lfnetwork.com mark read register faq members calendar

Thread: Quanons Crazy Projects!
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 10-01-2009, 03:48 PM   #81
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
More city parts.

Well, not much to report.

Been working on making wall sections for my buildings.
Like that I'll flesh out the city.

Thing is I don't want to much copy/paste, so I need to make variations.
Means I need to do a lot of modelling.

Once I feel I got enough bitz to share around, I then need to damage them.
So far all my wall parts look untouched by time and enviromental "wear and tear".

But, well thats off for awhile now.
Here's some examples of what I can construct:
Show spoiler


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-01-2009, 04:02 PM   #82
newbiemodder
Gentleman Modder
 
newbiemodder's Avatar
 
Join Date: Feb 2009
Location: Chicago
Posts: 706
Veteran Modder 
Looks great Q. Maybe on those larger sections of building wall add a balcony that npc/pc could walk out on...kinda like the Pope has..
newbiemodder is offline   you may: quote & reply,
Old 10-02-2009, 08:45 AM   #83
disbeliever
Junior Member
 
disbeliever's Avatar
 
Join Date: Dec 2008
Location: Maryland
Posts: 335
Helpful! 
Fantastic as always

No comment on my latest screens?
disbeliever is offline   you may: quote & reply,
Old 10-06-2009, 04:46 PM   #84
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Well, again a minor update.

Not to much has happened, I'm in doubt how feasable my whole "lost" city idea is. My small part I've got now is already at a high poly count.

My compadré Marius reported that on his PC my Canyon area causes a heavy steep frame drop in his game... must be due to some sloppyness on my part.

I admit that some parts aren't as clean as they should be, though, on my PC and on Canderis, who had a test run aswell, it works decently.

Then again, most fans might have another more light weighted PC.
So this all caused doubts. And I planned on ditching the city thing.

Still, I worked on it a bit more, cleaning it up as I went about adding destruction

Here some "white" shots of it. Its still very likely I'll have to cast it aside.









TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-06-2009, 05:27 PM   #85
Rinku
kad'la tracinya be abiik
 
Rinku's Avatar
 
Join Date: Apr 2007
Location: Modified YT-1930
Posts: 785
Current Game: SWBF, Pokemon SS
Very nice It looks great.





Rinku is offline   you may: quote & reply,
Old 10-06-2009, 05:53 PM   #86
DAWUSS
Junior Member
 
DAWUSS's Avatar
 
Join Date: Jan 2006
Posts: 357
BTW, if waterworld is the same one from EP: I Racer - it's Aquilaris, with an i. If not, joke's on me.
DAWUSS is offline   you may: quote & reply,
Old 10-06-2009, 08:08 PM   #87
HdVaderII
I am le sad.
 
HdVaderII's Avatar
 
Join Date: Feb 2007
Location: Space. The final frontier.
Posts: 615
Current Game: Dark Forces. Yeah.
Incredible work there. Keep it up!


Are you one of those poor Macintosh gamers that are in the possession of Empire at War, yet because of the scarcity of Mac players out there you have nobody to play against? If you are, PM me if you want to set up a game.
HdVaderII is offline   you may: quote & reply,
Old 10-06-2009, 09:52 PM   #88
Sith Holocron
M4-78
 
Sith Holocron's Avatar
 
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,331
Current Game: The Old Republic
Forum Veteran Folder extraordinaire Helpful! Alderaan News Holopics contributor 
Couldn't you still make the lost city feasible by making a BIK movie that covers areas that the mod goes through - like a flythrough video. Then your characters are deposited in a new module without having to cover as much ground. Convenient collapsed pillars could block the way, like the annoying fences that prevent you from going further in Dantooine (when you are over looking the plains from the high hills, for example.)




