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Old 10-12-2009, 12:23 AM   #121
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Old 10-13-2009, 11:57 AM   #122
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Back for yet another petite update.
After losing battle with those pesky emitters, yes again those blasted things, I've switched back to my "lost" city on Korriban.

Slowly some of the models are getting there textures. Not much done yet, but I do have some funky renders to show off.

I think I'm addicted... not?





Back to work!

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TIQUILAAAAAAAA
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Old 10-13-2009, 01:51 PM   #123
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Damn Quanon, every time I think that there's a limit on KotOR Quality for areas you seem to want to prove me wrong!

Very nice looking area right now, is that 'ready' to go into KotOR poly wise? Cause it sure looks beautiful!


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Old 10-13-2009, 02:28 PM   #124
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I agree ForeverNight but Quanon can't you make it little bit more Kotor like.
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Old 10-13-2009, 02:39 PM   #125
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Old 10-13-2009, 02:41 PM   #126
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Wow Q, that looks amazing.

Are you sure you don't work for Lucasarts?


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Old 10-13-2009, 05:49 PM   #127
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I agree ForeverNight but Quanon can't you make it little bit more Kotor like.
What you mean Kotor like, I'd like to know?
Got nothing against you, but I wonder what you don't like about it?


TIQUILAAAAAAAA

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Old 10-13-2009, 05:58 PM   #128
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I agree ForeverNight but Quanon can't you make it little bit more Kotor like.
Errr, what?

What on earth are you on about? Is this some poor attempt at trolling? Or just a rashly thought out statement?...

"KotOR, KotOR, where for art thou KotOR?"

How does something look KotOR or not KotOR like? You will have to drastically elaborate, as at the moment that comment is in severe risk of being delete as spam by me. If you want to criticise go ahead, but when you do you have to pose it in such a way that people have a clue what your on about. Why is the above not KotOR like? What can Quanon do to make it more KotOR "like"?



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Old 10-13-2009, 06:17 PM   #129
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Well, I love the ruins with the spiky tower. They looks very similar to the castle ruins (minus the spikes ) in my home town.

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Old 10-13-2009, 09:02 PM   #130
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You know, every time I look at this thread there's always something new to amaze me. Keep up the good work Q!


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Old 10-14-2009, 07:06 AM   #131
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It looks KOTOR appropriate to me. I love checking out this thread.




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Old 10-15-2009, 12:11 PM   #132
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Well i guess i didn't thought about it because I was thinking of Taris.Being the buildings more rounded.


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Old 10-15-2009, 02:44 PM   #133
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Well i guess i didn't thought about it because I was thinking of Taris.Being the buildings more rounded.
Taris?

My buildings/ towers are not round, they have a lot of hardedges, corners. Cause in my eyes that gives a bit more of an "aggresive" look, which I found would fit the Sith.

It might have something a bit of Tatooine, as my city is covered by a desert, but the main colour is orange/brown. Opposed to Tatooines main bright yellow.

There might look things a bit the same, though... I think it has enough of its own character to set it aside and closer to Korriban. Well that's what I'm aiming for.

Now, the renders, of course look a lot better then the game engine... well what we/ I can now do with the game engine.

Peeps, feel free to some comments, though give a bit of a reasoning why you post what you post. Like that I can take it into consideration or explain my thoughts behind it all better

Its mostly quiete clear where I want to steer this mod towards to, but for peeps watching it might be more confusing or just plain unclear. Of course I won't go and spill all the beans

Oh, to round it off, 2 new shots.
I've edited some Unknown world textures to fit in Korriban, just some minor tweaking, but I needed some more to colour in my city parts.




TIQUILAAAAAAAA
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Old 10-15-2009, 04:25 PM   #134
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Wow.... background worthy!

Amazing looking renders Quanon


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Old 10-15-2009, 06:04 PM   #135
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I have nothing to add; I am just... speechless!


Meh...
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Old 10-15-2009, 06:06 PM   #136
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I think the buildings are very consistent with Korriban. Yes, they have their own unique look, but they definitely have a similar feel. I can certainly see this as an old Sith city. I don't recall a rounded building anywhere; it's all jutting angles and hard corners. It's looking fabulous and I love that eerie, abandoned feel that the street views have.


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Old 10-15-2009, 07:36 PM   #137
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Fantastic work Quanon! Are you making money off your l33t 3D modeling skillz yet?

