lfnetwork.com mark read register faq members calendar

Thread: Kotor Restoration Project: K1RP Official LF Thread!
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 08-10-2007, 12:06 PM   #81
Miltiades
Death... by Exile
 
Miltiades's Avatar
 
Join Date: Dec 2005
Location: Bruges, Belgium
Posts: 2,835
Imperialist Meatbags Guild Member The Walking Carpets Guild Member Forum Veteran Folder extraordinaire 
Quote:
Originally Posted by Pavlos
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.
"Where there is no imagination there is no horror" Sir Arthur Conan Doyle once said.
Miltiades is offline   you may: quote & reply,
Old 08-10-2007, 01:30 PM   #82
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by SykoRevan
If you're still looking for re-skinners, I would like to hear more about what such a job entails.
Pretty much being able to skin things like levels, charcters, ect. The job is probably one of the more unsed positions in the project although that could change over time.


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
SithRevan is offline   you may: quote & reply,
Old 08-10-2007, 01:52 PM   #83
SykoRevan
Junior Member
 
SykoRevan's Avatar
 
Join Date: Dec 2006
Location: Somewhere with ice cubes and alot of pudding.
Posts: 313
Quote:
Originally Posted by SithRevan
Pretty much being able to skin things like levels, charcters, ect. The job is probably one of the more unsed positions in the project although that could change over time.
That sounds good, I'm especially skilled at skinning characters, so if you need my help, you got me.

SykoRevan is offline   you may: quote & reply,
Old 08-10-2007, 02:24 PM   #84
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by SykoRevan
That sounds good, I'm especially skilled at skinning characters, so if you need my help, you got me.
Awesome, send me a sample of what you can do and we'll go from there.


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
SithRevan is offline   you may: quote & reply,
Old 08-10-2007, 03:38 PM   #85
SykoRevan
Junior Member
 
SykoRevan's Avatar
 
Join Date: Dec 2006
Location: Somewhere with ice cubes and alot of pudding.
Posts: 313
Quote:
Originally Posted by SithRevan
Awesome, send me a sample of what you can do and we'll go from there.
Well, I don't know if these can count as samples, but I have made a few re-skinning mods, all of which re-skin characters to some degree or another. In one mod I released, called the K1 "Lots of Little Things Mod," I changed Komad Fortuna's skin from yellow to white, and I was able to change Malak's eyes from normal to Sith-y without any trouble like dilated pupils or anything like that. And I have also re-skinned Carth Onasi and Canderous to look like Chiss. All 3 of those mods are at Filefront, and the links are in my signature. If that's not enough, I could also whip something else up, although I'm not sure what's impressive enough

SykoRevan is offline   you may: quote & reply,
Old 08-10-2007, 05:41 PM   #86
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by SykoRevan
Well, I don't know if these can count as samples, but I have made a few re-skinning mods, all of which re-skin characters to some degree or another. In one mod I released, called the K1 "Lots of Little Things Mod," I changed Komad Fortuna's skin from yellow to white, and I was able to change Malak's eyes from normal to Sith-y without any trouble like dilated pupils or anything like that. And I have also re-skinned Carth Onasi and Canderous to look like Chiss. All 3 of those mods are at Filefront, and the links are in my signature. If that's not enough, I could also whip something else up, although I'm not sure what's impressive enough
Actually they'll do nicely, I would however, if you don't mind doing it, like a newer reskin so I can gadge your level of artistic quality and see how far you have progressed since you started. If you could do that and send a screeny to me that would be awesome.


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
SithRevan is offline   you may: quote & reply,
Old 08-10-2007, 06:58 PM   #87
SykoRevan
Junior Member
 
SykoRevan's Avatar
 
Join Date: Dec 2006
Location: Somewhere with ice cubes and alot of pudding.
Posts: 313
Quote:
Originally Posted by SithRevan
Actually they'll do nicely, I would however, if you don't mind doing it, like a newer reskin so I can gadge your level of artistic quality and see how far you have progressed since you started. If you could do that and send a screeny to me that would be awesome.
So, what would you suggest me to do a reskin of? Come on, challenge me

SykoRevan is offline   you may: quote & reply,
Old 08-10-2007, 07:02 PM   #88
Alexander the Great
Junior Member
 
Alexander the Great's Avatar
 
Join Date: Jul 2007
Location: Sam's Town
Posts: 371
Do a reskin of every last texture in the game. Every single one, including the icons and such.


"Education is what remains after one has forgotten everything he learned in school." - Albert Einstein

Alexander the Great is offline   you may: quote & reply,
Old 08-10-2007, 07:06 PM   #89
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
If I may, I'd like to ask/suggest a minor reskin of a Hutt.

Nothing radical, mind you. Just something so that different Hutts are slightly visually distinguished, just as they are currently.

The game already has multiple Hutt 'skin tones' to work off of: Orange, Yellowish, Smoky White, Brown, etc.

If possible, it would be nice to see a conceptual Hutt with a scar going down over his eye. Something I imagined, but it is just an concept/idea at the moment. Unless it is already in the game, but I don't recall it - I have not played the game from start to finish in a while. It figures into my Sleheyron drafts that SithRevan has seen.
southern_fox is offline   you may: quote & reply,
Old 08-10-2007, 07:08 PM   #90
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by SykoRevan
So, what would you suggest me to do a reskin of? Come on, challenge me
Okay... I got a good one, do a DS reskin of Mission. Make sure though that the Lekku on her head look right and that she looks like she has a PC DS transition.

