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Old 05-27-2012, 03:19 PM   #601
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Looks fantastic, Q! As always.


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Old 05-27-2012, 04:39 PM   #602
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Originally Posted by Slstoev View Post
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!
It's bright daylight at the moment; because I haven't added lightmaps yet. And it's easier to spot mistakes in my model. Expect it to get a lot darker soon

I've started to fix various bits and bobs in the model, slow going as some of the meshes just keep being faulty; plus discovering missing parts to
I hope to start rendering the lightmaps this week.

@everyone: Thanks for all the replies and support!!! I'll keep working on this.


TIQUILAAAAAAAA
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Old 05-27-2012, 04:57 PM   #603
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Old 05-27-2012, 06:43 PM   #604
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Beautiful work, Q! It looks even better than I imagined.



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Old 05-27-2012, 09:53 PM   #605
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A master piece Quanon! Once again, I can't wait for those awesome lightmaps.




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Old 05-30-2012, 01:09 AM   #606
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Just one bottle who's pretty big
It's obviously an alien life form. Give it a name and some dialoge and pretend like you meant it to happen. Years from now when people are still playing the game cuz of your great mods, they'll never remember this thread.

joe
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Old 05-30-2012, 09:42 AM   #607
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Thanks everyone, again, for all the nice comments.
Bit of sad news though. Lightmaps for the street area are not what they should be.
I guess I made a wrong step when I first tested them without lightmaps. I'll see if I can call in help from MagnusII.

Though not sure what's going on...


TIQUILAAAAAAAA
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Old 05-30-2012, 02:20 PM   #608
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Fair play to you old friend, theses areas are really shaping up to be something truly awesome!

Makes me feel like blowing the dust off of my modding tools and seeing if I've still got it in me to make something!

Great work!




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Old 06-04-2012, 08:45 AM   #609
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Loving those Nar Shaaddaa shots Q, nice to know advancements in KoTOR modding are still being made.

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Old 06-06-2012, 09:33 AM   #610
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Just popp'in in to put up a minor update. Lightmaps in the street area keep bothering me. I redid the whole bunch, but alas in vain. I think the crates I picked out of other kotor areas, to decorate my own area; are to blame.

Bit frustrated now; so I might start modelling another club, I need 4 anyway for my story And get back to the street area later when I'm less "GRRRRRRRRRRR"


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Old 06-06-2012, 03:27 PM   #611
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Best of luck, you talented trooper you.



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Old 04-19-2013, 04:33 PM   #612
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Boink, update time. I haven't stopped modding. Though been fighting with Lightmaps all this time. Saddly my street area kept being faulty. I've tried many things to get it fixed, but it only made things worse, far worse. As in making the game just crash and die on me. All of this was so frustrating I'm just making a new area. Learned a lot of the last area so things are going a long nicely.

So a first teaser is in order:

Show spoiler


Nar Shaddaa hasn't been the only project I've worked on. A few modders from the Holowan community are using my old Yavin 'jungle' areas; which I really enjoy. Fun news on that is I'm making new jungle areas. Which if all goes well, will look better and have lightmaps. Second fun bit is, I don't have plans to use these areas in a mod of my own. Once it works in the game, these will get packed and to be used freely by all you modders out there!

Been working on this thing to:
Show spoiler


TIQUILAAAAAAAA
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Old 04-19-2013, 04:56 PM   #613
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Just amazingly beautiful, Q. As always, you've outdone even your last, excellent effort.

Really looking forward to seeing more.



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Old 04-19-2013, 07:31 PM   #614
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Looking awesome! Those brand new jungle modules sound great as well.


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Old 04-19-2013, 08:00 PM   #615
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You're a professional, Q, you're just a god-damned professional...

Awesome work.



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Old 04-19-2013, 10:11 PM   #616
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More Yavin modules? Yessssssss!

I'll borrow some of those too.



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Old 04-20-2013, 12:02 AM   #617
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You've lost the Nar Shaddaa street area but did you lose the lounge portion of it too? That would be a shame as it was awe inspiring.

As long as I have your attention, could you send me the full sized version of your full sized Telos Citadel Station skybox? You only posted a smaller version before. (Better yet, you could upload the large version to Deadly Stream!)

