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Old 12-29-2011, 11:38 AM   #561
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I feel your pain Q......


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Just exactly what is a head-piece to the Staff of Ra?

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Old 12-29-2011, 02:51 PM   #562
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Old 01-05-2012, 03:15 PM   #563
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Heyo,

Luckily the festivities for the new year and christmas have passed; one can find some more time to do some modding. I've been doing further tests and some reading on the intrawebz about lightmaps.

I've found out it's rather easy to do a big UVWmap for lightmap purposes. And got to work to find out if it can be used for my own made areas. It's doable, I only found minor issues on my test room.

1 mesh gets skewed and the lightmap gets misplaced on certain parts. Why this happens isn't really clear to me. Still about that issue. Somehow I fear I'll need to alter my way on how I slice up my model. Which means I'll need to redo the lightmaps

And so far to do 10 tiny lightmaps for my R&B club it takes a big hour... depending on what meshes get rendered... I did 50 meshes in 5 to 6 hours.

It still remains a daunting task to do lightmaps for an area. My biggest concern is that you're so certain something will get f*****d up... And you're looking at redoing stuff again... Urgh, hate my love for 3D x-D

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TIQUILAAAAAAAA
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Old 01-06-2012, 08:00 PM   #564
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Hang in there! Those are some hella legit lightmaps.

[Non-Californian translation: those look really good.]



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Old 01-06-2012, 11:24 PM   #565
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I hate to publicly beg you for help Q, but I see that you are able to run the KAurora that exports modules with Lightmaps? Any chance you could run a model through it for me?

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Old 01-08-2012, 06:49 AM   #566
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Sure, pack it up and I'll give it a try. Not sure it'll turn out okay. So far I'm not having much succes to get an okay model out of it.


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Old 01-08-2012, 11:37 PM   #567
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Excellent..

Well, I've gotten okay models out of it, and Sithspecter even got all of the models I sent to him exported with lightmaps and it looks pretty dang cool...

problem is that the game only seems to want to render 1 section at a time, which ends up being an issue...

I'll send it your way Q

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Old 05-05-2012, 01:46 PM   #568
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Back!

Hey,

Been awhile since I posted something in here. Has it reasons though, lots of changes in my personal life, which all took their time to get sorted out. Moving in with the misses Q being a big one

Beside that, other hobby things demanded my attention; but, ahum, you're not here to hear my excuses! Q has some minor progress on those new city area models.

Kaurora has been particular good at destroying my area models, so much so, I lost hope of ever getting into the game properly. Though I kept on trying, switching back to an older version, so that means NO lightmaps.

I know, that's a killer, but that's how it is.
Enough letters, picture time

First up, failures & examples of Kaurora mangling my poor models :'(
Show spoiler


Using an older version of Kaurora I found out some meshes caused faults, because of their UVWmaps. I fixed it, well sort of fixed it. All 3D looks like it should. Now only to fix 90% of UVWmaps themselves. But, hey, it's progress!
Show spoiler


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Old 05-05-2012, 02:42 PM   #569
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A shame about the lightmaps, Q, but the areas look amazing as always. Keep up the good work.



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Old 05-05-2012, 05:02 PM   #570
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Quote:
Originally Posted by Darth InSidious View Post
A shame about the lightmaps, Q, but the areas look amazing as always. Keep up the good work.
I figure I can always add lightmaps later on. But it's a real 'hard' job on my computer to render it all out. I guess game developpers have some heavy duty sets at their offices to do just that sort of thing.

Anyways, I hope to entertain a bit more reguraly from now on


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Old 05-05-2012, 06:46 PM   #571
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The levels look really solid, but I remember all the enormous work you did on the lighting in that bar - a shame. Good luck!



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Old 05-08-2012, 02:57 PM   #572
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Sad news, somehow Kaurora just truely HATES me. Was working on fixing the textures of my area. And just that somehow broke it... I have no clue whatsoever I have might done wrong...

Uck, at this point I think I'll just call it quits on area modelling for now. I've got a few requests from other modders anyway. I'll focus on those, so I can at least enjoy something being completed and working!

Frakking little programs x-D


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Old 05-12-2012, 07:11 AM   #573
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Just saw the post, Those look AMAZING keep it up
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Old 05-13-2012, 02:48 PM   #574
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Hey,

Good news people. I got in contact with MagnusII, the magnificant programming wizard and he adjusted Kaurora again. I was really losing hope, hence my last post here on this thread, to get things working in the game.

So I asked if MagnusII could have a look; and he did. Where before there was a broken model with awfull mangled textures I now have a nearly perfect working model in the game! Just one bottle who's pretty big

Have a peek!
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Old 05-13-2012, 02:50 PM   #575
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That's a big bottle. Maybe you could use it as scenery or something (or hang it on the wall XD)?



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Old 05-13-2012, 03:34 PM   #576
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You could take it and turn it right side up or down then place it into the side a wall and there you have some Lab chemical chamber. You can always find a way to re use items and textures to bring new life to it. =)
Just a matter of playing with it.

Great job !

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Old 05-13-2012, 03:51 PM   #577
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That. Is. Awesome.
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Old 05-13-2012, 05:55 PM   #578
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HAHAHAHA that is one huge bottle. I'm glad Magnus could work his magic for you! I hope those glorious lightmaps can be preserved.