You told me to make it tough.


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
SithRevan is offline   you may: quote & reply,
Old 08-10-2007, 07:12 PM   #91
SykoRevan
Junior Member
 
SykoRevan's Avatar
 
Join Date: Dec 2006
Location: Somewhere with ice cubes and alot of pudding.
Posts: 313
Quote:
Originally Posted by GrayMusic
Do a reskin of every last texture in the game. Every single one, including the icons and such.
That's a bit over-the-top, don't ya think?

Quote:
Originally Posted by southern_fox
If I may, I'd like to ask/suggest a minor reskin of a Hutt.

Nothing radical, mind you. Just something so that different Hutts are slightly visually distinguished, just as they are currently.

The game already has multiple Hutt 'skin tones' to work off of: Orange, Yellowish, Smoky White, Brown, etc.

If possible, it would be nice to see a conceptual Hutt with a scar going down over his eye. Something I imagined, but it is just an concept/idea at the moment.
That sounds like a Durga the Hutt re-skin. Hell, that's a good idea. If I remember the Hutt texture correctly, the 2 sides of the face are unique, unlike most of the head models in the game, so a scar going down one eye is very possible. If that's good enough for SithRevan, it's good enough for me.

EDIT:
Quote:
Originally Posted by SithRevan
Okay... I got a good one, do a DS reskin of Mission. Make sure though that the Lekku on her head look right and that she looks like she has a PC DS transition.

You told me to make it tough.

That seems like a good one too, SithRevan. Last I remember, someone else was doing one of those and had a problem with the lekku. I'll try to bypass that problem. Now, would you like the standard gray mottled look, or should we go for a Darth Talon-esque look?

SykoRevan is offline   you may: quote & reply,
Old 08-10-2007, 07:22 PM   #92
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
While I'm writing, I'm trying to make the Huttese occupants of Sleheyron unique, and yet not go too far outside of the game's 'feel'. That is just one idea. Most Hutts will look exactly as they look throughout the rest of the game, but there are a few unique ones.

Suuda in particular is unique. He is older, very catty in demeanor, and the head of his large family. This is the general inspiration in what I visually see him as as I'm writing him:

http://index.echostation.com/zorba2.jpg
southern_fox is offline   you may: quote & reply,
Old 08-10-2007, 07:34 PM   #93
Gargoyle King
Veteran
 
Gargoyle King's Avatar
 
Join Date: Apr 2007
Location: In My Own Little World!
Posts: 895
Quote:
Originally Posted by southern_fox
While I'm writing, I'm trying to make the Huttese occupants of Sleheyron unique, and yet not go too far outside of the game's 'feel'. That is just one idea. Most Hutts will look exactly as they look throughout the rest of the game, but there are a few unique ones.

Suuda in particular is unique. He is older, very catty in demeanor, and the head of his large family. This is the general inspiration in what I visually see him as as I'm writing him:

http://index.echostation.com/zorba2.jpg
Wow, a Hutt with a beard, now that's something you don't see everyday! Would this be possible to model on a Hutt, if so then that would be awesome IMO!
Quote:
Originally Posted by SykoRevan
That's a bit over-the-top, don't ya think?
I think it was a joke!
Gargoyle King is offline   you may: quote & reply,
Old 08-10-2007, 07:39 PM   #94
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by SykoRevan
That's a bit over-the-top, don't ya think?



That sounds like a Durga the Hutt re-skin. Hell, that's a good idea. If I remember the Hutt texture correctly, the 2 sides of the face are unique, unlike most of the head models in the game, so a scar going down one eye is very possible. If that's good enough for SithRevan, it's good enough for me.

EDIT:



That seems like a good one too, SithRevan. Last I remember, someone else was doing one of those and had a problem with the lekku. I'll try to bypass that problem. Now, would you like the standard gray mottled look, or should we go for a Darth Talon-esque look?
Well the Darth Talon one has been done, I should remember I was the person who TSLPatched it.

So I think I want you to go with the standard grey mottled look. Try to make it look convincing though.


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
SithRevan is offline   you may: quote & reply,
Old 08-10-2007, 07:48 PM   #95
Alexander the Great
Junior Member
 
Alexander the Great's Avatar
 
Join Date: Jul 2007
Location: Sam's Town
Posts: 371
Quote:
Originally Posted by SykoRevan
That's a bit over-the-top, don't ya think?
Perhaps. But if you can't do remedial tasks such as slaving over KotOR tool and Photoshop, working for weeks without sleeping or eating, filling in details for every texture in the game until you've gone blind from staring at your computer for so long and have gotten arthritis from all the clicking, then you might as well move back to South Korea.

But even if you don't, no harm done. You just don't deserve to live anywhere other than South Korea.

On a serious note, why don't you skin that one bald Asian PC guy to make him look like Darth Sion? Not sure how difficult it'd be... Playable Darth Sion, playing as two of Kreia's apprentices at once. Imagine that.


