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Old 07-14-2007, 03:12 PM   #81
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that looks a helluva lot better now with the clouds, nice. maybe make the colour scheme colder? looks nearly identical to Taris atm
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Old 07-14-2007, 04:44 PM   #82
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WOOT , once again a new version of the Coruscant skys .
Just two screenies , the clouds are giving me a headache .
I just don't seem to get it right ,so stay tuned for newer changes .


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Last edited by Quanon; 07-16-2007 at 11:48 AM.
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Old 07-14-2007, 06:35 PM   #83
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hmmm, i preferred the first one you had, the contrast is too much here. try making the sky lighter also, because there would be glow from the city lights off the clouds, and it's as good as an excuse as any to make it lighter
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Old 07-15-2007, 09:03 AM   #84
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Quote:
Originally Posted by Salzella
hmmm, i preferred the first one you had, the contrast is too much here. try making the sky lighter also, because there would be glow from the city lights off the clouds, and it's as good as an excuse as any to make it lighter
Yeah I know , so I changed it back , it looks more like Coruscant at late dusk .
I thought this would fit better with the lighting direction in the module , cause I think you can't change that at all , only the colours and intensity .

So have a peak , I just need to blend corners better and of course the Up texture .


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Last edited by Quanon; 07-16-2007 at 11:47 AM.
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Old 07-15-2007, 09:27 AM   #85
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I think that sky looks to much like Kril'dor's sky, I prefer the sky that's above your last post.

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Old 07-15-2007, 10:36 AM   #86
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that newest one is close, but there's still something slightly off. i think maybe it's too saturated (the clouds), but i think when the module itsself is reskinned it will look good.
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Old 07-15-2007, 10:58 AM   #87
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Quote:
I think that sky looks to much like Kril'dor's sky, I prefer the sky that's above your last post
.

THe effect is better , but the clouds just look to fake . ANd I was only happy with one-side only ( wich is shown in the screenshot) , the 3 other walls didn't look that good .

Quote:
Originally Posted by Salzella
that newest one is close, but there's still something slightly off. i think maybe it's too saturated (the clouds), but i think when the module itsself is reskinned it will look good.
Indeed , here once again the perspective angle of the clouds doesn't give that good depth feeling I had with my previous attempt . But they look so much better "real" like .

And the contrast is a bit lacking , so it makes it even more flat . In game you notice very well that it is a WALL with clouds painted on and makes Taris/Coruscant very small all the suddenly .

Its difficult to find the right feel to it .

But fear not people , after some research on the net I found a nice tutorial to make Skyboxes with Terragen ( a nice free little program to render sky's and landscapes ) . This will give me the right angle for the clouds and they will all line up perfectly without to much messing around with the clone-stamp tool.

Only thing left is to adjust colours and contrasts , etc ...

I feel positive that this will give me the clouds I was looking for !


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Old 07-15-2007, 01:07 PM   #88
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ah yes, i have terragen myself actually, though i never really used it
btw, what's with the outline around the buildings?
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Old 07-15-2007, 03:08 PM   #89
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Quote:
Originally Posted by Salzella
ah yes, i have terragen myself actually, though i never really used it
btw, what's with the outline around the buildings?
Yes that @#|&!* outline , is now gone I hope , I pasted in the new "Terragen sky" , adjusted it a little . Let me know what you think of the dark-blue vs. the more orangy clouds . Edit: maybe a stronger brighter orange glow/ hue between the city buildings ???

EDIT2 :Changed the blue and added a stronger glow , check it out http://www.deviantart.com/deviation/59866921/

And a small overview of the whole row :



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Last edited by Quanon; 07-16-2007 at 11:47 AM.
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Old 07-15-2007, 04:21 PM   #90
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now that looks hot. as for the glow: make it moore intense but shorter i think.
i prefer the ones you've posted here to your devART version, that one looks like it's on fire i think the current one is nearly perfect.
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Old 07-15-2007, 04:38 PM   #91
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Ahhh I like that one, the best one IMO, that's the one that should be used.

