek textures somemore

After that I will open up the floor to ideas for filling this grand level (merchants, kiosks bums etc). I am not a scripter and will be asking for help with this step.

After that, well be close ;)

Drunkside
05-08-2009, 02:39 PM
:thmbup1::eek::bow::emodanc::golfclap::ninja1: :ltblubou: :guitar2:drop2:

Thats what i think. Though the hole is a bit distracting... Doesnt matter thats freaking amazing!!!!!!

disbeliever
05-08-2009, 02:45 PM
Edit: Oh you said the HOLE, i read quick and thought you said as a whole its distracting :) Merchants will be lining that gap, so you will not be able to even think of walking there. The area where the PC is standing will be a bazzar/flea market area with open merchants standing around, while the actual buildings you can enter will be in the distance:)

Your referring to the color scheme? I know to much gray. I was being conservative though being that ive never modeled in 3dmax before, and you only have so many material slots :ugh:

In one of the steps i mentioned I wil lbe adding some colors to the models, as well as custom signs over certain shops.

And as another edit: I have created a custom mini map for the middle city as well :)

Thanks for the comments, im excited about all of this. And thanks to Quanon "3d guru", Sith "walkmeshman" Spector, and DSTONEY642000 for his mini map tutorial. I am sure I am annoying the heck out of Q and SS with my questions :) Bear with me guys ;)

juansaman
05-08-2009, 03:39 PM
You are making a wonderful job, we can be grateful for the modder comunity we have here. I'm waiting the progress very excited.
Great!

Lord of Hunger
05-08-2009, 06:26 PM
Dear God! This is AMAZING! Like...WOW!!!!!!!!!!!!!!!!!!!!!!

The only thing I can suggest is a skybox that has lots of skyscrapers so it looks like you are on the Middle level, but you probably thought of that. :D

I can't wait to see what you put into this level.

SW01
05-08-2009, 09:39 PM
It all looks to be coming together very well - excellently done!

Looks like upper city tile on the ceiling there - a nice touch, that.

Good luck with the rest of the module! ;)

Canderis
05-08-2009, 09:41 PM
Looks great! Can't wait to run around in it!

Lady_Revan
05-09-2009, 02:04 AM
It's looking really good!

Drunkside
05-09-2009, 04:54 AM
There is one thing i can give you constructive criticism(is that the word? damn...) about: You might want to rethink the use of that chessboard texture. Theres just too much of it. Other than that its friiiiiiiiiiieeeeaasssgkasgnking awesome.

Salzella
05-09-2009, 08:54 AM
wow, that looks great. skybox is a bit off though - needs to be more urbanised possibly. great stuff so far though.

Demongo
05-09-2009, 03:05 PM
That is.....amazing!!!
I want to run around in that area!:p

vanir
05-13-2009, 05:46 AM
I have some ideas for population and adventure, which might be smart to have at least abstract in the back of your mind as you complete the modelling/texturing so you can customise the level to suit theme.

Firstly considering the lower city is the projects and seedy part of town, the middle city is probably going to mostly be the workers quarter, where the living apartments and recreational areas of workers from the industrial sector are located. Whilst there'll be no refineries or primary industry here (the smog would rise) there may very well be secondary industrial centres like a droid factory, mechanics workshop and munitions assembly plant. The theme is going to be a little like Nar Shadaa with the appearance of Taris, that is, very workmanlike. Recreational areas are going to be much less polished than in the upper city, less expensive. Standard fare would be con artists and salesmen determined to take advantage of the unrealistic dreams of labourers. They don't have much money, but can be conned out of what they do have more easily and with less risk than nobles, and tend to have fewer bodyguards.

This would be the part of the city which is ignored by the affluent and influential above, yet also comprises the very foundation upon which the upper city thrives. It is the industry and services performed and housed here which provides an upper city for the affluent to live in.

As such it is a fairly closed place to outsiders. They've learned to look out for their own, watch each other's backs and treat strangers with a mixture of open honesty and outright mistrust. They work hard, live hard and have relatively little of material possessions individually. Expensive things are usually bought in syndicate, a father will go guarantor for his daughter to buy a speeder, for which he obtains the loan through his workplace union, the representative is a friend of his. That's just typical and how things are done.