"Education is what remains after one has forgotten everything he learned in school." - Albert Einstein

Alexander the Great is offline   you may: quote & reply,
Old 08-11-2007, 12:07 AM   #96
Adelphus
Rookie
 
Adelphus's Avatar
 
Join Date: Apr 2007
Location: Vancouver, B.C.
Posts: 53
Quote:
Originally Posted by Pavlos
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.
Oh Pavlos you make a good point, they would both work. Since I've had time to read and think about it I have come round to your perspective somewhat. I still think it would need to be executed properly for the 'creep' factor to work though
Adelphus is offline   you may: quote & reply,
Old 08-11-2007, 12:11 AM   #97
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
Just to give a view to others interested in the project where I'm going with Sleheyron, I'll post a brief planetary description. It is done in the 'brief' synoptic style of Bioware's descriptions. There is far more done as far as writing, and only SithRevan has seen parts of it. Everything is to remain quite secret about it.

I'm very satisfied however with several written ideas that I am currently developing/pursuing, and I should let it be known that I'm not easy to please. Sleheyron must feel 'natural' to the game, as if it was there all along. It will remain in the concept stage until lightmaps are resolved. Practical matters need to be resolved first before we get ahead of ourselves.

The visual images are the original Bioware ones, and serve as a visual aid to get the description and inspiration across.











Sleheyron:

Sleheyron is a drab, brown, and sickly orange world well within the confines of Hutt Space. This world is ruled by a complicated arrangement of Huttese administrators and entrepreneurs, as well as petty cartels – all of which have bitter rivalries and divided interests. Each of these overlords is locked in a never-ending series of plots against each other to consolidate and expand their empires.

Sleheyron City – the capital – is emblematic of the rest of settlement on the planet, with layer upon layer of fuel refineries, landing pads, industrial complexes, freight depots, and construction yards. Streets are made of bare stone, and poorly maintained. The few lukewarmly pleasant parts of this planet are the personal homes of the Hutt lords, and even there, an overwhelming air of cruelty and strife exists. Sleheyron is only notable as a major fuel-exporting world, which serves the interests and fortunes of Huttese tycoons abroad.

Beneath the Hutts and their most trusted employees and aides, however, are the downtrodden slaves. Born with little hope of escape – most are condemned either to a short and painful life as a laborer, or a life of perpetual degradation and submission as entertainers, dancers, and courtesans for the few who are wealthy and powerful.

Underneath the cityscape – and under the layers of superstructure that support it – is a rocky subterranean world that is far more environmentally volatile. Volcanic rivers beneath the surface are harnessed to generate the gases and minerals that are so profitable for the world’s business. Here, in these caves, there are strange stories of odd artifacts found in the mining, although the Hutts have taken little interest in these stories until recently.








Last edited by southern_fox; 09-02-2007 at 09:05 PM.
southern_fox is offline   you may: quote & reply,
Old 08-11-2007, 02:26 AM   #98
LORD SPARTAN
Rookie
 
LORD SPARTAN's Avatar
 
Join Date: Mar 2005
Location: From a red sun solar system
Posts: 249
Current Game: KotOR, Skyrim, Dragon Age
Wow never saw those before, now I know why people want it so much, Sleheyron City is cool.


BEFORE HOPE COMES DARKNESS!!!
LORD SPARTAN is offline   you may: quote & reply,
Old 08-11-2007, 03:17 PM   #99
MacTavish
Junior Member
 
MacTavish's Avatar
 
Join Date: Feb 2007
Location: Tython
Posts: 438
Yeah, I'm glad you guys are bringing Sleheyron back.


MacTavish is offline   you may: quote & reply,
Old 08-12-2007, 03:19 AM   #100
SykoRevan
Junior Member
 
SykoRevan's Avatar
 
Join Date: Dec 2006
Location: Somewhere with ice cubes and alot of pudding.
Posts: 313
Unhappy

Unfortunately I must retract my application to become a reskinner for K1RP, as events in my life have arisen that means I very highly doubt I could devote much, if any, time to K1RP in the near future. Sorry SithRevan, but thanks for giving me a chance. I would have liked to be a part of it, but alas, "real" life gets in the way

Good luck to you guys

SykoRevan is offline   you may: quote & reply,
Old 08-12-2007, 04:43 AM   #101
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by SykoRevan
Unfortunately I must retract my application to become a reskinner for K1RP, as events in my life have arisen that means I very highly doubt I could devote much, if any, time to K1RP in the near future. Sorry SithRevan, but thanks for giving me a chance. I would have liked to be a part of it, but alas, "real" life gets in the way

Good luck to you guys
Don't worry about it Syko.

And thanks for trying.


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
SithRevan is offline   you may: quote & reply,
Old 08-12-2007, 05:03 AM   #102
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
I'm deeply sorry to hear this SykoRevan. Best of luck in your situation.

SithRevan, as the cracking of lightmaps draws closer, and this project gets into the air, I'd like to take the opportunity to review what has been done so far, and what is planned to be done in the project. Organizational details and such, benchmarks, etc.

I'm curious as to what we have on the table so far, and how this project will be structured.

I've been looking at the dead M4-78 project, and I have to say that the advice Pavlos gives upon his departure is golden, and we should heed it. This project will have certain opportunities that no other project has had (and so far has also been blessed with some exceptional talent dedicated to it too). It may be best to lay things down here on this board (out in the open) for the sake of transparency.