Good work Quanon

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Old 07-15-2007, 05:59 PM   #92
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Quote:
Originally Posted by Master Zionosis
Ahhh I like that one, the best one IMO, that's the one that should be used.

Good work Quanon


Hahahah , yes the orange-glow is has the right intensety , but its a bit oversized .

I just tested it out in the game and it looks already pretty cool , just a bit overwhelming .

And the up-texture is freaking me out !!! I'll give at simple dark-blue , no more clouds for that one . Its really being a pain in the @** .

Anywho another screeny ( And I'll clean this thread of my screens , I feel like I just ripped this thread of Coola and making it "heavy " for those with a small-band conection :s NOT my intention .)


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Last edited by Quanon; 07-19-2007 at 10:24 AM.
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Old 07-15-2007, 06:05 PM   #93
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Ohhh no, that sky looks way to... bright.

The sky I meant was this one:


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Old 07-15-2007, 07:31 PM   #94
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Not sure if you already have done this, but you should remove the Sith Troopers running around the city streets if it is Coruscant.
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Old 07-15-2007, 07:38 PM   #95
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Quote:
Originally Posted by GarfieldJL
Not sure if you already have done this, but you should remove the Sith Troopers running around the city streets if it is Coruscant.
Quanon is just making the skybox, Coola is the one making the mod, Quanon just applied the skybox texture to the original Taris.

I think

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Old 07-15-2007, 11:07 PM   #96
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Quote:
Originally Posted by Quanon
And I'll clean this thread of my screens , I feel like I just ripped this thread of Coola and making it "heavy " for those with a small-band conection :s NOT my intention
hahaha, feel free to. This thread has lasted quite a while, and it proberbly wouldn't have unless you started this.

Nice work by the way



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Old 07-16-2007, 09:12 AM   #97
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Quote:
Originally Posted by Coola
hahaha, feel free to. This thread has lasted quite a while, and it proberbly wouldn't have unless you started this.

Nice work by the way
Thanks , and fear not master Z , I used that skybox , but just with a dimmed down glow effect ( resized aswell ) you can see in the screenshot .

And believe me , lights can be that bright . I don't live to far from a big highway and when it starts to get darker you can see that orangy hue very well . In the summer this can be very very bright .

But anyways here's some screens of the "finished" (depends if coola approves this is the "right" skybox for him , got 19+ versions ) .





EDIT : ow , I think I'm going to try and transform my dantooine plains into Mustafar like-stuff , change the rivers into this bright orangy/red magma

I just love that bright glow , but it would fit better on a lava-planet ,


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Last edited by Quanon; 07-19-2007 at 10:26 AM.
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Old 07-16-2007, 09:56 AM   #98
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make red more orangey and you have a winner. and you should help with rebuilding Sleheyron xD
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Old 07-16-2007, 11:45 AM   #99
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Quote:
Originally Posted by Salzella
make red more orangey and you have a winner. and you should help with rebuilding Sleheyron xD
Yeah , it still looks a bit on fire , now doesn't it .

Well that's just a minor tweak and I'm going to look for those traffice lines .
Anyone any idea where I can get lots of pictures of Star Wars ships , preferable a flat side-view . Could use those to make up the lines closer to the player .

Anyway , having fun in photoshop I changed Juhani to white-tiger with blue eyes

Click To See


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Old 07-17-2007, 10:45 PM   #100
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Wow this mod looks totally awesome, I haven't looked through the whole thread though have looked through your site. I did have a couple of suggestions althought I don't know if you can pull them off. Would you be able to Skin people to look like any of Atris, Kavar, Zez El Whatever, Vash, or Vima or Nomi Sunrider and place them in the Jedi Temple? I'm not sure if its possible, but it would seem logical to me that they would be around.

