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Old 03-08-2007, 11:50 AM   #41
rictus135
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Im pretty sure it is illegal from something Darth333 said a while back (she is a lawyer remember), and the problem isn't so much with the developers who would probably love to see the community finish off what they didn't get to, but with the publisher LucasArts. I think its on general principle, they don't want people using their products to make new games that they themselves may oneday want to publish. And while restoration isn't creating a new game as such, the principle still stands.

But little of that really matters, it all comes down to whether LucasArts chooses to turn a blind eye to it. So long as you don't try and make a profit it of it, I doubt they would bother shutting you down. But if you DO get contacted by lucasarts asking you to stop, you had better do it quick smart. I wouldn't want to p*ss off a huge corperation!


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Old 03-09-2007, 01:32 AM   #42
Darkkender
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As long as there is no porting from one game such as from K1 to K2 or vica versa it's not illegal to do these restoration mods. Your TSL restoration project uses content from the Xbox version that got cleaned out of the PC version. Also the cut modules from TSL that were in the Xbox version but taken out of the PC version have been available for download at more than one site since shortly after the release of the PC version of TSL.

The points of legality that have been discussed by Darth333 has been about the overall legality of modding the Kotor games and on the topic of porting content from one game to the other. There has not been outright locking of threads by moderators or warnings that the topic cannot be discussed at the forums here when it comes to the topic of Xbox content vs PC content, this would lead me to beleive you are taking points that Darth333 has made out of context from a different topic unto itself.


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Old 03-10-2007, 12:04 AM   #43
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Update...

Hey everybody, I just wanted to inform you all that we are soon going to be starting on this modification and that we do appreciate all of your support.

Also, we are still looking for people to fill these following jobs in the team...

*The jobs in bold are the ones we need people most in*

Scripters/Programmers
LipSync Editors
Area Specialists

We look forward to working with all of you.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 03-11-2007, 03:57 AM   #44
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I can fill in where I can as a Scripter SR.


Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
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Old 03-11-2007, 11:09 AM   #45
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Master Zionosis has restored the Iriaz to Dantooine, it can be found here until it has been added to the download page: http://team-jawa.kotor2files.com/sto..._Fix_Final.rar

Well done MZ!


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Old 06-17-2007, 01:45 PM   #46
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Quote:
Originally Posted by glovemaster
Master Zionosis has restored the Iriaz to Dantooine, it can be found here until it has been added to the download page: http://team-jawa.kotor2files.com/sto..._Fix_Final.rar

Well done MZ!
It seems to be down right now... would like to download that.

Well this is the first I heard of this. We all know of the Sith Lords Restoration Project but not one for KOTOR (I didn't think much was needed in the way of restoration). Though small things like the Iriaz creatures on Dantooine should have been in the final game as well as stuff like a proper Revan robes, Bandon armor and the like. I hope there is not much in the way of mod conflicts... but Im getting ahead of myself. While it will probably not be as large as the restoration project for TSL by Team Gizka, it will take time for your mod to be done. I'll be waiting! Good luck Team Jawa!
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Old 06-17-2007, 01:54 PM   #47
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Quote:
Originally Posted by DarthMaphisto86
It seems to be down right now... would like to download that.
SithRevan has since changed the folder name in which the files are hosted.

The new link for the Iriaz module fix is here: http://team-jawa.kotor2files.com/OPS..._Fix_Final.rar

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Old 06-17-2007, 09:07 PM   #48
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As I said on the boards, I have an Elassa datapad (also scripted as a computer entry), for my own use, I'll pass it along if you want it. Using Darth 333's warp band, I also added an entry to the Vulkar base computer to get you to the "hidden" level.

Adding the unfortunate fate of Belaya and some appropriate Juhani dialogue will not be hard. I may mod that on my own and pass it along.

I'm not sure how kosher they are to share, as I did cook them up for my own use.


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Old 06-17-2007, 10:49 PM   #49
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Oh, I was never aware of this project. Sounds like a great idea, though. Though, as a newcomer, I'd like to be able to read the past progress reports that you mentioned.


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Old 06-17-2007, 11:15 PM   #50
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Unfortunately, that K1RP seems to have ground to a halt almost before it started. As far as I can tell from their forums, nothing is going on
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Old 06-17-2007, 11:41 PM   #51
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Quote:
Originally Posted by qui_gon_glenn
Unfortunately, that K1RP seems to have ground to a halt almost before it started. As far as I can tell from their forums, nothing is going on
Actually we are still operational. We just have been taking things slow... very slow. Never the less though we are still doing it.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 07-16-2007, 02:10 AM   #52
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Cheers! Hope everything works out! I really wanted to see Sleheyron ever since I found out that it was part of some cut content in KOTOR 1... I wonder if you can free the slaves? Or keep them under the Hutts iron-fisted rule! I guess I'm just going to have to wait... Good luck!