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Old 10-15-2009, 09:18 PM   #138
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Fantastic work Quanon!
QFT

I could not put it any other way. Keep up this amazingly crazy good work





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Old 10-16-2009, 12:19 AM   #139
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Well, again a minor update.
Quote:
Originally Posted by Quanon View Post
Well, back with a new minor update.
Quote:
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Back for yet another petite update.
How is it that your "small" updates make mine look like newbie work? Your city is progressing fantastically, and the views are quite grand. As for "KotOR like", I think that maybe because they are dilapidated ruins, your buildings don't look as "futuristic" as some of the canonical locations (like Coruscant, Taris, and even Tatooine). I agree though, that the style you're using (hard edges) suit the feel of Korriban and the Massassi very well. I also think that you've invoked the style of the Tales of the Jedi comics (minus the Egyptian inspired statues in those comics), which is good.

Keep it up 'cause we're all happy to see your "tiny" updates



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Old 10-16-2009, 10:09 AM   #140
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wow these look nice keep up the good work


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Old 10-16-2009, 11:45 AM   #141
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Quanon have you thought how to get to the Korriban old city.
Because from Dreshdae to an old Sith city doesn't make any sense.Will make a custom module for the Dreshdae locked door?You could reuse one of the dune seas from Tatooine but make the color of the sand to fit the Korriban feel.


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Old 10-16-2009, 11:48 AM   #142
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Quote:
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Quanon have you thought how to get to the Korriban old city.
Because from Dreshdae to an old Sith city doesn't make any sense.Will make a custom module for the Dreshdae locked door?You could reuse one of the dune seas from Tatooine but make the color of the sand to fit the Korriban feel.
I'm using my canyon, thats what is inbetween. How do you get to canyon? By use of a landspeeder, parked somewhere near the academy


TIQUILAAAAAAAA
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Old 10-16-2009, 12:35 PM   #143
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Amazing, the things you can do with modding.. Wow. If you had the time, skill, team, and money, you could make a completely new game just through modding! Is Korriban for TSL or KOTOR?


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Old 10-16-2009, 02:26 PM   #144
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It will be for both.But currently Quanon is working on Korriban for KOTOR.


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Old 10-16-2009, 04:10 PM   #145
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It will be for both.But currently Quanon is working on Korriban for KOTOR.
SWEET! He sure has his work cut out for him! Very impressive!

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Old 10-17-2009, 03:54 PM   #146
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As usual, watching Quanon's progress is one of my favourites hobbies. I enjoy that ruined look. You are all about quality in this, Q.
Good job!


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Old 10-17-2009, 06:37 PM   #147
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Quality is what modding honour is all about
I did more work on the city today, buts it more of the same, so no new pictures.

Just know I did a few more broken walls, that's all.
Once its all done, I'll see what needs to be added to the area, I'm still not entirely content with what is there.

Somehow something is lacking, mostly the feeling that its a "city". Need to get more depth in my desert, though without adding to much more polies.

Dang, like dancing a fancy... euh dance, tangoo or something


TIQUILAAAAAAAA
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Old 10-17-2009, 08:29 PM   #148
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Somehow something is lacking, mostly the feeling that its a "city". Need to get more depth in my desert, though without adding to much more polies.
I think you mean it seems more to some ruins than an ancient city, right?
Maybe some kind of statues that could lead a trace about the original inhabitants and some elements that people associate with direct interaction, like benchs, a fountain, some sort of ancient vehicle.... You know, things that give the feeling of being abandoned.
Don't know if that's impossible to do though, just throwing ideas.


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Old 10-20-2009, 01:45 PM   #149
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Maybe some kind of statues that could lead a trace about the original inhabitants and some elements that people associate with direct interaction, like benchs, a fountain, some sort of ancient vehicle.... You know, things that give the feeling of being abandoned.
Yeah, I've been thinking about adding some statues, perhaps some old stone benches might add that extra magic touch I need. ^_^

Oh and to spoil you people, I've made some new shots, main parts of all my buildings, whats left over of them, are textured. Just need to do all the small bitz here and there, som cliffs aswell.

Then ofcourse the details as I mentioned and something rather big I forgot.
The temple, completely oversaw that one, the focus of the mod >_>
Blame my enthousiasme to begin texturing on this beast.






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Old 10-20-2009, 01:54 PM   #150
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This will be absolutely amazing when it is finished. It's amazing now!

IMO, it might be nice to add some red to the sand. Right now it looks kind of like Tatooine.


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Old 10-20-2009, 02:08 PM   #151
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I have no words for that. Its absolutely spectacular.