Anyways kudos for all you have done, the trailer was quality and I am thoroughly looking forward to your mod coming out! :-)



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Old 07-18-2007, 01:08 AM   #101
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Couldn't you just make placeables of ships and put them fliyng in the sky or something like those bat things on Dantooine for the traffic?
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Old 07-18-2007, 08:11 AM   #102
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Quote:
Originally Posted by DarthDredge
Couldn't you just make placeables of ships and put them fliyng in the sky or something like those bat things on Dantooine for the traffic?
Unfortunately that can't be done, to do that you would have to edit the area models and area modelling isn't....'doable' yet, but we're getting closer

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Old 07-18-2007, 09:18 AM   #103
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Quote:
Originally Posted by Master Zionosis
Unfortunately that can't be done, to do that you would have to edit the area models and area modelling isn't....'doable' yet, but we're getting closer
You don't need to be able to make area models to add placeables to an area. They are independent objects on which you can use scripts to trigger their animations. I don't know if MdlOps currently handles animations well enough to import an animated placeable though.
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Old 07-18-2007, 10:00 AM   #104
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Quote:
Originally Posted by stoffe
I don't know if MdlOps currently handles animations well enough to import an animated placeable though.
That's why I said it couldn't be done, I also thought that Mdlops couldn't import animated models yet, that's why I said it wasn't possible.

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Old 07-18-2007, 02:43 PM   #105
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Quote:
Originally Posted by Master Zionosis
That's why I said it couldn't be done, I also thought that Mdlops couldn't import animated models yet, that's why I said it wasn't possible.
Sometimes it does , but its very buggy .

I succesfully ,well partly succesfull , import the Main-animation skeleton of TSL , and a model of Sion who had animations .

It is very buggy , it makes 3D-Max crash very easly and some of the animations play upside down , wich I think points out that the import of animations is still a bit flawed .

Anyways , you would have to set-up the frames pretty good and I'm not that experienced with animations in 3D . I can model some stuff but rigging is still a bit out of my leak

Besides I started to index the textures used in the Area-model of Taris , so I can adjust or replace them so they match beautifully with my skybox .

EDIT : Taris flashy color-book city , just look how many times a texture canbe used and on many different pieces , I'll have to look out I don't design a nice tile-floor when its going to be 90% used as a wall .


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Last edited by Quanon; 07-20-2007 at 06:52 PM.
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Old 07-18-2007, 04:52 PM   #106
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I didn't mean make animated placeables - can't you make a placeable of a ship and use scripting to move it across the screen? It doesn't have to be animated, it can just be an object moved by scripting.
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Old 07-18-2007, 05:23 PM   #107
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Quote:
Originally Posted by DarthDredge
I didn't mean make animated placeables - can't you make a placeable of a ship and use scripting to move it across the screen? It doesn't have to be animated, it can just be an object moved by scripting.
I don't know if it is possible to do that as the placeable's don't have the animation to 'move', I think.

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Old 07-18-2007, 06:16 PM   #108
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Heads up , I got some screenys with a Retextured Taris ( not all is finished or considered "finished" , Coola is the chief so if he doesn't likes what he sees , I'm going to change that. ) And once again I'm spamming with pictures

Anyways enjoy the view


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Last edited by Quanon; 07-19-2007 at 10:26 AM.
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Old 07-18-2007, 06:21 PM   #109
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This looks nice


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Old 07-18-2007, 06:54 PM   #110
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Okay last update before dive into my bed , it's getting pretty late .

But I'm working in a mad rush , yargh

Anyways just some more screens , without green !

So I added marble-like stone and gave a shiny effect , the floor is ok , but the wall sections I'm going to 'fix' . I used the same grey in the alpha channel as the floor parts , but it still looks a bit to over the top .

Ofcourse I still need to change the lights , and the lighting file aswell .

But I'll need some info from Coola , if he good give me an exact list of area's he's using in his mod , Taris UpperCity North and South are obvious , but Coola do you also use the appertments and the bar ????

Just give me a PM , else you might give away all the goodies .



