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View Poll Results: How long should the transition take for night to day and vice-versa?
5-10 minutes 3 11.54%
15 minutes 15 57.69%
20-30 minutes 8 30.77%
Any amount of time afterwards... 0 0%
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Thread: TSL:The Night and Day Mod
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Old 02-25-2012, 04:04 PM   #1
Fair Strides 2
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TSL:The Night and Day Mod

This thread is to announce, not a request, but an actual work in progress. I got some jedi insight when thinking about that Nar Shadaa Skybox mod that made it "Day".

Then, I contacted Mandalore at Deadlystream to chat it up. If he can get the scripts to function, it's up to me to do the skins for each planet. Right now it's for TSL only, because the only skies I can find in K1 in KotorTool are Taris and Tatooine.

I'm here at LF both to inform you of the current work-in-progress and to ask for your opinions on what to skin in for each planet, suggestions on how you would like something done, and to ask any modeler's who see this to contact me if they think they can help me with something that I need/want done for this mod.

Here's a look at Korriban (though I need to blend the sky better. In-game you can visibly see where the color changes hue/shade.):

Show spoiler

Last edited by Fair Strides 2; 02-26-2012 at 06:21 PM.
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Old 02-25-2012, 04:08 PM   #2
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So basically it'll make it look like its day time?
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Old 02-25-2012, 05:07 PM   #3
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I like this. I've always thought that KotOR should have night/day cycles. I can give you the names of the rest of the KotOR skybox textures if you want.



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Old 02-25-2012, 05:21 PM   #4
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Originally Posted by Sithspecter View Post
I like this. I've always thought that KotOR should have night/day cycles. I can give you the names of the rest of the KotOR skybox textures if you want.
Really?! Thanks! In K2, the skies are in the ERF texture packs, and right Under the letter that sky's planet is. In K1, I couldn't find them.
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Old 02-25-2012, 05:54 PM   #5
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Originally Posted by Fair Strides 2 View Post
Really?! Thanks! In K2, the skies are in the ERF texture packs, and right Under the letter that sky's planet is. In K1, I couldn't find them.
K2 names most texture files for planets starting with a abbreviation of the planet name. K1's area textures are all under the 'L' menu, labeled as:

LDA - Dantooine
LKO - Korriban
LHR - Endar Spire
LTR - Taris
LTA - Tatooine
LSI - Sith Base/Leviathan
LMA - Manaan
LKA - Kashaayyk(Skybox labeled 'trees')
LRK/LUN - Unknown World
LSF - Star Forge
LYV - Yavin

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Old 02-25-2012, 06:01 PM   #6
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Originally Posted by Rtas Vadum View Post
K2 names most texture files for planets starting with a abbreviation of the planet name. K1's area textures are all under the 'L' menu, labeled as:

LDA - Dantooine
LKO - Korriban
LHR - Endar Spire
LTR - Taris
LTA - Tatooine
LSI - Sith Base/Leviathan
LMA - Manaan
LKA - Kashaayyk(Skybox labeled 'trees')
LRK/LUN - Unknown World
LSF - Star Forge
LYV - Yavin
Thank You! I'll release TSL when it's done, then K1, then a compilation.
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Old 02-26-2012, 02:46 AM   #7
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I agree that kotor should have had day night cycles, but will this only happen when you're in the module, so that when you leave/reenter it will reset? I think that the cycle should go on for a longer period of time, say 30mins, but continue to cycle while you're not in the module. Also, they would all need to start at the same time, and go at the same rate, otherwise you might get a situation where, on tatooine, anchorhead is in night, but the dune sea is in daylight, which obviously wouldn't make sense.

Anyway good luck and I for one will be a definate downloader


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Old 02-26-2012, 07:21 AM   #8
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Hi, I'm the Mandalore in question who's doing the scripting, and I'll be sure to consider that when making things work. I'll also have to take into account size of planet for the orbits, distance from sun, relative position to other planets, etc...