Quest ideas should be relatively easy. When characters are here there is something they want and it is relatively easy to entice them with promises of a transport off world, or rumours of a captured Jedi. Both these options speak directly to the main quest goals of the PC and one could hardly ignore them.
Or as the Sith blockade and occupation is relatively recent, perhaps there is a Jedi who did not manage to evacuate in time, hiding out in the middle city. This could be a very interesting angle, since it offers an opportunity to introduce some EU from the excellent Dark Horse comics, as well as might be confused easily with an expansion of the Bastila Quest at first and hence could not be ignored.

Obviously I do not think a Jedi Temple would be located in the middle city, I think the Sith Base was built on the occupation of the original Jedi Temple, with more Jedi-like levels simply inaccessible to the PC. It is much more likely to me the Jedi Temple would be in the upper city, or else well away from the city centre completely, given its dual roles of bureacratic resource and meditative solitude (you wouldn't get a lot of peace with a flea market outside your window and a brothel down the street next to a nightclub, but you could always tell petty criminals and drunken factory workers to ask them to quieten down I guess).

Continuing my quick sidequest idea, perhaps a Tales of the Jedi style battle-Jedi in a full suit of armour has been biding his time to make an attack on the Sith Base (he doesn't have to be very experienced or old, just a Padawan from the Taris Temple whose stylised himself on the battle-Jedi of old...though this early in the game as we see with Bastila even a low level Jedi is very powerful in Taris).
He could complicate things, attempt to take command of the party and take over your mission with his own concerns. He might be totally uninterested in rescuing Bastila or escaping the blockade, his Master may have been slaughtered. Revenge may be the only thing on his mind.

The PC will have to negotiate his way out of the Jedi's influence and demands in order to continue the quest to find Bastila and escape Taris, undoubtedly in any case the Jedi will embroil the party in some heavy combat with Sith troop patrols.

The introduction to this figure may begin through a street dealer in an alley way...

Lord of Hunger
05-13-2009, 02:18 PM
Wow vanir, and I thought I was thorough. :D I'm not sure putting a Jedi in would work so well, just due to game balancing. In fact, balancing the levels of people in the Middle City be it Exchange or civilians will be very important.

I think it'd be good for this level to be dominated by the Exchange. We see a little bit of its influence in the Upper and Lower City but we should really give people the impression that Davik is EVERYWHERE. It'll really improve the feel of the game.

disbeliever
05-13-2009, 02:36 PM
Nice Vanir, good input :)

darth-me
05-13-2009, 04:31 PM
Since the Upper city is supposedly only inhabited by humans, and most of the citizens of the lower city are aliens, i think the middle city should have a mixture of less posh humans (than in the upper city), and more civilised aliens.
Great work on this!

vanir
05-13-2009, 09:33 PM
Very good point darth-me. I think we should see a few wookie slave workers with some sort of restraining collar in one of the buildings, perhaps a Czerka assembly plant (making speeders, skiffs and swoops).

I definitely agree Davik should have a major influence in the middle city, the love child between a major trade union and the mafia. Protection rackets, gambling and vice should all be under his belt there. The swoop gang (not the Beks but the other one) could act as his standover thugs, they are less likely to attract the interest of security forces than bounty hunters openly bullying people. Then Davik sends the bounty hunters to collect from the swoopers in the lower city, outside the prying eyes of the public. This way Davik himself remains safely aloof from direct criminal connections, yet still gets to be the major crime boss.

Workers unions would all be in Davik's pocket. Getting a loan would also mean being in debt to Davik even though you might not realise it at the time. When you default on the loan, swoop thugs come first. Bounty hunters come later or for those too tough for simple street thugs to handle.

Plenty of aliens should have a strong presence. As darth-me suggested the wealthy aliens would probably find the middle city to be about as prestigious a land ownership as they could get their hands on in most cases (unless somehow involved in the planetary bureacracy). We know there is at least some xenophobia in the upper city.

You'd probably have a lot of scout, scoundrel and expert classes among humans and all classes among aliens. There might be more well dressed aliens than well dressed humans in the middle city.
It is also probably the main recreational area of bounty hunters on Taris. Not all of these would be on Davik's payroll, they may be out of work or just on holiday.

The main population of Taris would lay in the middle city, it should have a feel of being more populated than either the upper city or lower city extremes. Large population also has a form of political influence in itself, many revolutions have been poorly conceived among large populations and can overthrow the most benevolent of governments...or the most brutal.
The Sith would necessarily keep a token presence in the middle city. Not to actively enforce much of anything, major populations are generally best left to themselves by the ruling class, but for a visible presence. They would have to maintain the illusion that they are a strong government which can maintain order. Large and overt civil unrest, rioting, crime sprees or revolutionary figures would have to be dealt with harshly and probably in force.