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
Sith Holocron is offline   you may: quote & reply,
Old 10-07-2009, 09:57 AM   #89
disbeliever
Junior Member
 
disbeliever's Avatar
 
Join Date: Dec 2008
Location: Maryland
Posts: 335
Helpful! 
Lovely area. What is the poly count?
disbeliever is offline   you may: quote & reply,
Old 10-07-2009, 12:10 PM   #90
Demongo
Afro Skeleton
 
Demongo's Avatar
 
Join Date: Apr 2009
Posts: 963
Current Game: Street Fighter IV
Incredibe.



Bink's Sake

"I've barely eaten anything for many decades now. It feels like my stomach shriveled into my back........though i don't have a stomach or back because i'm a skeleton! Yohohohoho! SKULL JOKE!"

"My eyes have never seen such a pretty woman! But i'm a skeleton so my eyes don't see much."
Demongo is offline   you may: quote & reply,
Old 10-07-2009, 12:21 PM   #91
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Quote:
Originally Posted by Sith Holocron View Post
Couldn't you still make the lost city feasible by making a BIK movie that covers areas that the mod goes through - like a flythrough video. Then your characters are deposited in a new module without having to cover as much ground. Convenient collapsed pillars could block the way, like the annoying fences that prevent you from going further in Dantooine (when you are over looking the plains from the high hills, for example.)
I already sketched it out in such a way, that the players path gets blocked by rubble and steep sand dunes. My main problem is this only a third of the area design I had in mind.

Now its quiete small... it wouldn't take a minute to run from the gate to my other towers >_>

Thats far to small compared to what other game areas offer.
So I'll need to solve this fast, before it bogs me down and the will to continue fades

Quote:
Originally Posted by disbeliever View Post
Lovely area. What is the poly count?
19.000+ something already, I always try to stick below 20.000.
I'm still in Editable Poly: the game cuts them up in triangles, so its like 19.000 x 2.

So its 38.000 for the game; its a ruff guess, but it shouldn't be far off.


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-07-2009, 12:58 PM   #92
redrob41
Veteran
 
redrob41's Avatar
 
Join Date: Jul 2007
Location: Edmonton
Posts: 941
Current Game: just modding TSL
Veteran Modder Helpful! 
What if you made all windows (that are higher than the second storey) so that they were done with textures instead of moddelling them? Could you also reduce the amount of 3D detail on pillars, window sills and door frames?



- Major character artist for the Revenge of Revan mod. -
- List of Completed Mods - Work in Progress Thread - Skinning Tutorial -
redrob41 is offline   you may: quote & reply,
Old 10-07-2009, 01:08 PM   #93
miro42
Rookie
 
miro42's Avatar
 
Join Date: Feb 2009
Location: California
Posts: 131
Current Game: Plants vs Zombies
I have a question on the poly count. Most machines nowadays can handle pretty much anything that KOTOR or TSL can throw at it, so in keeping within a certain count is it for the Aurora Engine's limitations?

OH! I almost forgot. Great work Q. Being a fan of the old Tales of the Jedi comics, the KOTOR games kind of ruin the grandeur of Korriban. Is that another engine limitation or is that just lazy (or rushed) developers? I notice there isn't a lot of scale to anything in KOTOR.


Last edited by miro42; 10-07-2009 at 01:14 PM.
miro42 is offline   you may: quote & reply,
Old 10-07-2009, 01:09 PM   #94
disbeliever
Junior Member
 
disbeliever's Avatar
 
Join Date: Dec 2008
Location: Maryland
Posts: 335
Helpful! 
I say just put it in game and see
disbeliever is offline   you may: quote & reply,
Old 10-07-2009, 01:31 PM   #95
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Quote:
Originally Posted by miro42 View Post
I have a question on the poly count. Most machines nowadays can handle pretty much anything that KOTOR or TSL can throw at it, so in keeping within a certain count is it for the Aurora Engine's limitations?
Its not because you run an older on game a new PC, that the game can handle more. Game engines are designed a certain way to handle all the data and its graphics.

I'm not sure but, I think the K1 engine can handle 5.000 000 polies.
Though that includes all 3D. Characters, the area, weapons, certain effects and all.