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Old 02-26-2012, 07:37 AM   #9
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great, it looks like youre putting a lot of work into this, looking forward to it


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Old 02-26-2012, 09:34 AM   #10
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This is a really good idea, but I honestly think instead of 20 - 30 min it should be like 15.


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Old 02-26-2012, 11:14 AM   #11
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What are you doing about the lightmaps? Wont it still appear light even if the textures show its night?
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Old 02-26-2012, 01:30 PM   #12
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What are you doing about the lightmaps? Wont it still appear light even if the textures show its night?
I thought about this and am definitely open to suggestions.

Also, can somebody give me some help for Manaan? I got a real nice sunset going in Photoshop, but in-game it won't appear. Here is an image of the sunset:
Show spoiler


In-game, the only thing I see is possibly a green film on the horizon.

Also, in reply to the other comments, I could do something that could be seen as being a jerk to Mandalore or overly thorough. In some EU books after Episode 6, Dark Force Rising to be exact, it mentions "Point five past lightspeed" in hyperspace. That equals out to 450,000 km per second. Also in the EU, in the Black Fleet Crisis trilogy, Lando mentions the galaxy as being 20,000 lightyears across. I can do the math, scale it onto the Galaxy map, and then give the figure for the travel time between planets.

Last edited by Fair Strides 2; 02-26-2012 at 06:20 PM. Reason: Spioler tag addition
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Old 02-26-2012, 04:10 PM   #13
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Wow


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Old 02-26-2012, 06:53 PM   #14
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Originally Posted by Fair Strides 2 View Post
Show spoiler
Looks great


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Old 02-26-2012, 06:57 PM   #15
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Is this going to be a thing where it gradually turns from day into night and vise versa? because AFAIK, that's going to be difficult....

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Old 02-26-2012, 07:12 PM   #16
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Is this going to be a thing where it gradually turns from day into night and vise versa? because AFAIK, that's going to be difficult....
There's a poll at the top....


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Old 02-27-2012, 03:36 AM   #17
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I will be interested how you deal with the lightning on Malachor V. Hopefully, you'll be able to at least increase the resolution of that particular skybox.




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Old 02-27-2012, 07:55 AM   #18
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I will be interested how you deal with the lighting on Malachor V. Hopefully, you'll be able to at least increase the resolution of that particular skybox.
Are you referring to the green glow all around on Malachor? Because I don't remember any sun around there...
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Old 02-27-2012, 08:11 AM   #19
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Originally Posted by Fair Strides 2 View Post
could be seen as being a jerk to Mandalore or overly thorough
It won't be. Computers and astrophysics is pretty much everything I enjoy in life, that's a great idea.


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Old 02-27-2012, 09:36 AM   #20
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Quote:
Originally Posted by Sith Holocron View Post
I will be interested how you deal with the lightning on Malachor V. Hopefully, you'll be able to at least increase the resolution of that particular skybox.
Corrected.




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Old 02-27-2012, 04:58 PM   #21
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Corrected.
Okay, that makes more sense. I can try to see what I can do about it. I wasn't actually expecting to do anything to the ones in space, like Citadel Station, Yavin IV, the Star Forge, or the Leviathan. I mean what are you gonna see in space? Malachor, though, has some lighting.
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Old 02-27-2012, 05:03 PM   #22
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I was thinking more of the lines that the Malachor V skybox is animated - and it show lightning flashes in it. If you're thinking about adding day and night cycles, how will you deal with having lightning occur during the day. Also, does Malachor V even need a daylight cycle as too much light might spoil the spookiness of the set.