You'd probably see an occasional Sith patrol, but not the regular ones and twos of the upper city, these would be less frequent and in squad siz(4-6 troopers and a Sith officer). You wouldn't have a Sith guard at the flea market for example, but you might have a troop response to a brawl there if it continued more than a few minutes.

It might even be an idea to expand on a "the Sith are always watching" sort of thing, with remote cameras stationed throughout the middle city and rumours of eyes and ears for the Sith being everywhere.
There should also be some sort of Sith pay off from Davik, they would undoubtedly be aware of his dealings and would require some sort of reason not to have shut him down.

juansaman
05-14-2009, 07:33 AM
Hi Vanir, your are making several good ideas. I'm getting inspired.
I'm glad you agree with Davik's presence and influence idea.

I definitely agree Davik should have a major influence in the middle city, the love child between a major trade union and the mafia. Protection rackets, gambling and vice should all be under his belt there. The swoop gang (not the Beks but the other one) could act as his standover thugs, they are less likely to attract the interest of security forces than bounty hunters openly bullying people.

I think this is wrong, as the Black Vulkars gang is not only against the Hidden Beks, but also the Exchange, as you can hear in several diallogues that they are even robbing to the Exchange guys. Do you remember the confrontation between Vulkar thugs and Exchange mobs? They were going to assault them until Canderous made his first introduction and they fleed the scene.
I think this is the opportunity to create a new gang. Hidden Beks and Black Vulkars are always related to the Lower Levels and while they are on a war with each other, I think they are more focused in controlling their own territories down there than in Middle City.
Ideas for that new gang must see which afiliation would it have (Exchange/Vulakrs/Beks/Sith....), or none of them, or all of them. You can think on using Hutt clans, or the Sith having controlled the local business in the Middle City, or do not complicate things too much and making the area all part of the Exchange.

To link things with the main plot, we could see the efforts of Davik to obtain the required permission for landing off Taris, maybe in a meeting with some rogue Sith officer or the Sith Governor (http://starwars.wikia.com/wiki/Sith_Governor) himself, so we can put more importance in these two prominent characters in Tarisian society.

I think again, Davik's quarters could be located here.

Also, as player you could be employed by the Exchange or against them. One quest could involve capturing the Ebon Hawk former pilot Hudrow (http://starwars.wikia.com/wiki/Hudrow), who we will find later in Davik's prison, due some spice stealing problem. Also, we could see how the Sith or the Exchange locates the fugitive duro you helped before in the Upper Level (if you helped him) the first time you go out the apartment as you will find him later captive in the Sith base. We can be witness of this or maybe help this to happen.

Wookiee slaves could be an important part of the area, as we can see Zaalbar's reaction to this, and make a connection with Kashyyyk's Czerka/Chuundar situation. Slavering could be offered to the Sith by the Exchange, and the wookiee hunters could be gamorreans or trandoshans working for Czerka.

About the Jedi idea, it could work, but he has to be hunted by Sith and bounty hunters (maybe a Canderous or Calo intervention). I agree that the old Jedi Temple should not be in Middle City and the idea of the Sith base being constructed over the Temple's ruins is good. Maybe the Jedi escaped the Sith base.

Also you can create some quest about some Republic soldiers surviving the crash and hidding with the population, or rescuing them from Exchange thugs. Maybe you could help the soldiers rescued by Zelka Forn in the medical center on the Upper City to hide in the less controlled Middle City.


You'd probably see an occasional Sith patrol, but not the regular ones and twos of the upper city, these would be less frequent and in squad siz(4-6 troopers and a Sith officer). You wouldn't have a Sith guard at the flea market for example, but you might have a troop response to a brawl there if it continued more than a few minutes.

I think that maybe here Sith patrols are disguised as civilians to keep an eye to what's happening without alerting anybody and working more as spy than patrols.


It might even be an idea to expand on a "the Sith are always watching" sort of thing, with remote cameras stationed throughout the middle city and rumours of eyes and ears for the Sith being everywhere.