Last edited by southern_fox; 08-12-2007 at 05:14 AM.
southern_fox is offline   you may: quote & reply,
Old 08-12-2007, 01:28 PM   #103
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by southern_fox
I'm deeply sorry to hear this SykoRevan. Best of luck in your situation.

SithRevan, as the cracking of lightmaps draws closer, and this project gets into the air, I'd like to take the opportunity to review what has been done so far, and what is planned to be done in the project. Organizational details and such, benchmarks, etc.

I'm curious as to what we have on the table so far, and how this project will be structured.

I've been looking at the dead M4-78 project, and I have to say that the advice Pavlos gives upon his departure is golden, and we should heed it. This project will have certain opportunities that no other project has had (and so far has also been blessed with some exceptional talent dedicated to it too). It may be best to lay things down here on this board (out in the open) for the sake of transparency.
Okay, that sounds actually like a pretty good idea SF. So here is how this mod should play out...

First off there will be 4-5 parts to this mod, depending on what new arises out pf the examination of the game, which you all already knew from my original post on this thread. All of the parts will be released at the moment they go into thier RC1 stage, after that updates to the part will be done regularly until we all deem that the release of that part is gold and will be the absolute final product of which will go into the installer and will be installed when the final package comes out.

Getting more specific into the mechanics of what will be going on behind the scenes; we will be first creating all new areas which identify to the current part we are working on. This means that all minor modding in levels to fix bugs and what not will be pending until we have implemented all new areas if there are any to implement in that part. If all new areas are implemented or if there are no areas to be impemented we'll begin work on sorting out minor details and finding known bugs within the area that we'll be working on. We *WILL* all be working on the same area, so like lets say I am working on Taris, so will the whole team except for the ones who are on the Sleheyron project.

I really hope tha gives you guys a bit of an understanding in what we will be doing to make this possible and I hope that was what you mean by your comment SF.


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
SithRevan is offline   you may: quote & reply,
Old 08-12-2007, 02:45 PM   #104
Gargoyle King
Veteran
 
Gargoyle King's Avatar
 
Join Date: Apr 2007
Location: In My Own Little World!
Posts: 895
Just a small question SithRevan, in the screenshots of Sleheyron if custom modules are ever finally fully cracked (they will be , we're very close know ) will you try to build the modules to somewhat resemble the screenshots, and therefore BioWares original intentions with the planet, or will you be steering the planet in a new direction through your own ideas & imagination, either way though, Sleheyron in Kotor is gonna rock!
Gargoyle King is offline   you may: quote & reply,
Old 08-12-2007, 03:23 PM   #105
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
Quote:
Originally Posted by Gargoyle_King
Just a small question SithRevan, in the screenshots of Sleheyron if custom modules are ever finally fully cracked (they will be , we're very close know ) will you try to build the modules to somewhat resemble the screenshots, and therefore BioWares original intentions with the planet, or will you be steering the planet in a new direction through your own ideas & imagination, either way though, Sleheyron in Kotor is gonna rock!
I'm not exactly sure what SithRevan's opinion is here.

But I can say, in my own opinion, as I have been writing it I've done both.

There obviously is not enough left of Sleheyron to restore it to its original shape, size, and module design; we don't have any sketches of the 'blueprints' of the module. But I have a strong desire to stay within the bounds of the spirit that the David Gaidner conveyed in his comments on the planet, and to make the planet feel entirely natural to the game (i.e., nothing crazy or absurd, nothing unprofessional, nothing too much, nothing making Sleheyron absurdly larger and too disproportional to the rest of the game, etc.).

My own vision is to have Sleheyron 'look' like the screenshots as far as the color scheme, building shapes, etc. However, the actual layout is up in the air at the moment, although I have a nebulous idea of it (and I can't put anything firmly down yet, because there are so many other opinions of the team I'd like to hear, and I'm still in drafts).

For example, in my mind, there is a large open street district that the player enters once exiting the landing pad modules.

(the one in the this screenshot):



To me, this area is to be filled with a large number of NCPs, all alien, all walking in different directions. This, to me, is an entertainment district with a cantina and the coliseum. They serve as rest quarters for the starport, serving a diverse clientèle of restless off-world cargo haulers (who probably have been in space for a while, and would like to unwind, perhaps some bloody action is exciting), ship workers, employees of the Hutts, and bounty hunters looking for work. This may be the least nasty area of Sleheyron, but its still pretty bad.

All very drab, with the cantina all shot up on the inside, brown colored walls, ambient smoke, and lights fading in and out. (Imagine the Taris lower city cantina crossed with the look of the Iziz Cantina in the second game.) That, to me, is the Sleheyron cantina. I'd like to have unique music too.

So, I'm really trying to do both. Its not really a contradiction. I'm being faithful to all descriptions of Sleheyron, but adding in creative license to fill in the vast blanks.

Perhaps add in some industrial equipment, lots of crates, cargo ships taking off (or landing/loading/unloading, like Taris or Manaan).

Imagination needs to be a strong factor on this project.

Last edited by southern_fox; 08-12-2007 at 03:39 PM.
southern_fox is offline   you may: quote & reply,
Old 08-12-2007, 03:37 PM   #106
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Well , SithRevan has putted me in the design team for Sleheyron .

He asked me , just like Southern FOx mentioned to stay as close as possible of what we have of this planet.