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Old 02-27-2012, 05:12 PM   #23
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I was thinking more of the lines that the Malachor V skybox is animated - and it show lightning flashes in it. If you're thinking about adding day and night cycles, how will you deal with having lightning occur during the day. Also, does Malachor V even need a daylight cycle as too much light might spoil the spookiness of the set.
Now, I wasn't actually going to brighten Malachor up, just sharpen it a little bit. Also, that animation thing wouldn't happen to be the issue for Manaan' ocean, would it? I saw mention of animations and skyboxes concerning Telos a while back to support that.
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Old 02-27-2012, 05:17 PM   #24
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This looks awesome though I'm kind of glad it's not what I thought it was when I first saw it. I have a neat trick up my sleeves for some of my sote areas...
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Old 02-28-2012, 12:00 PM   #25
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What did you think when you first saw it?


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Old 02-28-2012, 02:29 PM   #26
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Very good Fair Strides 2, I aslo believe the game should have day/night cycles from the beginning. I really would like to see how this turns out!


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Old 06-25-2012, 03:00 PM   #27
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Seeing as how you're supposed to have spent weeks on Dantooine and a few days at least on Taris, this is a really good idea. Keep it up!


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Old 06-25-2012, 05:58 PM   #28
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Fair Strides will be without internet for a while so your patience will be required.




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Old 06-27-2012, 01:03 PM   #29
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This is a really awesome idea! Keep up the great work.





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Old 10-08-2012, 01:32 AM   #30
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Mod Progress Screenshots

Extracted From DeadlyStreams Post:

Been making some good progress on the mod. FairStrides is unfortunately without internet until further notice, so as it stands, we'll need some coding and scripting to get the .tga's to time properly and/or allow more advanced features such as dynamic time progression in cells and time-based sound effects.

I am still working as hard as I can on the texture generation as of late, but I have a small problem that requires the input of the community; Are the texture dimensions 3072x2048 too large for the game engine to handle? My computer seems to be having difficulty processing it, but I need to know to be sure.

Basically if this is the case, I'll have to downgrade from 24 hours (24 frames) to 12. (or lower if need be :|)
__________________________________________________ _______________

Aanyway, I have a few screenshots of some work I've done on the Dantooine skybox including a morning, evening, day, and night. (Images are in the normal progression from day through to night) The images were also taken before I had properly timed the lightmaps to animate slower, so some darker parts have a lighter sidewalk

There are actually more phases, but I didn't want to bog my Kotor folder with extra images just to show all 24.



spoiler:



spoiler:


spoiler:


spoiler:


spoiler:


spoiler:


spoiler:


Also, I'll be varying the saturation of some of the slides, but the images are for the overall look and not bonafide realism...yet.
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Old 10-08-2012, 01:37 AM   #31
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This sir, is kriffing brilliant! It's nice to see that you changed the area textures to reflect the amount of sunlight in the sky.

(Excuse the pun)

Keep it up!



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Old 10-08-2012, 02:25 PM   #32
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looks great.

The only thing I see is the night time with the star map- it looks like your in outer-space.

I would say- look at these images below
Mainly the number of stars is what i believe is creating the image of the planet has not atmosphere.

From looking at the images I posted. It looks like the sky line/horizon as a glow. This and a few less stars might help.

keep up the great work

http://www.dimijianimages.com/More-p...ar-gallery.htm

http://2.bp.blogspot.com/-fNA3tSDc8o...y-5%5B1%5D.jpg

http://img.ezinemark.com/imagemanage...-of-spain.jpeg

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Old 10-09-2012, 03:39 AM   #33
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Thank You both for your kind words.
Also I appreciate the information about night skies having at least some ambient light. I've lived in urban areas for most of my life, so I typically imagine an unspoiled night sky as being all-but spotless blackness with an overbearing amount of stars. I'll definitely use those references to good effect!
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Old 10-11-2012, 04:47 PM   #34
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my god, this is just awesome i hope after you've done with k1, you'll do a tsl version also so both games gets boosted glad it finally getting somewhere!


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Old 10-11-2012, 07:01 PM   #35
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Amazing concept/idea dude ... really ...

looks great so far ... now ... how many textures are we talking about here?
additional textures besides the default game ones I mean? how heavy, I wonder??

keep up the awesome work

P.S. by the way, 15 minutes transition for me, already voted


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