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Old 08-08-2007, 04:09 PM   #53
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Well I know it been a while since there has been a post or really anything coming out of this project... but I do want to assure you that we are still doing this and I have come here to ask if any of you would be interested in helping. After seeing some of the more daunting tasks that we have I've decided that the team I have, even though they are very good at what they do, is still not enough. So to get to the point I'm looking for new additions to add to the team so we can get this done fast and efficiently, here are all of the avilaible positions and how many spots are open in the said position...

Area Designers:
3-4 spots availible

Programmers:
2-3 spots availible

Reskinners:
3-4 spots availible

Modelers:
1-2 spots availible

Scripters:
5-6 spots availible

Dialog Editiors:
3-4 spots avalible

Voice Actors: (You must be able to imitate the characters from the game WELL)
5 or more spots availible

Lipsync Editors:
1-3 spots availible

Please remember though before you join us that this is a job and it will be treated as such which means you will need to have the time and determination to get it done. Also, please do not try to join us if you do not know what you are doing. I know this is a little harsh to say but you'll just slow us down even more if you join us and have absolutly no idea what you are doing.

Thanks everyone and I hope to see some of your submissions to join the project soon.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-08-2007, 04:59 PM   #54
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Well I know how to model and have successfully exported my work into Kotor before.
I'd be very interested in taking a modeling position if you'd take me, but first I'd like to know what is required of the position?
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Old 08-08-2007, 05:02 PM   #55
SithRevan
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Quote:
Originally Posted by Adelphus
Well I know how to model and have successfully exported my work into Kotor before.
I'd be very interested in taking a modeling position if you'd take me, but first I'd like to know what is required of the position?
Well the position may require you to model large things... like areas. We plan on building Sleheyron and possibly some other planets or areas.

Also, if you want the position you'll need to send me a sample of your work through the PM system here. I need to make sure it's up to the standards we need it at.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-08-2007, 05:05 PM   #56
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Buildings, statues, etc? I think I could handle that.

since I have some time right now, and max is open lol Is there anything you'd like to see in particular as an example?
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Old 08-08-2007, 05:09 PM   #57
SithRevan
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Quote:
Originally Posted by Adelphus
Buildings, statues, etc? I think I could handle that.

since I have some time right now, and max is open lol Is there anything you'd like to see in particular as an example?
Pretty much. Also, grounds and stuff like that... but I guess that is a given.

Something that stands out... like a landscape or a building, something like that would work.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-08-2007, 05:10 PM   #58
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Alright then, I'll send a PM with a few renders when I'm finished
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Old 08-08-2007, 05:12 PM   #59
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Quote:
Originally Posted by Adelphus
Alright then, I'll send a PM with a few renders when I'm finished
Awesome, I look forward to seeing them.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-09-2007, 12:42 PM   #60
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ehh, "Voice Actors: (You must be able to imitate the characters from the game WELL) 5 or more spots availible"...

Don't go there please, it won't be good in the end to try to imitate the voices. That's my opinion at least, but it's your mod so i don't have so much to say^^
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Old 08-09-2007, 12:58 PM   #61
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Quote:
Originally Posted by Lantzen
ehh, "Voice Actors: (You must be able to imitate the characters from the game WELL) 5 or more spots availible"...

Don't go there please, it won't be good in the end to try to imitate the voices. That's my opinion at least, but it's your mod so i don't have so much to say^^
Well trust me if we don't have to do new VO's for the characters we won't. I know nobody can sound exactly like them and that is why I said you need to only be able to imitate them "WELL."


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-09-2007, 01:04 PM   #62
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Quote:
Originally Posted by SithRevan
Well trust me if we don't have to do new VO's for the characters we won't. I know nobody can sound exactly like them and that is why I said you need to only be able to imitate them "WELL."
Don't know if I still need to sign-up somewhere .
And not sure if Glove-Master mentioned I would glady join the team , as some-sort texture / 3D artist ( you'll have to take random chaos and madness aswell )

And I'm almost finished working on the Coruscant mod from Coola.