Though thats theoretically, remember that you need to move and fight etc...
That all puts a certain strain on the engine.

Quote:
Originally Posted by miro42 View Post
OH! I almost forgot. Great work Q. Being a fan of the old Tales of the Jedi comics, the KOTOR games kind of ruin the grandeur of Korriban. Is that another engine limitation or is that just lazy (or rushed) developers? I notice there isn't a lot of scale to anything in KOTOR.
Héh, I wouldn't say Bioware was lazy, its just how these older games look like. Often you'll see that they have a few details here and there, though not much.

You need to know most people don't even notice much of the area it self, as they're rushing through it to solve quests and fighting.

Quote:
Originally Posted by redrob41 View Post
What if you made all windows (that are higher than the second storey) so that they were done with textures instead of moddelling them? Could you also reduce the amount of 3D detail on pillars, window sills and door frames?
Hmm, the camera behind is further behind the player then you think
Which makes you see a lot more then often thought.

Thats why you can peep through all the windows

Quote:
Originally Posted by disbeliever View Post
I say just put it in game and see
If only it was that easy >_>


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-07-2009, 02:58 PM   #96
Lord2
Rookie
 
Lord2's Avatar
 
Join Date: Nov 2006
Posts: 113
Quanon... a name to remember in the future. Your work here is a great effort to keep the games alive under these dark times.

Just continue.. haha, do not let me or anyone else (especially not anyone else) say you otherwise.


Meh...
Lord2 is offline   you may: quote & reply,
Old 10-07-2009, 03:17 PM   #97
DarthParametric
I bent my Wookiee
 
DarthParametric's Avatar
 
Join Date: Apr 2004
Location: Oz
Posts: 2,692
Forum Veteran Helpful! 
You could always fall back on that old standby of splitting the module in two. Kinda sucks but not much you can do with the limitations of the Odyssey engine.
DarthParametric is offline   you may: quote & reply,
Old 10-07-2009, 03:24 PM   #98
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Quote:
Originally Posted by DarthParametric View Post
You could always fall back on that old standby of splitting the module in two. Kinda sucks but not much you can do with the limitations of the Odyssey engine.
True. Though I rather keep that as a last minute solution.
Though, I've been working on it some more this evening, I was able to drop the poly count to 17.000 something.

Then again, I still need to add things. Well I'll see how it goes, I'll have to adapt the plans a bit. Lessen details on certain objects in my scene.

Though I hate to do that, kinda spoil my modelling fun


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-07-2009, 03:53 PM   #99
miro42
Rookie
 
miro42's Avatar
 
Join Date: Feb 2009
Location: California
Posts: 131
Current Game: Plants vs Zombies
Odyssey engine? I thought it was Aurora.

miro42 is offline   you may: quote & reply,
Old 10-07-2009, 04:56 PM   #100
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Well, Odyssey is like, Aurora 2.0.

K1 engine and that one of Neverwinter are like brother and sister, bit of the same DNA but still differant on certain parts and aspects.


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-07-2009, 08:28 PM   #101
anybodee
Rookie
 
anybodee's Avatar
 
Join Date: Aug 2009
Location: Classified
Posts: 20
Current Game: K2 MW2
looks great

This looks like its gonna be awesome i cant wait for more up dates Quanon
anybodee is offline   you may: quote & reply,
Old 10-08-2009, 10:55 PM   #102
Crustmonger
Rookie
 
Crustmonger's Avatar
 
Join Date: Sep 2009
Location: The Red Sea
Posts: 16
Current Game: TSL/BF1
Aqualaris looks great, Quanon. Keep up the works.


:: What kind of name is that?
Crustmonger is offline   you may: quote & reply,
Old 10-09-2009, 04:50 PM   #103
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
More news!

Well, back with a new minor update.
Continued to do some work on my city.

Did a mighty clean up job on the model parts I had, then added more to finish it.
Well its almost finished, need few extra things and then a final cleaning up round.

