UPDATE: I'm currently stopping jumping back and forth along the storyline of the mod and I'm going to work chronologically, finishing up each area until moving to the next. (We'll see how long that lasts)
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
Well, still no updates worthy of screenshots. I've been busy continuing to work chronologically but I've hit a few snags and sometimes when your modding on a roll and you hit a snag, you tend to stay stuck. This weekend I hope to unstick myself, so to speak.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
I will be hanging around the forums this weekend, testing my scripts for FFK1 and working on a few things, so maybe we can work out the door issue for once and for all. Assuming that is still the snag you are talking about.... I hoped that I might have fixed that for you with the latest post in the Script Shack.
Anyway, don't add any pressure to yourself! You are doing great work in a timely manner
Thanks. Actually the snag I was talking about is a bit different and involves scripts as well as other things. I still have yet to test out your script and I'll let you know what happens when I do test it out either tonight or tomorrow.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
Alright, I have a new update with screenshots this time. I've reskinned one of the cut modules....I'll let you figure out which one.
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Now in this picture I realized one of the flaws of this area was half of it was almost entirely devoted to one texture. I'll try figuring out a way to make it look better.
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I need to fix the white and yellow part that is mixed in with the wires.
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And now here is an issue with lightmapping I believe....If any of you know what the issue is and how to fix it, it would be much appreciated if you let me know. Also the reason that the screen behind the desk is multiplied is several times is due to the fact bioware originally intended the texture to be a static a screen. I'll fix it up with something else then what is there now.
What do you guys think?
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
Looks pretty great! This is a cut module? It certainly does NOT look familiar, so that is always cool. The slatted-wood look is a little overwhelming, and as you mentioned the desk seems oddly lit, with nonsensical shadow happening.
All in all, I think it will be an excellent addition to the mod!
Looks pretty great! This is a cut module? It certainly does NOT look familiar, so that is always cool. The slatted-wood look is a little overwhelming, and as you mentioned the desk seems oddly lit, with nonsensical shadow happening.
All in all, I think it will be an excellent addition to the mod!
Thanks. It seems about two textures dominate the area so I'll see if I can't use different skins on the same texture.
Quote:
Originally Posted by jonathan7
They look really good Fallen, very in keeping with the Jedi Enclave that we visit in K1, am I to presume these are connected the Jedi Enclave?
Thanks j7, but nope, not connected to the Enclave. It's actually the beginning module of the spaceport with the female Twi'lek receptionist seen early in the thread. (Page 4 I believe) That spaceport started off as just being completely made up by me, but playing through Kotor again when I did Bolook's murder investigation it talks about the Garang Spaceport on Dantooine and since you never visit it in the vanilla game, I decided to make this spaceport that spaceport. However, those pictures aren't really any good anymore because I'll most likely cut that module and move it into this one.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
That looks like the cut Vulkar base module to me. I could be way off, though. Amazing job! The desk does look very strange, yes, but that's the only weak bit. Solid work otherwise.
EDIT: Fairly sure I was wrong about this being the Vulkar base... I'm just confused now, haha.
That looks like the cut Vulkar base module to me. I could be way off, though. Amazing job! The desk does look very strange, yes, but that's the only weak bit. Solid work otherwise.
EDIT: Fairly sure I was wrong about this being the Vulkar base... I'm just confused now, haha.
Thanks, I found a way to get around the desk and the way I'm fixing it may actually work better with the plot.
Quote:
Originally Posted by LordDeathRay
That looks like the cut area from Dreshdae, correct?
You'd be right.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
Nice to see unused areas being re-purposed. Once you fix the desk, it'll be great!
Just to comment on an earlier post - regarding the takeoff from Garang Spaceport . . .
YouTube Video
Any chance that might be able to have the ship fly up and away when leaving the bay rather than aiming it down? Unless you have the landing pad building way up high in the air, it looks a bit like it's just falling off the landing pad as it currently stands. As Dantooine is a farm world, it might be odd to have an airport set up that way. (I'd think most of the buildings might be only one or two floors high there.)
As of 28APR13: I released a new small texture mod! Check it out here.
Last edited by Sith Holocron; 11-08-2011 at 06:51 PM.
Well, I just think that's just how the Sith freighter (from the Manaan modules) takes off. The animations made it that way. But I still agree nonetheless.
Forgive, but never forget. No amount of DLC can take back lying to your fan base. Trust is earned, not downloaded.
Nice to see unused areas being re-purposed. Once you fix the desk, it'll be great!
Just to comment on an earlier post - regarding the takeoff from Garang Spaceport . . .
YouTube Video
Any chance that might be able to have the ship fly up and away when leaving the bay rather than aiming it down? Unless you have the landing pad building way up high in the air, it looks a bit like it's just falling off the landing pad as it currently stands. As Dantooine is a farm world, it might be odd to have an airport set up that way. (I'd think most if the building might be only one or two floors high there.)
I never thought of that actually, good job SH. I should be able to fix it easily.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
(also, maybe change the armor; purple guy with yellow/gold armor = quite flashy, imo)
Thanks, and the armor is not permanent. Just something besides undies to slap on for a screenshot.
Quote:
Originally Posted by Qui-Gon Glenn
Looks like a nice sabre-scar across the bridge of his sniffer! Interesting, not the handsomest dude I have ever seen, but unique and detailed!
Thanks. I was going for more of a wrinkled veteran type look with this head, so he definitley wouldn't fall under the category of 'handsome'
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Originally Posted by Rinku
That's what it looks like to me. Nice work so far Fallen. You are definitely keeping the overall Dantooine feel with these area reskins
Thanks.
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Originally Posted by CptPriceless
Wow Fallen, this is simply awesome! Keep it up!
Thanks.
And now for a little update: I've started populating the reskinned module you see above and so far so good. I always anticipated doors to be a lot harder to place than they actually were.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
Since when does anybody like the the kotor weapon style?
Modules looking really good FG, looks like a serious stronghold of some kind.
Thanks
Quote:
Originally Posted by Warlord664
Very nice! I really do love thoughs area reskins!
Thanks.
Small update as I may not get to any modding today.....I just realized a fatal blunder in my youtube video posted above, and once I correct I will be taking down that video and posting a new one. As for modules and such, my work continues to progress on that module you see above and once I have everyone placed and their waypoints and stuff sorted out I'll move onto dialogues.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
Since when does anybody like the the kotor weapon style?
Hah, fair enough. (Personally, i never had a problem with them)
But even though the weapons do look nice in themselves, adding only those two and leaving the rest of the default weapons in, will only serve to make those two stand out and scream "modded!".
Anyway i already got the 'don't use it if...' line so...
Well, it's been some time since I posted on here and I really haven't gotten to any modding worth mentioning aside from hex-editing the above seen module. I'll try getting some stuff done this weekend but we'll see how it goes.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.