But since GM is out somewhere in France I'm kinda lost on what to do ,( allthough I'm now on to tackling creating new rendered and walkable area, but that's another thread)

Anyway , been busy drawing some concept on Sleyeheron ( spelling :s )

Just shooting off this all , lalallalalalal , going nuts

So I just want to know if I'm in or not

~Q


TIQUILAAAAAAAA
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Old 08-09-2007, 01:19 PM   #63
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Quote:
Originally Posted by Quanon
Don't know if I still need to sign-up somewhere .
And not sure if Glove-Master mentioned I would glady join the team , as some-sort texture / 3D artist ( you'll have to take random chaos and madness aswell )

And I'm almost finished working on the Coruscant mod from Coola.

But since GM is out somewhere in France I'm kinda lost on what to do ,( allthough I'm now on to tackling creating new rendered and walkable area, but that's another thread)

Anyway , been busy drawing some concept on Sleyeheron ( spelling :s )

Just shooting off this all , lalallalalalal , going nuts

So I just want to know if I'm in or not

~Q
Well all you really need to do is signup with the forums and then pretty much do what you are doing. We do need some concept and ideas for Sleheyron and we definitely need the lightmap/walkmesh problems worked out.

Anyway PM me and I will give you more specifics on what your job will be.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-09-2007, 05:22 PM   #64
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To be honest, Im torn between strong urges to help and the stark realism. I love what you are doing here, regardless. If I may, Id like to ask a few questions to clarify the situation for me.

- From what I understand, assets from Sleheyron are exceedingly sparse. What assets were found in the deep cavities of the Xbox version? Are there any modules in any form, or anything of interest, that survived?

- How is progress on the Tatooine Rakatan Temple modules? From my own investigation into them, I found that necessary tweaking was needed on the walkmesh, and a much more appropriate lightmap that, and some actual game content, although that is far easier given a good writer. To my understanding, magnusll has made great progress in the creation of custom walkmeshes, but lightmaps remain uncracked. Is this the only major hurdle left?

- Looking at the Czerka Office/Depot on Korriban which seemed at one time to be accessible through the door on Dreshdae (and cant be selected) seems to be largely complete. All that I could see is needed as far as making a solid module is some tweaking with the walkmesh, although I might be wrong. What progress has been made here?

- It is my understanding that all that stands in the way of creating custom/new modules is the uncracked lightmap format. Am I correct, or is there more?

Last edited by southern_fox; 08-09-2007 at 05:34 PM.
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Old 08-09-2007, 05:36 PM   #65
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Quote:
Originally Posted by southern_fox
To be honest, Im torn between strong urges to help and the stark realism. I love what you are doing here, regardless. If I may, Id like to ask a few questions to clarify the situation for me.

- From what I understand, assets from Sleheyron are exceedingly sparse. What assets were found in the Xbox? Are there any modules in any form that survived?

- How is progress on the Tatooine Rakatan Temple modules? From my own investigation into them, I found that necessary tweaking was needed on the walkmesh, and a much more appropriate lightmap that, and some actual game content, although that is far easier given a good writer. To my understanding, magnusll has made great progress in the creation of custom walkmeshes, but lightmaps remain uncracked. Is this the only major hurdle left?

- Looking at the Czerka Office/Depot on Korriban which seemed at one time to be accessible through the door on Dreshdae (and cant be selected) seems to be largely complete. All that I could see is needed as far as making a solid module is some tweaking with the walkmesh, although I might be wrong. What progress has been made here?

- It is my understanding that all that stands in the way of creating custom/new modules is the uncracked lightmap format. Am I correct, or is there more?
Most of what you said is practically dead on.

The only thing I can see that needs answering is Sleheyron, there is nothing model or module wise of it, only a few lines in the dialog.tlk file.

As for custom modules, you are also correct, now that the walkmesh's have been partially resolved, all that remains is lightmaps.

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Old 08-09-2007, 05:37 PM   #66
SithRevan
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Quote:
Originally Posted by southern_fox
To be honest, Im torn between strong urges to help and the stark realism. I love what you are doing here, regardless. If I may, Id like to ask a few questions to clarify the situation for me.

- From what I understand, assets from Sleheyron are exceedingly sparse. What assets were found in the Xbox? Are there any modules in any form that survived?

- How is progress on the Tatooine Rakatan Temple modules? From my own investigation into them, I found that necessary tweaking was needed on the walkmesh, and a much more appropriate lightmap that, and some actual game content, although that is far easier given a good writer. To my understanding, magnusll has made great progress in the creation of custom walkmeshes, but lightmaps remain uncracked. Is this the only major hurdle left?

- Looking at the Czerka Office/Depot on Korriban which seemed at one time to be accessible through the door on Dreshdae (and cant be selected) seems to be largely complete. All that I could see is needed as far as making a solid module is some tweaking with the walkmesh, although I might be wrong. What progress has been made here?
Well we did go into the Xbox and, very unfortunately, no more content then what we hadn't already found in the PC version was discovered. So with Sleheyron we are taking a whole new approach, we plan on building it from some of the Alpha stage teaser shots that BioWare put out and basically building the whole are from scratch.