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Old 10-20-2009, 02:28 PM   #152
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Your project is really unbelievable! I can hardly wait to play it. This will add so much to a game that already is bursting from detail, depth and intense athmosphere.
Just a small idea: although you'd written that you wanted to use as a connection to your modules a landspeeder, but how about instead of using the small opening at the back of the cave with the renegade sithstudents? (Please excuse this broken English but I myself am from Germany, I unfortunately had to use a translation program.)
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Old 10-20-2009, 04:01 PM   #153
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I'm avoiding the cave on purpose
Else everybody will start asking what happened to the students if you follow the LS side of that quest.

I don't want to mess with that. It'll be enough of a challenge for me to get this "idea" sorted out with all the scripts and 2DA madness bound to happen if I want it done someday


TIQUILAAAAAAAA
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Old 10-20-2009, 04:29 PM   #154
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You could....dare I say it....modify a pre-made module like the Valley to add a mountain path down to the canyon, like around where you meet lashowe.

I don't know if you really could modify a premade module, I've never seen it done before, but I think that would look better than adding a landspeeder with dialouge saying "Would you like to enter the canyon?" Like most mods I see........
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Old 10-20-2009, 05:06 PM   #155
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Could the part between Dreshdae and the Sith Academy be used?

If i remember right there is a pathway blocked by small stones to one side.


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Old 10-20-2009, 06:22 PM   #156
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"Would you like to enter the canyon?" Like most mods I see........
Well, I know most mods use this approach, though I think I could make it a little better looking. Instead of just getting the dialogue and then the loading screen, I've planned to put in a small .bik clip.

Showing the speeder speeding(pun intended? ) across the wastes towards the canyon. At least that way, you'll "feel" like you've travelled a bit.

Its not needed to walk across 20 modules to get to one location. That's not really Kotor style

Though it's nice of you peeps for posting wild ideas.


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Old 10-20-2009, 06:34 PM   #157
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Thats a good idea, it sounds polished, and realistic.

But I don't think you understand what I mean.
Like a door, there is a break in the rock barriers and you can see a path going down. And it says Korriban Canyon or whatever.
Kinda like mods that use the korriban cave exit, the only difference is that you're MAKING the exit through module editing......

However, thats my personal opinion, your idea sounds good too.
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Old 10-21-2009, 08:27 AM   #158
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This will be absolutely amazing when it is finished. It's amazing now!

IMO, it might be nice to add some red to the sand. Right now it looks kind of like Tatooine.


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Red = Blood

It's a Sith planet after all.


Meh...
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Old 10-21-2009, 09:41 AM   #159
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....wow, my mind was just blown. 0o Those are BEAUTIFUL screenshots!

I can actually kind of see what Slstoev meant; the architecture seems very medieval, and gothic-esque, as opposed to more of a science fiction type style. But I don't think that very much matters. The design is just breathtaking, and I prefer what Quanon has built, so far, to anything in the original release of either game.

Fantastic work, Quanon I will most certainly download this, once it is finished, just so I can admire the quality work you did.


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Old 10-21-2009, 12:31 PM   #160
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But I don't think you understand what I mean.
Like a door, there is a break in the rock barriers and you can see a path going down. And it says Korriban Canyon or whatever.
Kinda like mods that use the korriban cave exit, the only difference is that you're MAKING the exit through module editing......
Ah, yes, now I see

Well, with your idea the city and canyon are close to the academy and the valley with the big tombs.

In my mind my city and canyon are on far bigger distance, thus the need of a speeder.
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Red = Blood

It's a Sith planet after all.
Allright I'll tweak the desert texture, it is from the Korriban set though.
I'll give a more orangy tone. It'll fit better in.

Quote:
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I can actually kind of see what Slstoev meant; the architecture seems very medieval, and gothic-esque, as opposed to more of a science fiction type style. But I don't think that very much matters. The design is just breathtaking, and I prefer what Quanon has built, so far, to anything in the original release of either game.
Ah, well, this city is old => ancient; so its not really Sci-fi. This was build by the real Sith, perhaps before the Dark Jedi set foot on Korriban.

I've read the Old Republic comics and found that the technology, architecture was always more based on old
civilizations here on earth.

So I stayed away from adding "modern" looks, well so to speak, Kotor is low poly modelling. Its more the textures that make it look what it is.

Also have a peak around the Korriban in K1 again, I doesn't feel and look like Mannaan or Taris, because its all about the old in SW universe.

Hope that explains it a bit better, why things look like they look.


TIQUILAAAAAAAA
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