Lastly, did you ever convince anyone to finish Scrapyard Games (Quanon's and Glovemaster's space station project)?




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Old 04-20-2013, 04:35 AM   #618
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Lovely models Quanon, as are all of your works.


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Old 04-20-2013, 06:35 AM   #619
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You've lost the Nar Shaddaa street area but did you lose the lounge portion of it too? That would be a shame as it was awe inspiring.
Only the street area is 'lost'; the model works perfect in the game, but without lightmaps its bland and I want quality. The lounge/ bars/ clubs are intact and work nicely as intended. Though there are a few minor errors in one of the club areas. But I consider that to be work for later. It's not breaking the mood and look of the club area.

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As long as I have your attention, could you send me the full sized version of your full sized Telos Citadel Station skybox? You only posted a smaller version before. (Better yet, you could upload the large version to Deadly Stream!)
I should have those files somewhere on my HD; I'll get to that asap; send it your ways to spread the 'love'

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Lastly, did you ever convince anyone to finish Scrapyard Games (Quanon's and Glovemaster's space station project)?
A very long time ago, I passed it on to D-stoney, but since then I never heard anything from him again... So it's just like... dead I guess :-S

@everyone: Thx for the support. Next time I'll try to show some of the jungle area. Don't expect this to be finished within a few months though. I'm a snail


TIQUILAAAAAAAA
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Old 04-20-2013, 08:37 AM   #620
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Can't find info on this but will the Red and Blue club be a modder's resource? Because it looks amazing.


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Old 04-21-2013, 07:00 AM   #621
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Can't find info on this but will the Red and Blue club be a modder's resource? Because it looks amazing.
Not at this time; I want to use it first in my own Nar Shaddaa mod; once, if that ever gets finished, I might give away the models to be used freely by the community.

Minor updates and as promised a glimpse at the Yavin thing, not much yet, but you might get an idea where I'm going.
Show spoiler


And some more shots on the nameless project. I made these awhile ago though. Work slowed down, because I can't get a good look for some of the smaller details for this area. I've tried various things, but I was never really pleased by it. So I let it rest for a bit.
Show spoiler


TIQUILAAAAAAAA
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Old 04-21-2013, 12:56 PM   #622
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Just simply glorious. Yavin looks very organic.



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Old 04-21-2013, 02:40 PM   #623
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The Yavin bit reminds a bit of Dxun, at least from the overhead shot. That nameless project also looks really cool.


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Old 04-24-2013, 11:36 AM   #624
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The Yavin bit reminds a bit of Dxun, at least from the overhead shot. That nameless project also looks really cool.
Héhéhé, that's no coincidence. I sort of 'copied' the ideas Obsidian used. The area sort of acts as an connector to possible other areas. See it as a hub from where the adventure gets a start


More work has crept into Nar Shaddaa. Working out lots of windows and facades for all the buildings. Getting there slowly, it's a bit of a boring work to do.
Show spoiler


TIQUILAAAAAAAA
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Old 04-24-2013, 12:13 PM   #625
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Dense. In a good way.



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Old 04-24-2013, 03:04 PM   #626
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Looking good. It seems like it'll be much more crowded than the vanilla Nar Shadda.


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Old 04-24-2013, 04:40 PM   #627
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A very long time ago, I passed it on to D-stoney, but since then I never heard anything from him again... So it's just like... dead I guess :-S
I believe Darth Insidious passed it on to me. As far as I have been able to check, the only thing left is programming and fine-tuning a combat mode and something about the dance floor. I simply haven't had time or a PC capable of running TSL.

Any inf/help/requests on that are welcome, by the way.


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Old 04-24-2013, 04:43 PM   #628
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And some more shots on the nameless project. I made these awhile ago though. Work slowed down, because I can't get a good look for some of the smaller details for this area. I've tried various things, but I was never really pleased by it. So I let it rest for a bit.
Show spoiler
Wow, that could be textured into Coruscant...


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Old 04-24-2013, 06:27 PM   #629
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I believe Darth Insidious passed it on to me. As far as I have been able to check, the only thing left is programming and fine-tuning a combat mode and something about the dance floor. I simply haven't had time or a PC capable of running TSL.