Now the Rakatan temple is a different story, we haven't gotten much done on it yet becuase of the amount of things that need to be done before we can get to it. You are right however that the Walkmesh and Lightmaps do need some tweaking, we, like I said, have not gotten around to that yet.

Yes, Lightmaps right now are about the only thing we have left to hurdle over, which we will do... eventually.

That module actually looked pretty okay to me, and the only problem with the walkmesh was the fact that the creator of that mod, Darth InSidious, used another area's .git file to make it so it still had invisible placeables, doors, and characters in it. That is why the floor is so glitchy in some spots. Now as for putting this in Dreshdea... that is a little more complex. I think that it was not supposed to be a seperate module but a module that was connected onto the area and BioWare never got around to it. We will have to see though. We still have not getten that far on this project yet.

I hope that answers all of your questions.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-09-2007, 06:29 PM   #67
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Thank you both for answering so promptly.

I'll gladly contribute to the project as an extra hand. If Quanons adding his exceptional artistic skills, I will add my writing. I desire this project to succeed, and I feel that it could enhance an already excellent storyline.

Personally, I don't feel that lightmaps will remain elusive forever and it seems that progress is being made in that direction by magnusll. With this resolved, creation of new modules becomes a tremendous creative possibility with no equal. That, I feel, is important and the immediate goal of this. With that one breakthrough, much can follow.

I already have a few in-depth notes typed up regarding scripts and content for Sleheyron, although they are a bit messy at the moment (a bit like actual notes and synopses). Ill send them to you when I feel that they are professional. I have some smaller notes regarding the Tatooine Temple (I would suggest in all realism to not aim to restore the actual Sarlacc) and the Czerka Office.

In the meantime, Ill hand over to you everything I have regarding Sleheyron all images (Im sure that you already seen them, but Ive edited and brightened them to make them more clear), concept art, and a music file (it is not in the game files, and I would like your opinion on it). Private message me a way of contacting you, and Ill do so after work.
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Old 08-09-2007, 10:24 PM   #68
SithRevan
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Quote:
Originally Posted by southern_fox
Thank you both for answering so promptly.

I'll gladly contribute to the project as an extra hand. If Quanons adding his exceptional artistic skills, I will add my writing. I desire this project to succeed, and I feel that it could enhance an already excellent storyline.

Personally, I don't feel that lightmaps will remain elusive forever and it seems that progress is being made in that direction by magnusll. With this resolved, creation of new modules becomes a tremendous creative possibility with no equal. That, I feel, is important and the immediate goal of this. With that one breakthrough, much can follow.

I already have a few in-depth notes typed up regarding scripts and content for Sleheyron, although they are a bit messy at the moment (a bit like actual notes and synopses). Ill send them to you when I feel that they are professional. I have some smaller notes regarding the Tatooine Temple (I would suggest in all realism to not aim to restore the actual Sarlacc) and the Czerka Office.

In the meantime, Ill hand over to you everything I have regarding Sleheyron all images (Im sure that you already seen them, but Ive edited and brightened them to make them more clear), concept art, and a music file (it is not in the game files, and I would like your opinion on it). Private message me a way of contacting you, and Ill do so after work.
Thank you southern_fox, your contributions I'm sure will be a tremendous amount of help to all of our efforts and our visions for this project to succeed.

We will however have to review what to do with both the Sarlacc and the Extra Czerka office though because I don't think anyone here will let me abandon our efforts to restore both in the game.


I have defied gods and demons.
I am your shield, I am your sword.
I know you; your past, your future.
This is the way the world ends...
-----------------------------------------
TAC-F v2.0 | Ubese Assassin's Armor | TSL: Warp Console v1.0 | Auto K1 DS Transitioning | Deralia Spaceport[TSL&K1] | Kotor2Files.com Co.Manager | K1RP: Kotor I Restoration Project
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Old 08-09-2007, 10:38 PM   #69
Adelphus
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Is the sarlacc animated?
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Old 08-09-2007, 10:49 PM   #70
Master Zionosis
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Quote:
Originally Posted by Adelphus
Is the sarlacc animated?
I wasn't aware of any Sarlacc even in that pit, so my guesses would be no.

We could do a George Lucas and make it so we don't see the Sarlacc but we hear it , you know, by placing a sound emitter.