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Last edited by Quanon; 07-20-2007 at 06:53 PM.
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Old 07-18-2007, 07:18 PM   #111
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Can't you use a script like this:
Code:
/* Possible Object types: 
OBJECT_TYPE_CREATURE 
OBJECT_TYPE_ITEM 
OBJECT_TYPE_TRIGGER 
OBJECT_TYPE_DOOR 
OBJECT_TYPE_WAYPOINT 
OBJECT_TYPE_PLACEABLE 
OBJECT_TYPE_STORE */ 

// for the 3 floats in the function below 
// you can use the X, Y, Z coordintates from 
// the whereami cheat code 

vector vPosition=Vector(0.0, 0.0, 0.0); 

location lWhereToSpawn=Location(vPosition,0.0); 

CreateObject( OBJECT_TYPE_CREATURE, 
"object_template",lWhereToSpawn);
(from http://www.lucasforums.com/showthread.php?t=143412)
to spawn the object and then a script like this:
Code:
void main () {
 
  // goodbye.nss 
  // This script will make any NPC 
  // move to a desired location and vanish. 

  object oNPC=GetObjectByTag("Carth");           // insert NPC's tag here 

  float x=93.77;                                 // do a whereami cheat 
  float y=141.06;                                // to get x, y, and z 
  float z=0.0; 

  int bRun=FALSE;                                // you can set this to TRUE 
                                                 // if you want the NPC to run 

  vector vExit=Vector(x,y,z); 
  location lExit=Location(vExit,0.0f);
  ActionDoCommand(SetCommandable(TRUE,oNPC)); 
  AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun));
  AssignCommand (oNPC,ActionDoCommand(DestroyObject(oNPC))); 

  // you can omit this last command if you like -- 
  // if the NPC is not able to move to the 
  // location, this command will prevent 
  // you from being able to speak with him 
  // again. But if they're going to leave anyway...

  ActionDoCommand(SetCommandable(FALSE,oNPC)); 

}
(from http://www.lucasforums.com/showthread.php?t=139381)
to make it move across the screen?

If it has to be an NPC for this to work, can't you make an NPC with the model and texture of a ship and make the coordinates be in the sky?

btw, that screenshot looks great.
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Old 07-19-2007, 01:36 AM   #112
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I really love that Taris Colour book city , for some reason it looks like it suits it.Not too sure about the green one though.

The areas im using that have a sky are as follows
Taris Upper City North
Taris Upper City South
Taris North (i think) Appartments
Daviks Estate
Maybe the Manaan Hangers

the rest dont have a sky, unless u wanting to reskin them and become the official Skinner



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Old 07-19-2007, 06:21 AM   #113
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Wow, the final screen shots look great, they should definitely be used as the textures.


Quote:
Originally Posted by DarthDredge
Can't you use a script like this:

Code:
/* Possible Object types: 
OBJECT_TYPE_CREATURE 
OBJECT_TYPE_ITEM 
OBJECT_TYPE_TRIGGER 
OBJECT_TYPE_DOOR 
OBJECT_TYPE_WAYPOINT 
OBJECT_TYPE_PLACEABLE 
OBJECT_TYPE_STORE */ 

// for the 3 floats in the function below 
// you can use the X, Y, Z coordintates from 
// the whereami cheat code 

vector vPosition=Vector(0.0, 0.0, 0.0); 

location lWhereToSpawn=Location(vPosition,0.0); 

CreateObject( OBJECT_TYPE_CREATURE, 
"object_template",lWhereToSpawn);
(from http://www.lucasforums.com/showthread.php?t=143412)
to spawn the object and then a script like this:

Code:
void main () {
 
  // goodbye.nss 
  // This script will make any NPC 
  // move to a desired location and vanish. 

  object oNPC=GetObjectByTag("Carth");           // insert NPC's tag here 

  float x=93.77;                                 // do a whereami cheat 
  float y=141.06;                                // to get x, y, and z 
  float z=0.0; 

  int bRun=FALSE;                                // you can set this to TRUE
                                              // if you want the NPC to run 

  vector vExit=Vector(x,y,z); 
  location lExit=Location(vExit,0.0f);
  ActionDoCommand(SetCommandable(TRUE,oNPC)); 
  AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun));
  AssignCommand (oNPC,ActionDoCommand(DestroyObject(oNPC))); 

  // you can omit this last command if you like -- 
  // if the NPC is not able to move to the 
  // location, this command will prevent 
  // you from being able to speak with him 
  // again. But if they're going to leave anyway...