Any inf/help/requests on that are welcome, by the way.
lol I'm working on it too. quanon sent me the same files he gave stoney, maybe we can work together?


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Old 04-24-2013, 07:17 PM   #630
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lol I'm working on it too. quanon sent me the same files he gave stoney, maybe we can work together?
Sure! I'll have to get back to you through PMs on my schedule, though.


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Old 04-25-2013, 07:00 AM   #631
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lol I'm working on it too. quanon sent me the same files he gave stoney, maybe we can work together?
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Sure! I'll have to get back to you through PMs on my schedule, though.
Oh, dear I forgot I gave it to Darth Insidious aswell
Nice to see you guys team up. Looking forward to see the results. Hopefully this might finally see a release


TIQUILAAAAAAAA
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Old 04-25-2013, 09:10 AM   #632
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There have been quite a few people that have taken turns. All should be credited.




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Old 04-28-2013, 11:04 AM   #633
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There have been quite a few people that have taken turns. All should be credited.
That is a given, wouldn't want it any other way!

Minor update on the Nar Shaddaa streets. Fleshing out all the windows and entrances/ doors for the clubs, apartment and a shop. Some of them have taken up some more time to create then others.

Here's a sneak peak

Show spoiler


TIQUILAAAAAAAA
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Old 04-28-2013, 01:24 PM   #634
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I love your modules, this one looks to be coming along great :-). are those grey boxes for reference?


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Old 04-28-2013, 01:58 PM   #635
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Looks like a gloriously complicated layout!



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Old 04-29-2013, 02:16 PM   #636
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I love your modules, this one looks to be coming along great :-). are those grey boxes for reference?
Yes, those are the famous MAN_BOX things
They are roughly the size and bulk from a male character. Like that I know people won't knock their heads against a door post.

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Wow, that could be textured into Coruscant...
Héhéhé, smart one aren't you :-p

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Looks like a gloriously complicated layout!
It might look that way; but the walkable/ playable area isn't that big itself. It's always a balancing act how large/ long you make an area. Nobody want to walk several minutes just to get from A to B. But neither should it be to short as thing go to fast. So it's less exploring and discovering.

But lucky me I don't have to look far to see how to solve this or at least get a better idea what's suitable. The game itself is a prime example of how to do things ^_^


TIQUILAAAAAAAA
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Old 05-03-2013, 02:32 PM   #637
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Had a few brief modding moments this week. I kept adding to the Nar Shaddaa streets. Though this time it's more off indoor streets. I needed an entrance to my Underground club, but I didn't just wanted a door somewhere. This club is sort of remote, not really hidden but not just in plain site. So I added corridors and extra rooms.

These rooms are a bit like where the refugees are hiding at the docks in TSL. Nothing breath taking, but these extra spaces can easly be used by quests and such.

Show spoiler


The area is nearly done, 1 more door needs to be added. Then its more background buildings to flesh it all out and a skybox ofcourse

Looking forward to start texturing this thing.


TIQUILAAAAAAAA
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Old 05-03-2013, 03:54 PM   #638
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Looking great!


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 05-03-2013, 04:27 PM   #639
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Quote:
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It might look that way; but the walkable/ playable area isn't that big itself. It's always a balancing act how large/ long you make an area. Nobody want to walk several minutes just to get from A to B. But neither should it be to short as thing go to fast. So it's less exploring and discovering.
Yeah, I felt that balancing act taking place in your (unspeakably awesome) BoS
modules, especially the final tomb modules after the Korriban Wastes. Really gorgeous stuff, but not too much of it because it's just an avenue of transport.

Nice-looking rooms!



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Old 05-04-2013, 01:28 PM   #640
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Quote:
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Yeah, I felt that balancing act taking place in your (unspeakably awesome) BoS
modules, especially the final tomb modules after the Korriban Wastes. Really gorgeous stuff, but not too much of it because it's just an avenue of transport.

Nice-looking rooms!
Hehehe, that's like ages ago, but true :-) One of the areas was nothing more then a sort path to the temple. Had to make fun and impressive, else it would have rather been dull to walk across.


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