Yeah, this could be great, but why they don't do that in the Upper Level? Maybe the Sith could get suspicious of you as you are going to every level, beating the duels and the swoop races, claiming bounties and more things, so, they could try to detain you as they know everything you have done, and you have to eliminate those Sith or spies before they warn the command base.

disbeliever
05-14-2009, 01:19 PM
http://www.nicholaspaul.net/teaser2.jpg

Demongo
05-14-2009, 01:21 PM
Very impressive! Finally someone IS in the module:p

disbeliever
05-14-2009, 01:45 PM
Thanks bud:)

Here is a random question: If I am going to try to recruit people to build stories/quests/npc do I do that in this thread, or what a recruitment thread? I dont want to violate any rules

thanks

Demongo
05-14-2009, 01:53 PM
Thanks bud:)

Here is a random question: If I am going to try to recruit people to build stories/quests/npc do I do that in this thread, or what a recruitment thread? I dont want to violate any rules

thanks

I think you should start a new thread for it, but if you want to make sure, read the forum rules:)

Quanon
05-14-2009, 01:56 PM
or what a recruitment thread? I dont want to violate any rules


Best to keep everything involved with this mod in this thread. ;)

If you come across troubles, scripting etc, its ok to start a new thread on that.
As it could possibly help out other peeps aswell.

Great to so it getting filled with life :p
Though nothing beats the first time you warp into your own module...

disbeliever
05-14-2009, 01:57 PM
Correction nothing beats warping to your new area and having the walkmesh work ;)

Drunkside
05-14-2009, 03:03 PM
WEEEEHEEEE Its looking damn great disbeliever! I want this mod so frigging bad already:xp:

R2-X2
05-14-2009, 03:06 PM
disbeliever, you're great.

disbeliever
05-14-2009, 03:15 PM
Thanks guys :) Its getting there. I will be "recruiting" scripters/story people soon, so we can fill this new location with some good ideas

R2-X2
05-14-2009, 03:59 PM
You can maybe get problems with your doors, because they're placed in front of the entrances. If you open them, they stay visible, and don't disappear in the wall.

disbeliever
05-14-2009, 04:17 PM
I noticed that :) thanks. Still have tweeking with doors

R2-X2
05-14-2009, 04:22 PM
You can send me a PM/Visitor message if you need more door help.

Lord of Hunger
05-14-2009, 06:02 PM
Wow, that's awesome! As storyline consultant for Team Hssiss I'd be happy to help you with side quests and such for the Middle City. Let me know if you are interested.

HK-42
05-14-2009, 07:42 PM
Wow, that's awesome! As storyline consultant for Team Hssiss I'd be happy to help you with side quests and such for the Middle City. Let me know if you are interested.

I recommend Lord of Hunger for story, trust me he is good.

Lord of Hunger
05-14-2009, 10:08 PM
Thanks for your recommendation, HK!

Yes, I am more than happy to help with this project. I already have tons of ideas on how to not only fill the Middle City with content, but integrate it with the other modules.

vanir
05-14-2009, 10:15 PM
Can't say I wouldn't like to be involved. It's been a few years since I've scripted anything for Kotor but I've been getting back into it with a coming, updated re-release of an old but very good gameplay mod for TSL.

Wouldn't mind adding a little flavour to this new module, I really liked the Tales of the Jedi comic series and have always wanted to see more of those themes in Kotor. We have Onderon, Korriban and Sith tombs but it's still missing things like the Courier Ships, the impact of independent artefacts, sectarian Force adepts like the Witches of Dathomir, some backstory here and there (Bastila could be tied in with Nomi Sunrider), references made to the ancient arts of Jedi Weaponmasters and Jedi Healers that have largely disappeared from the Order (in the Old Republic RPG sourcebook weaponmasters came standard equipped with full battle armour and two lightsabres, whilst most healers came from the Miraluka homeworld and carried only a small lightsabre for defence).

I mean we could use the module to form the centre of a real Kotor expansion, perhaps spawning an entire mod package out of it with new game scripts, characters and edits.

Lord of Hunger
05-14-2009, 10:53 PM
That's not such a bad idea. KOTOR, despite how awesome it is, is a tad too main-quest oriented. TSL despite the massive loads of cut content had sections that were their own game/world in every sense of the phrase.

I think that you and I would be a good storyline team, both for this and other things. You have a talent for detail I notice.

vanir
05-14-2009, 11:17 PM
Well I have relatively little on my plate at the moment and am more than happy to get involved in a few projects. Not getting a lot of work shifts and have the time.

Just been replaying the kotor games for the first time in years too, so I'm freshly inspired.

juansaman
05-15-2009, 06:40 AM
Finally Middle City is getting more than alive. Good to see how fast has been your progress and your work.