  ActionDoCommand(SetCommandable(FALSE,oNPC)); 

}
(from http://www.lucasforums.com/showthread.php?t=139381)
to make it move across the screen?
That might work, I just wasn't aware of a placeable being able to move due to them not having the animation for it, but I said that when I was tired and it was 3 AM, I now think that placeable's don't have the animations to 'walk', but that doesn't mean they can't 'move', two different things.

We might not even need the second script, we can just add to it, this may work, but my scripting isn't the best so maybe not.

Code:
void main () {

/* Possible Object types: 
OBJECT_TYPE_CREATURE 
OBJECT_TYPE_ITEM 
OBJECT_TYPE_TRIGGER 
OBJECT_TYPE_DOOR 
OBJECT_TYPE_WAYPOINT 
OBJECT_TYPE_PLACEABLE 
OBJECT_TYPE_STORE */ 


location lWhereToSpawn=Location (vPosition, 174.0); 

CreateObject( OBJECT_TYPE_PLACEABLE, 
"airtaxi1",lWhereToSpawn);

vector vPosition=Vector(174.0, 184.0, 147.0);  // Spawn point of placeable

object oPO=GetObjectByTag("airtaxi1");           // placeable's tag

  float x=93.77;                                 // Moves the placeable
  float y=141.06;                                // to this location
  float z=265.0133; 

  int bRun=TRUE;                                // sets placeable in 'run' mode
                                                      //  set to FALSE to go slower


  vector vExit=Vector(x,y,z); 
  location lExit=Location(vExit,0.0f);
  ActionDoCommand(SetCommandable(TRUE,oPO)); 
  AssignCommand (oPO,ActionForceMoveToLocation(lExit,bRun));
  AssignCommand (oPO,ActionDoCommand(DestroyObject(oPO)));

}
Now that script has errors in it, I tried correcting them but I couldn't fix it, so if someone who is good at scripting could correct the errors, maybe Stoffe if she doesn't mind, Then that script may work.

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Old 07-19-2007, 07:44 AM   #114
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Quote:
Originally Posted by Master Zionosis
That might work, I just wasn't aware of a placeable being able to move due to them not having the animation for it, but I said that when I was tired and it was 3 AM, I now think that placeable's don't have the animations to 'walk', but that doesn't mean they can't 'move', two different things.
Placeables can't move, they are stuck at the coordinates they are spawned until they are destroyed. The only way to "move" a placeable would be to repeatedly spawn and destroy instances of it with slightly changed coordinates, but that does not look very natural and would slow down the game noticeably if you do it quick enough for it to appear fluid. Not to mention that using NWScript would be the equivalent of using carpet bombing to perform a surgical strike when it comes to carefully timed scripted sequences.

Placeables can however seemingly "move" (even if they in reality do not) if they are only meant to do so along a predetermined pattern by using an animation (for example a ship that takes off and lands along exactly the same route every time) of the placeable.

For objects that need to be able to move around more freely those are usually made as creatures with an appearance model of an object instead. For example a crate that should be force pushable could be made as a creature with an appearance model that makes it look like a crate.
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Old 07-19-2007, 08:14 AM   #115
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Thanks Coola , I needed to know this , because the undercity uses a few Uppercity Textures here and there and the "slummy" look is getting changed into "Rich-Expansive" looking , mainly the appartement area's .

So this might have contradicted to a setting you might had in mind for a particular area .

But it also means I'm then almost finished with the retexturing of the Taris/Coruscant area . Yihaaaa .