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Old 08-09-2007, 10:51 PM   #71
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The work that your team is doing on cracking custom areas is simply cool. Thank you for your efforts SR and Co., especially magnusll and Quanon with their current expedition into lightmaps and walkmesh....

Would love to see all of this work out, K1RP!

One thing... I noticed that on your project site forums, you are discussing the various live planets. Specifically, you are referring to the screens from that tutorial, no? Read it carefully, you will find that the descriptions for the other "Live" planets that tk made were simply made as an example of what could be done.... "Hoth" was not derived from any game resource.
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Old 08-09-2007, 11:02 PM   #72
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Quote:
Originally Posted by Master Zionosis
I wasn't aware of any Sarlacc even in that pit, so my guesses would be no.

We could do a George Lucas and make it so we don't see the Sarlacc but we hear it , you know, by placing a sound emitter.
Oh that is so lame, for me I don't see the point of a sarlaac pit without a sarlaac
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Old 08-09-2007, 11:06 PM   #73
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Quote:
Originally Posted by Adelphus
Oh that is so lame, for me I don't see the point of a sarlaac pit without a sarlaac
True, but without custom area configuring fully sorted out yet the Sarlacc may never be realised in the temple. MZ was just quoting on the fact that if this is the case, then alternatives would have to be used to mimic this in the best possible way; it's not that lame, what would be would be the pit just being there and nothing happening at all.
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Old 08-09-2007, 11:12 PM   #74
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I agree completely, my ideal dream would be for a moving(ish) Sarlaac at the base of it.
I was just trying to be cute, but its a very valid alternative I'd say
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Old 08-09-2007, 11:24 PM   #75
Gargoyle King
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Quote:
Originally Posted by Adelphus
I agree completely, my ideal dream would be for a moving(ish) Sarlaac at the base of it.
I was just trying to be cute, but its a very valid alternative I'd say
I know you were being "cute", just trying to put a realistic look on what may be possible with the Sarlacc Pit.

A moving Sarlacc would be cool, in any form, even if it was a remodelled Hutt or something (basically just a motionless blob, ) as it would be a downside better than nothing. With all these revelations recently surrounding walkmeshes i feel (more that i "hope" ) it will be possible maybe in the near future. Atleast the module was still in the game files in it's buggy state though as it could have been lost like the Sleheyron modules with BioWares uncanny cleaning methods.
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Old 08-09-2007, 11:44 PM   #76
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Yea, with everything thats happened lately whos to say what is and isn't possible anymore?
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Old 08-09-2007, 11:58 PM   #77
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Yea, with everything thats happened lately whos to say what is and isn't possible anymore?
Hmmm.. this kind of reminds me when the lightsaber format was cracked (allowing you to render your own lightsaber models and use in-game). My Point? Even without official support from BioWare there is always going to be someone talented enough to crack a format deemed too complicated to crack. Its a good thing what with all these revelations recently surrounding the walkmeshes, it shows how far the community has come over the past 3 years or so (from slight tweaks to dialogue etc to near creation of new areas). The good thing about a community is that it's so vast and international that when a talented coder/modeller etc. decides to leave the scene there is always someone else to equal them. Mods are what keeps a game alive ( i would have sold K1 & TSL otherwise) and this breakthrough (it will come eventually) surrounding custom areas will definately spark more interest and breathe new life into the games.
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Old 08-10-2007, 04:19 AM   #78
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Quote:
Originally Posted by SithRevan
Reskinners:
3-4 spots availible
If you're still looking for re-skinners, I would like to hear more about what such a job entails.

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Old 08-10-2007, 10:55 AM   #79
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Quote:
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If you're still looking for re-skinners, I would like to hear more about what such a job entails.
About the WalkMesh : Do note that the KAurora is still an Alpha and I'v been playing around with it . Walkmeshes are a bit buggy and I still can't give a 100% if it's working like it should .

I can run around on it , but I tend to pop-up close to walls of other parts of the
area , Party-members are doing weird , dissapearing .

Getting stuck I get a lot to . There's still tons of work to do , before we will get something as good as Bioware's areas

Designing levels from scratch is a serious task and Kotor player like Quality .
But since the team has Magnulls helping them , I think where getting close to actual NEW areas for Kotor games.


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Old 08-10-2007, 11:14 AM   #80
Pavlos
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Quote:
Originally Posted by Adelphus
Oh that is so lame, for me I don't see the point of a sarlaac pit without a sarlaac
If I may beg to differ? The idea of a hidden beast in the blackness of an abandoned temple which makes horrific noises, is far more psychologically thrilling than a beak with waving tentacles.

Anyway, good luck in this, guys.
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