It is not much , Some actual textures, wich you can view and extract with Kotor-Tool if youre curious .

The shown Screenshots , and as far as I know one piece of concept-art .
Ofcourse Bioware must have tons of art , but I think very fiew pieces got published .

I'm already drawing and thinking out some stuff , but ofcourse this is far from what can be considered finished pieces . If where serious about all this and want a good looking result this will take months , just to get the area , no NPC or scripts added . ( You can view my Scribbelings on the Jawa-Forums )



Really , it will take time to find a good balance , and lots questions will need answers .

And I can't imagine what of unseen things will crop up .

But as SF pointed out this is a heavy-industrial looking planet , shades of brown , ugly greens , black and filthy looking white .

Most things are banged-up , used and re-used without much cleaning .
One of its main attractions is ofcourse this huge arena / colloseum .

Another key-feature or element I think is "pipes" lots of them .

Pipes where ever you look , transporting fuel/ gasses to big factorys , storage silo's and such .

And ofcourse the cilinder, round shaped buildings .


But lets await the anwser of out "Big chief" SithRevan


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 08-12-2007, 03:43 PM   #107
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
Quote:
I'm already drawing and thinking out some stuff , but of course this is far from what finished pieces . If where serious about all this and want a good looking result this will take months , just to get the area , no NPC or scripts added .
I definitely agree here. The areas alone are a monster of a project.

I would suggest a large meeting at some point to pool everything and everyone together so far, define responsibilities, set benchmarks, etc.
southern_fox is offline   you may: quote & reply,
Old 08-12-2007, 03:50 PM   #108
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Quote:
Originally Posted by southern_fox
I definitely agree here. The areas alone are a monster of a project.

I would suggest a large meeting at some point to pool everything and everyone together so far, define responsibilities, set benchmarks, etc.
And everyone has a different view on them ,

things to consider :

what need lots of detail , do we spent that much polygons on this or that feature .

How long should it take for a player to cross one area , 5 minutes or 3 , is there much to see or do at that area ?

Is this area just for passing through and a small fight or is it used for cut-scenes or used for a major quest ?

Is the lay-out / plan of the area logical , it might be evident to the designer where a door might be , but a new player might feel totally lost and stuck .

THe list goes on , and there a lots of things to consider .

Does Sleheyron need to be as big as Taris ? Or more like Korriban ?


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 08-12-2007, 04:09 PM   #109
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
Yes, these are all considerations and will require time and a high degree of professionalism.

We really should get everyone together to put everything down, and lay it all out.

Get things ironed out to a point where we have a firm outline, defined roles, organized teams, a list of priorities, goals on how to approach certain problems, general principles to follow in the face of certain issues (i.e. how to approach voice-overs, which thankfully are overwhelmingly alien), design and layout of modules (blueprints, where one can go and what one can do). Opinions need to be pooled together to get the firm final version.

Pipes are a great idea too.

Personally, I am imagining Sleheyron to be a world of layers (like Taris, and distantly like Kashyyyk). The highest layer contains the landing pads, entertainment facilities that serve the Huttese starport, and fuel depots that store assets being shipped out, Huttese residences, etc.

Beneath the highest layer of the city are slave pens (for labor slaves, not the household slaves, who are a bit better off), refineries, and mining operational headquarters. There is little to no sunlight – all lighting is artificial and quite bad. Slaves live communal pens, caged together in like in a zoo as animals and taken out when used for labor.

Beneath this even that layer of Sleheyron is the lowest of all layers – the deep cavernous fuel mines and where many pipelines originate. This is a dark world where many of the slaves work once they are dragged outside of the pens (dangerous caves and deep mines) – where the volcanic nature of Sleheyron is more apparent beneath the industrial apparatus. Logically, the Star Map is here, buried like the relic that it is.

Last edited by southern_fox; 08-12-2007 at 04:39 PM.
southern_fox is offline   you may: quote & reply,
Old 08-12-2007, 04:39 PM   #110
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Quote:
Originally Posted by southern_fox
Yes, these are all considerations and will require time and a high degree of professionalism.

We really should get everyone together to put everything down, and lay it all out. Get things ironed out to a point where we have a firm outline, defined roles, organized teams, a list of priorities, goals on how to approach certain problems, general principles to follow in the face of certain issues (i.e. how to approach voice-overs, which thankfully are overwhelmingly alien), design and layout of modules (blueprints, where one can go and what one can do). Opinions need to be pooled together to get the firm final version.

Pipes are a great idea too.

Personally, I am imagining Sleheyron to be a world of layers (like Taris, and distantly like Kashyyyk). The highest layer contains the landing pads, entertainment facilities that serve the Huttese starport, and fuel depots that store assets being shipped out, Huttese residences, etc.

Beneath the highest layer of the city are slave pens (for labor slaves, not the household slaves, who are a bit better off), refineries, and mining operational headquarters. There is little to no sunlight – all lighting is artificial and quite bad. Slaves live communal pens, caged together in like in a zoo as animals and taken out when used for labor.

Beneath this even that layer of Sleheyron is the lowest of all layers – the deep cavernous fuel mines and where many pipelines originate. This is a dark world where many of the slaves work once they are dragged outside of the pens (dangerous caves and deep mines) – where the volcanic nature of Sleheyron is more apparent beneath the industrial apparatus. Logically, the Star Map is here, buried like the relic that it is.
Guess where almost at the same level here , I knew Sleheyron was also known for the slave-market .