I'll be very glad to get involved in the storyline process if you need. As Vanir said, I'm also recently replaying KotOR and I'm pretty excited with this.
And yeah, Lord of Hunger is a great story writter for KotOR, you just have to get a quick look at his work and ideas.

Lord of Hunger
05-15-2009, 12:53 PM
Wow, another recommendation. I feel...appreciated. :D :D :D

Anyway, I think it'd be best to create a new thread with a project team role and such. Me, vanir, and juansaman on the Storyline Section most likely. It's all up to you Disbeliever.

And since I've been recommended, I'll list my qualifications:

1) Idea Improvement: Much of what I've done in Team Hssiss is not so much creating entirely new ideas but taking other people's ideas and making them coherent, logical, and plausible.

2) Side Quests: While I can write a decent main quest, I am also particularly good at creating smaller storylines.

3) Character Development: One thing I hate is 2 Dimensional Characters. When I design a character I don't just create a series of dialogs and a collections of facial expressions and actions. I create an entire life history.

Cheers,

Lord of Hunger

disbeliever
05-15-2009, 01:55 PM
I messaged RedHawke, asking if its best if i make a recruiting thread, or do it in here. Once i get a reply i will begin asking for help formally.

thanks guy :) I am not a scripter or writer, so having others who are good in these areas fill in the module will make it really come alive

juansaman
05-15-2009, 03:33 PM
Me, vanir, and juansaman on the Storyline Section most likely. It's all up to you Disbeliever.
Great, thanks, pal. I hope something great comes for Middle City. If this could be of use, I've been working with TV scripts since last year, studing voice acting and realted things wit TV and media, so I hope my skills are for good use.
I will wait for RedHawke to answer before posting anything else.

disbeliever
05-18-2009, 12:45 PM
I have updated the first and original post seeking formal help in finishing this mod. I did not hear back from any moderators regarding if I should create a new recruit thread or use this one, so I played it safe and am using this one.

I know others have offered help, but please formally submit yourselfs to the roles I need help with, and we can begin asap.

thanks all

juansaman
05-18-2009, 01:09 PM
I know others have offered help, but please formally submit yourselfs to the roles I need help with, and we can begin asap.

As you say, I formally submit myself for storyline, character development, quest and/or subquests, plots, diallogue and similar, either for starting from scratch and complementing with the story team at the similar task, which I strongly recommend to have.

disbeliever
05-19-2009, 01:54 PM
It looks like we have our team together.

Candaris
Lord of Hunger
Juansaman

I PM'd all of you my email address as well as the module/override files to run this area locally.

Lets git er done ;) I will be working on new skybox images, and once done will send them to the group to drop in your override

R2-X2
05-19-2009, 04:37 PM
And if you need more help like with the doors ( :) ) just ask me again!

disbeliever
05-19-2009, 10:24 PM
And if you need more help like with the doors ( :) ) just ask me again!

I do! I need to get all the doors unique in their descriptions that showup on mouse over and when the doors open what it says your going to.

Care to help? I can send you my files to look into.

thanks!

disbeliever
05-27-2009, 11:14 AM
Update:

Lord of Hunger and Juansaman have come up with a great plot and storyline, with quests etc.

Now I am in need of scripters and modders who can get things in game. Filling the area with NPC's, dialogs scripts etc. 2 people have shown an interest in helping, I am just looking for anyone else who may be interested in getting this mod completed.

disbeliever
07-01-2009, 03:28 PM
Thanks to the hard work of all, here is an update:

http://www.nicholaspaul.net/update1.jpg
http://www.nicholaspaul.net/update2.jpg
http://www.nicholaspaul.net/update3.jpg
http://www.nicholaspaul.net/update4.jpg
http://www.nicholaspaul.net/update5.jpg

more to come :)

darth-me
07-01-2009, 04:42 PM
well done! It's looking really good. Maybe a bit bright, seeing as it has the upper city above it. Can't wait to get this thing in my game :thmbup1:

Quanon
07-01-2009, 05:28 PM
Awesome update Disbeliever; the place really is coming alive!:eek:

Well done!

Salzella
07-01-2009, 05:32 PM
awesome, as people have said. i would perhaps recommend a darker mood and higher contrast, as well as a more multi-coloured, neon feel, like a star-wars shopping arcade or something...

great work :D

Lord of Hunger
07-01-2009, 06:40 PM
Awesome, good to see that we've making progress.

I like how you've added some Tarisian buildings in the background, however, since this is the Middle City and it has a lower elevation than the Upper City I recomend making the Tarisian buildings much taller if possible and/or adding some very tall Tarisian skyscrapers in the skybox.