Thank you Gorgod.
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Old 05-14-2012, 11:41 AM   #579
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Quote:
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That's a big bottle. Maybe you could use it as scenery or something (or hang it on the wall XD)?
Héhéhé, haven't thought of that. I made some commercial signs for the other area; but not something like that

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You could take it and turn it right side up or down then place it into the side a wall and there you have some Lab chemical chamber. You can always find a way to re use items and textures to bring new life to it. =)
Just a matter of playing with it.

Great job !
Thanks, so far there are no drug labs involved in my little story. It's all about tapes

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That. Is. Awesome.
Thank you ^_^

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HAHAHAHA that is one huge bottle. I'm glad Magnus could work his magic for you! I hope those glorious lightmaps can be preserved.
I'm pretty pleased aswell Magnus came back and saved the day. I'll be messing about with lightmaps soon enough. Though it's time consuming to render it all out.


Now for an update. Remember the Red&Blue club? I showed off some renders a couple of posts back in time. This time I can show it in the game! Pretty pleased how it looks. It's a bit bright now, due to no lightmaps. But hey, that newer Kaurora is very powerfull stuff.

Show spoiler


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Old 05-14-2012, 12:07 PM   #580
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WOW! This is truly amazing. Are you a pro?


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Old 05-14-2012, 01:29 PM   #581
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Beautiful stuff, Q!



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Old 05-14-2012, 05:40 PM   #582
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While you are at all of this amazing modding, would mind shaving Atton
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Old 05-14-2012, 05:53 PM   #583
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Amazing!


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Old 05-14-2012, 06:46 PM   #584
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Really awesome stuff! Though I do miss thoughs amazing lightmaps.




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Old 05-14-2012, 08:59 PM   #585
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HOLY MOLY! Those glow effects are gorgeous! Congratulations!



Thank you Gorgod.
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Old 05-16-2012, 01:19 PM   #586
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LIGHTMAPS LIGHTMAPS LIGHTMAPS!!!

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Originally Posted by Warlord664 View Post
Really awesome stuff! Though I do miss thoughs amazing lightmaps.
Quote:
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HOLY MOLY! Those glow effects are gorgeous! Congratulations!
Well, you guys are in luck! I've spend most of my day tinkering on this. Did another search on the intrawebz; digged up new and helpfull little tool and tips on creating lightmaps.

Then it was all about making sure NWmax would export it correctly and checking if Kaurora didn't crash. To my great relief both of those went A OK.

Which gave this great looking result in the game! My own made area model with working lightmaps! YIPPIE

THere's still a big bottle and one mesh seems to have dissapeared
But that doesn't spoil my fun. I'm certain I can get it back to work as it should

Enjoy the pictures

Show spoiler


TIQUILAAAAAAAA
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Old 05-16-2012, 01:44 PM   #587
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YES!!!! Your post just made my day. The lightmaps give the module it's full epicness.




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Old 05-16-2012, 01:59 PM   #588
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That is some epic eye candy!


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Old 05-16-2012, 04:24 PM   #589
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Niiiiice.

Though that bottle looks... odd... sideways
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Old 05-16-2012, 05:07 PM   #590
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The bottle needs a ship inside it=)

A pirate ship,..or maybe a mini ebonhawk model,..or another kotor ship lol


Great work!!

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Old 05-17-2012, 07:04 PM   #591
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Yep. Just yeah. Yes.

Lightmaps rule.



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Old 05-19-2012, 08:22 AM   #592
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WOAH! Q those pics look downright awesome.

Quote:
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The bottle needs a ship inside it=)

A pirate ship,..or maybe a mini ebonhawk model,..or another kotor ship lol


Great work!!
Hehehe This :P





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Old 05-19-2012, 11:27 AM   #593
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Looks stunning, Q! Can't wait to try it out in-game.



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Old 05-19-2012, 01:04 PM   #594
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MOR LIGHTMAPS!

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Looks stunning, Q! Can't wait to try it out in-game.
You'll all have to have some patience for that. I"ll start working on the street area soon enough and that's quiete a beast.

But before that, first a neat preview of the Red&Blue Club with LIGHTMAPS!
And it looks nice, even if I say so myself

It's just so awesome how those lightmaps bring more energy and life to an area. I feel tempted to go back to my Korriban leves and add in lightmaps there aswell. But, first Nar Shaddaa, then other projects

Enjoy the pictures! Do mind, somehow the screenshots where very dark, I had to do some Photoshop magic to make them less dark. But that enhanced the glowing in the screenshots. It's not exactly like that in the game, but it's close enough
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Old 05-19-2012, 01:25 PM   #595
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Looks amazing!


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
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Old 05-19-2012, 06:42 PM   #596
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Wow. The floors just pop now. Simply amazing.



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Old 05-27-2012, 08:29 AM   #597
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NarShadda Streets

Heyo,

Time for another update. You all now the street model I've been working on? Well it's in the game, took me awhile to get it there, it's a huge model, plus it's sliced up into 8 parts. Skybox is missing at the moment and no lightmaps yet, but I can run around smoothly.

Just to kick out some faults in a few meshes here and there, mostly it's the commercial signs that go 'crazy'. Anyway, let me show some snapshots!

Show spoiler


TIQUILAAAAAAAA
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Old 05-27-2012, 11:45 AM   #598
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Looking good man


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Old 05-27-2012, 02:14 PM   #599
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Oh my word. That is beautiful. Totally nailed the Nar Shaddaa feel. Amazing work, as always. Totally amazing.



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Old 05-27-2012, 02:57 PM   #600
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For me this seems to be more like the Coruscant underworld, i.e. Coruscant's lower levels. I think it needs a little more dark to it and some long holes that you can fall for hours in. This area would work for both planets because it's so amazing!


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