So I would imagine some sort of elevators coming out of the lower levels to the upper with cages or pens .

And I'm thinking about trains/ metro lookalikes for the lower and upper levels on planet transport .

I would say the Hutts keep the air open for their business and freighters flights off the planet . And not spill it on bringing pieces of from one factory to another with ships or shuttles .

Don't know if you see something in this , but I thought this could or would give something unique to the module , heavy cranes loading containers , a whole field full of containers , the perfect maze to fight in with Bounty Hunters and their likes .

Also perhaps one of the Hutts is a collector of antique ancients objects ... I think he might be interested in this old burried temple starmap thingy .

Just some wild thoughts that are flashing throw my mind , but I know youre on top of this Southern Fox .

If you want you can sent a PM with things you noted or thought already , these could give me a bit more direction on what to design for certain parts of the areas


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 08-12-2007, 05:05 PM   #111
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
Quote:
Originally Posted by Quanon
Guess where almost at the same level here , I knew Sleheyron was also known for the slave-market .

So I would imagine some sort of elevators coming out of the lower levels t

the upper with cages or pens .

And I'm thinking about trains/ metro lookalikes for the lower and upper levels on planet transport .

I would say the Hutts keep the air open for their business and freighters flights off the planet . And not spill it on bringing pieces of from one factory to another with ships or shuttles .

Don't know if you see something in this , but I thought this could or would give something unique to the module , heavy cranes loading containers , awhole field full of containers , the perfect maze to fight in with Bounty Hunters and their likes .

Also perhaps one of the Hutts is a collector of antique ancients objects ... I think he might be interested in this old burried temple starmap thingy .

Just some wild thoughts that are flashing throw my mind , but I know youre on top of this Southern Fox .

If you want you can sent a PM with things you noted or thought already , these could give me a bit more direction on what to design for certain parts of the areas
Metros, in some form, are a great idea, but I am curious about the possible animation of them. Even if animated or not, large rails being raised above the streets in the main districts are a great idea for the ambiance of an industrial world, transporting assets here and there. I can imagine walking underneath a large rail track above me while in the city. As well as in the lower levels too; I'm thinking in the form of the 'swoop tunnel' to the side that is in the module on Taris where the player fights Brejik.

Ambient industrial equipment is a must, I agree. The port and landing pads are probably full of it. Crate meshes exist in the game files too, and definitely are a major sight.

Some really good thoughts here. I have an idea for the Star Map and the details about it, and I'm trying to add a twist to it too. The Hutts have their own interests at heart, as always.

I'll send you some very rough notes of mine. They contain the screenshots too as a rough visual aid. One is a bit more professional than the other, but I've only gotten three or so short pages down. Its just a draft. The second is much longer, a more rougher and earlier draft, detailing the upper levels of the city and only lightly touching the lower levels. The Star Map is mentioned in it too.

Can you PM a way of e-mailing you?

Last edited by southern_fox; 08-12-2007 at 08:55 PM.
southern_fox is offline   you may: quote & reply,
Old 08-12-2007, 10:56 PM   #112
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Quote:
Originally Posted by Gargoyle_King
Just a small question SithRevan, in the screenshots of Sleheyron if custom modules are ever finally fully cracked (they will be , we're very close know ) will you try to build the modules to somewhat resemble the screenshots, and therefore BioWares original intentions with the planet, or will you be steering the planet in a new direction through your own ideas & imagination, either way though, Sleheyron in Kotor is gonna rock!
Actually GK I plan on doing both really, we don't have enough of a visual description of Sleheyron to actually build it exactly to the specifications BioWare had originally created. So what we'll be doing is taking thier main idea and adding to it in order to create a fully functional area that is similar to the one they originally made but not entirely exact.

We will however make it ver fun for the user to go through, that I promise.


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
SithRevan is offline   you may: quote & reply,
Old 08-12-2007, 11:50 PM   #113
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
I've been looking at several of the drawn sketches, and they are amazing.

http://team-jawa.kotor2files.com/for....php?f=2&t=155

I have two favorites in particular that I really want to push for in compiling Sleheyron. The first is the look of the landing pads. Its very open-air, like a real port. There are several of them too, and not just the player's ship's pad (like on Manaan); it is a believable starport. At first, I was uncertain of what 'look' to visualize the landings pads, but this is absolutely perfect.

The second is the slave pit. At first, I imagined a more two-dimensional pen, like a zoo cage, but this is so much darker and demeaning. I think that it would be theoretically possible too.

Last edited by southern_fox; 08-13-2007 at 03:59 AM.
southern_fox is offline   you may: quote & reply,
Old 08-13-2007, 06:37 AM   #114
Gargoyle King
Veteran
 
Gargoyle King's Avatar
 
Join Date: Apr 2007
Location: In My Own Little World!
Posts: 895
Quote:
Originally Posted by SithRevan
Actually GK I plan on doing both really, we don't have enough of a visual description of Sleheyron to actually build it exactly to the specifications BioWare had originally created. So what we'll be doing is taking thier main idea and adding to it in order to create a fully functional area that is similar to the one they originally made but not entirely exact.