Also, I agree with Salzella that it should be a little darker (lightmapping?) and we should have some neon signs (like in the cantinas).

Last suggestion: Add a couple of protocol and service droids to increase the diversity around here. Maybe a couple of those Sith War Droids that Juan and I discussed too.

none223
07-01-2009, 06:40 PM
Really great work! Have you got plots/dialogue yet, or is this just the module itself? Either way, I'm impressed, as its hard to make a custom module like that. I agree, it should be darker, and maybe have more of a space between it and the upper city, it just looks like the upper city is simply resting on top of the middle city buildings...

R2-X2
07-01-2009, 06:48 PM
Hey disbeliever, what did you do? There's only half of the things I did!!

Darth Payne
07-01-2009, 06:53 PM
Looking great D, could probably use some more people around though.

Perhaps a fight or two?

R2-X2
07-01-2009, 07:20 PM
Looking great D, could probably use some more people around though.

Perhaps a fight or two?

I did module placing, and I can just say: That's not all. There's missing a lot.

Lord2
07-01-2009, 08:23 PM
I should throw in my response here too. This is an excellent effort to keep Taris alive, maybe sometime in the future we will see a mod with a whole new planet like this. That would be awesome.

Best mod ever!

disbeliever
07-01-2009, 09:45 PM
I did module placing, and I can just say: That's not all. There's missing a lot.

Relax:) I know you did allot more work. However, when I tried to decompile your updated MOD file, and put my updated ARE file in it, the program kept crashing compiling it. Not sure why.

Just to get updated screenshots out to show people, I just cut allot out of the MOD file temporarily.

I will send you the updated model files and ARE file, and you can put it with all the work you have been doing.

Sound good?

To all the suggestions about it being darker. I shall lighten the light effect a bit and play around with it. Every scan and screenshot I saw of the middle city showed it bright and alive with clear views of the sky. I will make some of the towers much taller though, good idea.

With Quanons help I am going to work ongetting shadows into the area also. And SithSpector is helping out with getting moving air ships flying through the area :)

logan23
07-01-2009, 10:00 PM
I will just jump in and remind you that both people should be creating the git, area, and other files in the same format, ex: xp-compatible or vista.

If you have one using a gff program in vista and the other is using xp there could be issues which would cause the mod file to crash.

I know this from experience. :mad:

Build all files with all programs in same operating program settings, ideally xp compatible.

If you have any questions just PM.

Logan

R2-X2
07-02-2009, 03:49 AM
Relax:) I know you did allot more work. However, when I tried to decompile your updated MOD file, and put my updated ARE file in it, the program kept crashing compiling it. Not sure why.

Just to get updated screenshots out to show people, I just cut allot out of the MOD file temporarily.

I will send you the updated model files and ARE file, and you can put it with all the work you have been doing.

Sound good?

To all the suggestions about it being darker. I shall lighten the light effect a bit and play around with it. Every scan and screenshot I saw of the middle city showed it bright and alive with clear views of the sky. I will make some of the towers much taller though, good idea.

...

So you cut some things for the screenshots. Ok, we can keep somthing secret;).

I will just jump in and remind you that both people should be creating the git, area, and other files in the same format, ex: xp-compatible or vista.

If you have one using a gff program in vista and the other is using xp there could be issues which would cause the mod file to crash.

I know this from experience. :mad:

Build all files with all programs in same operating program settings, ideally xp compatible.

If you have any questions just PM.

Logan

Hmm... I have a xp, do you have a vista, disbeliever?

Edit: Th others are right, use less chessboard texure.

Drunkside
07-02-2009, 05:06 AM
Damn that looks good... But this is a really sneaky thread, i have again missed almost a whole page :xp: I agree with other people that there should be neon signs down there, I just feel that would fit the middle city.

Trench
07-02-2009, 11:29 AM
Wow! The last time I checked here this was all just a few 3D models without textures or, well, anything. This looks really cool guys.

Quanon
07-02-2009, 05:18 PM
With Quanons help I am going to work ongetting shadows into the area also. And SithSpector is helping out with getting moving air ships flying through the area :)

That depends on how fast Magnus can gives an updated Kaurora.
And then I'll need to learn to work with this stuff myself first, no doubt
it won't be a smooth ride from the start.

So don't halt your progress because of this: I haven't halted my big project on it :)

Ofcourse I'll try to help you out anyway I can.