I'll still end with a 20.000 poly count, though, thats what I considered my maximum amount.

I did had to drop more then I liked, but this is Kotor modding. Seems I fell for the newbie/noob trap, trying something that just isn't possible in the game

Some shots, played around with a new light setup I found: Can now use real settings. What I mean is this setup fakes the sun, I can put in an Hour, Day, Year, season and the country. Autodesk claims its real






And another bit of news, I've given an old area to J7 to use.
I named it the Beach Villa, I won't tell more what J7 is planning, he'll no doubt have a say about soon. The area does need a little reworking to do, got some odd glitches and, insane as I am, going to add an extra part to it!





TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-09-2009, 05:08 PM   #104
Darth Payne
I Am Revan, I Remember.
 
Darth Payne's Avatar
 
Join Date: Nov 2007
Location: Grong, Norway
Posts: 2,491
Current Game: DS3, Alien: Colonial Marines
Whenever i see more of that Korriban area i keep thinking about the squared pattern on Korriban during the approach video.

Could this city be that area?

Link


http://www.xboxlc.com/cards/sig/newblack/pederskomsvold.jpg
Formerly known as: Danyael27
My mods at KotorFiles: K1 Robe Stat Boost, TSL Jedi Robe Stat Boost, Jedi Fight Training.
Quando omni flunkus moritati - the motto of the Possum Lodge, Pseudo-Latin for 'when all else fails, play dead.'


SW: Invasion 05,P16 -(Spraug: Seriously? A Wookie with a lightsaber? Thats just overkill.
Darth Payne is offline   you may: quote & reply,
Old 10-10-2009, 08:33 AM   #105
Lord2
Rookie
 
Lord2's Avatar
 
Join Date: Nov 2006
Posts: 113
I am shocked

Awesome work!


Meh...
Lord2 is offline   you may: quote & reply,
Old 10-10-2009, 01:43 PM   #106
Queen of Night
Forumite
 
Queen of Night's Avatar
 
Join Date: Nov 2007
Location: Germany
Posts: 535
Veteran Modder 
Oh that is very very cool. Your work is good.


" The universe is nothing but illness and danger, surrounded by darkness and silence! " (Star Trek 11 / McCoy)
Queen of Night is offline   you may: quote & reply,
Old 10-10-2009, 02:35 PM   #107
Marius Fett
Frigged if I know!
 
Marius Fett's Avatar
 
Join Date: May 2007
Location: Wales
Posts: 3,379
That's Sion's country retreat, right?




Visit the new JediKnight.net!
Marius Fett is offline   you may: quote & reply,
Old 10-10-2009, 04:10 PM   #108
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
^^ Sions whut now, DDD?

On a total loose note, I started doing some texturing today on the city
No shots of it yet, as I'm fighting with the Renderer, for some god knows what reason all the model parts turn out black. >_>


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-10-2009, 04:39 PM   #109
ForeverNight
nrgurt researcher
 
ForeverNight's Avatar
 
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
Damn, that city looks amazing! As well as what little I see of the 'beach villa'.

Can't wait to see the render of it, and the skybox (Or whatever the hell you want to call the sky thing) is pretty sweet looking, doesn't look much like Korribban, but I think we can let it slide

Ah well, that city looks beautifully done.


ForeverNight is offline   you may: quote & reply,
Old 10-10-2009, 05:20 PM   #110
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Quote:
Originally Posted by ForeverNight View Post
Can't wait to see the render of it, and the skybox (Or whatever the hell you want to call the sky thing) is pretty sweet looking, doesn't look much like Korribban, but I think we can let it slide
Oh, thats some sort of standard sky thing of Max, in the game it'll be the usuall Korriban sky, no fears


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-10-2009, 06:01 PM   #111
DAWUSS
Junior Member
 
DAWUSS's Avatar
 
Join Date: Jan 2006
Posts: 357
It's slowly coming to life. Has a long way to go, but I like what I see so far.
DAWUSS is offline   you may: quote & reply,
Old 10-10-2009, 06:56 PM   #112
Marius Fett
Frigged if I know!
 