We will however make it ver fun for the user to go through, that I promise.
Okay, cool, whatever you feel is best!
I personally can't wait to see the final product, it will add a lot of replay value to the game and i'm sure the entire K1RP project will attract new players to the game.
Gargoyle King is offline   you may: quote & reply,
Old 08-14-2007, 06:50 AM   #115
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
SithRevan, I’ve been doing some deep investigations into the various pieces of the game to be put together, and I’ve formed some opinions on how to approach them. Looking at everything, this is an immense project.

The project is definitely underway, with a great stimulus from your enthusiasm – although until lightmaps are fully cracked a great deal of material remains in the concept, art and writing stages.

Right off the bat, I would strongly recommend:

1. Setting up an FTP server for internal use by the project members for exchanging, reviewing, and testing assets – all creating a free flow of information. Everyone needs to be on the same page. All art, word documents, idea sheets, game assets of all kinds, etc, are to be stored here. All members need to download assets regularly not just to stay abreast of information, but for backup purposes. This is to prevent any loss of information or material – for example, if someone critical leaves, disappears/becomes inactive, or has a computer failure.

2. Regular meetings at a pre-designated time and with a pre-designated chat server whereby all of the project team are strongly urged to attend – transcripts are to be kept and posted. Again, everyone needs to be on the same page, and a free flow of ideas is critical. Everyone needs to know everyone.

3. A series of milestones, goals, and benchmarks are to be mapped out immediately. Such an arrangement provides focus, attention to current problems, and creates sensible priorities. Without benchmarks, priorities are doomed to be disorganized.

Sleheyron – with its environs, and all related content – is going to be a massive project, on a scale that I’m not sure that the project is prepared for yet. We should not kid ourselves on the depth of such an undertaking.

It is all exciting given that it is very do-able with the latest breakthroughs, and with lightmaps becoming less elusive by the day.

I’ve been investigating different cut parts of the game, and I’ll post some nice findings shortly.
southern_fox is offline   you may: quote & reply,
Old 08-14-2007, 10:02 AM   #116
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Looks like we found our manager and top co-ordinator ,

You got may vote on all the above Southern-Fox , this is a project wich need an attidude of "long-vision".

I must admit I'm rather a person of shirt attention spans , so I need a firm set-up of date's , so that indeed I have a focus .

And ofcourse you nagging my head of , where's the picture ? Why isn't there a picture ? Did you finished the art , is that it ???

And I'm in luck , we had an interesting speaker at college this year , he was a head-artist or lead-artist of a game studio .

He took us roughly how they designed a level , he showed us footage of concept-art , 3D mock-ups ,and actual peices of the level itself they where currently working on .

In each step he explained why they made these choices and what problems had cropped up .

It was very entertaining and educational .
Mainly to see how the pros do it . And not unexpectly it takes TIME , lots of it!

So I'd say have a serious talk with Sith-Revan and get yourself a temporary time-table with tasks for each department of the project .


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 08-14-2007, 10:07 AM   #117
Gargoyle King
Veteran
 
Gargoyle King's Avatar
 
Join Date: Apr 2007
Location: In My Own Little World!
Posts: 895
I think this is the way to go with such a huge project. Do stuff in parts at a time and don't rush things. If you aim for little goals instead of large ones the project, before you know it should eventually come together real nice, of course the bigger the team the easier the project will become (and the shorter it will take). I've seen all the concept art on the team-jawa forums, certainly looks promising!
Gargoyle King is offline   you may: quote & reply,
Old 08-14-2007, 12:45 PM   #118
SithRevan
Veteran
 
SithRevan's Avatar
 
Join Date: Jun 2006
Location: Delta Halo
Posts: 847
Helpful! 
Well I agree with both of you two, I think would should have these things and I am really confident that if we do we'll exceed the expectations of the good people here at LF and the rest of the Kotor modding commmunity.

So anyway SF, give me a PM on this and tell me exactly what we'll have to do. I'l talk with the other team members or post an announcement on the boards and we'll get this gigantic ball rolling.


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
SithRevan is offline   you may: quote & reply,
Old 08-14-2007, 03:09 PM   #119
Quanon
Senior Member
 
Quanon's Avatar
 
Join Date: May 2006
Location: Lost in my own unconsiciousens
Posts: 2,600
Forum Veteran Veteran Modder Helpful! 
Quote:
Originally Posted by SithRevan
Well I agree with both of you two, I think would should have these things and I am really confident that if we do we'll exceed the expectations of the good people here at LF and the rest of the Kotor modding commmunity.

So anyway SF, give me a PM on this and tell me exactly what we'll have to do. I'l talk with the other team members or post an announcement on the boards and we'll get this gigantic ball rolling.

Don't push to hard , or we'll get squashed ( Indiana Jones tune starts playing )

Ow , jeez , shouldn't be lurking on the boards , there's work to do !


TIQUILAAAAAAAA
Quanon is offline   you may: quote & reply,
Old 08-14-2007, 08:45 PM   #120
southern_fox
Rookie
 
southern_fox's Avatar
 
Join Date: Jul 2007
Posts: 95
I’ll gladly send a message to you SithRevan.

I’d like to post some findings on different parts of the game that was cut. Soon, it may be a good idea to make a breakdown of what needs to be done and worked on in each module (a list of walkmeshes, lightmaps, doors, reworking or retooling, content, etc.).

For now, I only really looked into two areas, there are others.

Korriban; The Czerka administrative facilities.



The module can actually be seen in the above screenshot, and in brief flashes throughout several game trailers.

The module seems to be close to being solid, with a few spare parts missing. Walking through it, I noticed that perhaps walkmeshes could be adjusted; lighting seemed actually good and consistent in most of the module. Certain surfaces definitely need work. The entrance door to the module that leads back into central Dreshdae needs to be filled in – it is just a gaping hole to nowhere. Doors are also needed in many of the walk-arches, as the released screenshot show that doors were in the module.

While there is no direct evidence, I think that it is intuitive that the plot/purpose of the Czerka modules is actually hinted to inside Bioware’s description of Korriban:

Quote:
The unwary traveler arriving at the tiny spaceport of Dreshdae will only find a barren, forgotten backwater community of temporary settlements and crudely constructed shelters. Perhaps as the competent local mechanic services your ship, you might begin to sense that there is something else here, something festering. Soon you may start to hear things such as harsh voices slowly drifting through the thick air. Your heart will begin to beat faster, and your skin will begin to itch under your collar with the urge to climb back into your ship and leave this soulless place behind forever. Korriban is a graveyard of Sith Lords and a former power base of the Sith order. This is the cradle of darkness.

The spaceport is under the roof of the Czerka Corporation stronghold, the very center of power for the giant corporation run by President Pollard Seario. The city itself owes its existence to the power created by Czerka's generators. Perhaps Pollard seeks solace from his uncountable holdings in the vast emptiness of this world; perhaps he dreams of shadowy promises that ooze from the tombs of long dead Sith Lords.

Within Dreshdae is the Sith monastery -- still teeming with those who would wish to join the Sith order. Its ominous halls resonate with the cries of anguish from those who are undeserving of the order's dark power. Their stay within its merciless walls is short, brutal and forgotten.

For the very few who survive the Sith training and wish to complete their final rite of passage into the cold embrace of the Sith, they must face the Valley of the Dark Lords. Hundreds of ancient Sith sorcerers wait within the mausoleums. They lie in their dusty beds waiting to devour the weak and unworthy. The Valley seethes with the foul energy of a thousand restless spirits murmuring of sinister glories.











Pollard Seario's desk?

It seems that this nice snippet of the game was removed either in the middle or late part of the development cycle – perhaps it had a very involved and detailed quest. There are still references in voice dialogue of Czerka employees to Dreshdae being a regional administrative headquarters. It seems that this was modified from the original idea of being the central headquarters.

Knowing all of this, I’d like opinions on how to fill the module. Personally, I’d like the regional headquarters status to be kept, and the module reintegrated into the game with this in mind.

Czerka is meant to be a ‘slimy’ and self-centered corporate organization – it does not actually participate in the war, and has not ‘declared war’ on the Republic. This is evident by the references that Czerka maintains a public relations kiosk on Coruscant and has shareholders in the core worlds. However, Czerka is clearly arming and aiding the Sith Empire. Putting the module in as a ‘central headquarters’ disrupts this plot, and puts Czerka too much overtly on the side of the Sith – and the modules are a little small for such a job, considering that there must be a presiding board of some kind.

Pollard Seario needs to factor into this somehow – perhaps a regional manager of Czerka; a very high-ranking person.

Tatooine; the catacombs and ancient Rakatan ruins

Much more work is needed here. Certain walls and surfaces need adjusting and are transparent. The player can see through walls often if they lean against them.

Walkmeshes are very incomplete, certain walls can make the player 'get stuck', and have to turn around. Lightmaps are needed here, probably identical to the ones found in the caves on Korriban and the ruins on Dantooine; a dark atmosphere with dust/fog ambiance is needed.
















The pit room.

I'm not certain of the exact storyline, but we know what was in there from the writers:

Quote:
We cut several sections out of Tatooine. The Star Map on Tatooine was originally located in the maw of a Sarlacc pit. The player had to find the Sarlacc pit in a cave complex and then figure out how to descend into the pit without becoming the Sarlacc's next snack.
While not evidence, I assume from the bold part that it was not just a cakewalk to explore the entire cave/temple all at once, probably there were barriers in the way.

The player had to get into the temple (which must have had doors planned/intended, like the ones on Dantooine), and then through the temple, and then into the pit room.

As far as the Sarlacc, I have to sadly argue against restoration of the it. It is however just my single opinion.

In short, I don’t think that it is realistic – the animations and complexities of creating such a creature are just too much, unless we have quite a bit of knowledge about custom game animations, and I am under the impression that the community does not. Personally, I’d love it, but I have doubts that it can be done professionally – and if it cannot be done right, we should avoid doing it at all. That is, unless someone has a brilliant idea on how to make it.

I'd really like to be wrong on that.

I'd be thrilled to have more modules in the bottom the pit, with a descent like on Kashyyyk. Down there, beneath even the temple, a much darker, danker, and more misty cavern exists. Maybe even several puddles of water; if significant moisture exists on Tatooine, it is certainly this far down underground. There, the Star Map rests.

Last edited by southern_fox; 08-14-2007 at 11:56 PM.
southern_fox is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > Holowan Laboratories > Kotor Restoration Project: K1RP Official LF Thread!

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:23 PM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.