Marius Fett's Avatar
 
Join Date: May 2007
Location: Wales
Posts: 3,379
Quote:
^^ Sions whut now, DDD?
Well, everyone needs somewhere to go and relax now and then, right? Even Sith Lords who sleep with Vibroblades.

Great work on that city btw.




Visit the new JediKnight.net!
Marius Fett is offline   you may: quote & reply,
Old 10-10-2009, 10:10 PM   #113
ForeverNight
nrgurt researcher
 
ForeverNight's Avatar
 
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
DDD actually responds to DDD?

Glad to hear that it's going to be the standard Korribban skybox, I don't think my mind was fully engaged when I typed that bit though, considering you said quite explicitly that it was an Autodesk feature.


ForeverNight is offline   you may: quote & reply,
Old 10-11-2009, 05:28 AM   #114
Marius Fett
Frigged if I know!
 
Marius Fett's Avatar
 
Join Date: May 2007
Location: Wales
Posts: 3,379
^I've just given in to it.




Visit the new JediKnight.net!
Marius Fett is offline   you may: quote & reply,
Old 10-11-2009, 12:48 PM   #115
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
^Killing my fun x-(
Not

Smallish update on the Villa.
Fixed the missing texture on the floor and some other bitz, just a small re export to bring it all together.

I think J7 will be pleased
Have some more shots to show it off better








TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 10-11-2009, 01:00 PM   #116
ForeverNight
nrgurt researcher
 
ForeverNight's Avatar
 
Join Date: Mar 2008
Location: Minnesota, USA
Posts: 1,204
Current Game: q2
Quote:
Originally Posted by Quanon
^Killing everybody's fun x-(
Fixed it for you.


ForeverNight is offline   you may: quote & reply,
Old 10-11-2009, 01:24 PM   #117
Marius Fett
Frigged if I know!
 
Marius Fett's Avatar
 
Join Date: May 2007
Location: Wales
Posts: 3,379
Q, that area makes me want to stroke your pig even harder.




Visit the new JediKnight.net!
Marius Fett is offline   you may: quote & reply,
Old 10-11-2009, 02:13 PM   #118
TriggerGod
Senior Member
 
TriggerGod's Avatar
 
Join Date: Mar 2008
Location: hiding
Posts: 2,415
Helpful! 
Quote:
Originally Posted by Marius Fett View Post
Q, that area makes me want to stroke your pig even harder.


But I agree with Marius DDD in that its very great. Not so much in the pig stroking department.
TriggerGod is offline   you may: quote & reply,
Old 10-11-2009, 02:52 PM   #119
Taak Farst
Eat The Rude
 
Taak Farst's Avatar
 
Join Date: Oct 2007
Location: England
Posts: 1,561
Alderaan News Holopics contributor Forum Veteran 
Quote:
Originally Posted by TriggerGod View Post
But I agree with Marius DDD in that its very great.
STOP IT DAMN U - HE'S MARIUS NOW !

Nice progress Quanon! I shall follow this a lot more


Taak Farst is offline   you may: quote & reply,
Old 10-12-2009, 12:13 AM   #120
redrob41
Veteran
 
redrob41's Avatar
 
Join Date: Jul 2007
Location: Edmonton
Posts: 941
Current Game: just modding TSL
Veteran Modder Helpful! 
Nice tower speakers next to the big screen tv . I need one of those theatre rooms for my house . Although, it could use a rack to store the ol' vibroblade while watching droid sitcoms.
Quote:
Originally Posted by Quanon View Post
Show spoiler



- Major character artist for the Revenge of Revan mod. -
- List of Completed Mods - Work in Progress Thread - Skinning Tutorial -
redrob41 is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > Holowan Laboratories > Quanons Crazy Projects!

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:13 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.