And I would be happy to Transform Davik's estate aswell .

EDIT : About the 3D animation "objects flying around" , perhaps it would be possibel , but how would I get the right dimensions and coordinates the ship has to follow . I could rebuild the area-modules in Max use them as a guide .

But then again , I don't think Mdlops is that good at "converting" mdl files with animations .

Besides I'll do the re-texturing first and I'm helping GloveMaster aswell with his mod project ( its small , but takes its time to do it right ) .

EDIT 2: The North and South apartments use the same textures , they are practicly the same area-model , so here are a couple of screenshot from within the apartments . Hope you like these Coola



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Old 07-19-2007, 03:21 PM   #116
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oh em g33. stunning work so far
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Old 07-19-2007, 03:28 PM   #117
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Quote:
Originally Posted by stoffe
Placeables can't move, they are stuck at the coordinates they are spawned until they are destroyed. The only way to "move" a placeable would be to repeatedly spawn and destroy instances of it with slightly changed coordinates, but that does not look very natural and would slow down the game noticeably if you do it quick enough for it to appear fluid. Not to mention that using NWScript would be the equivalent of using carpet bombing to perform a surgical strike when it comes to carefully timed scripted sequences.

Placeables can however seemingly "move" (even if they in reality do not) if they are only meant to do so along a predetermined pattern by using an animation (for example a ship that takes off and lands along exactly the same route every time) of the placeable.

For objects that need to be able to move around more freely those are usually made as creatures with an appearance model of an object instead. For example a crate that should be force pushable could be made as a creature with an appearance model that makes it look like a crate.
That's what I thought, I only made the script just in case a placeable could move.

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Old 07-19-2007, 03:51 PM   #118
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Quote:
Originally Posted by stoffe
Placeables can't move, they are stuck at the coordinates they are spawned until they are destroyed. The only way to "move" a placeable would be to repeatedly spawn and destroy instances of it with slightly changed coordinates, but that does not look very natural and would slow down the game noticeably if you do it quick enough for it to appear fluid. Not to mention that using NWScript would be the equivalent of using carpet bombing to perform a surgical strike when it comes to carefully timed scripted sequences.

Placeables can however seemingly "move" (even if they in reality do not) if they are only meant to do so along a predetermined pattern by using an animation (for example a ship that takes off and lands along exactly the same route every time) of the placeable.

For objects that need to be able to move around more freely those are usually made as creatures with an appearance model of an object instead. For example a crate that should be force pushable could be made as a creature with an appearance model that makes it look like a crate.
So then they could do it with a creature that has the model and texture of a ship? Isn't that what I suggested above ("...If it has to be an NPC for this to work, can't you make an NPC with the model and texture of a ship...")?

EDIT: I'm not trying to sound mean or anything, I'm just confused.
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Old 07-19-2007, 04:15 PM   #119
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So then they could do it with a creature that has the model and texture of a ship? Isn't that what I suggested above ("...If it has to be an NPC for this to work, can't you make an NPC with the model and texture of a ship...")?

EDIT: I'm not trying to sound mean or anything, I'm just confused.
The main point is it would be to much trouble to achieve something that won't look 'perfect' anyway, and it doesn't really mater, there is the sound of air taxi's flying around so....

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Old 07-19-2007, 05:32 PM   #120
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Quote:
Originally Posted by Master Zionosis
The main point is it would be to much trouble to achieve something that won't look 'perfect' anyway, and it doesn't really mater, there is the sound of air taxi's flying around so....
There are small models flying around , just check it out for yourselfs . Press "tab" for first person and look up .

The thing is , it's not massive traffice lines , like where used to see in the Prequel movies . And trying to do this with npc's won't work , cause their are now walkable meshes that far up or away and even if we did it , you would bump up the bounding box around the model , even if it was high up .

Its a nice suggestion and would have been great to do if it wasn't such darn nasty thing to get it done right .

Anyways , retexturing of Davils Estate to Jedi Temple is not as easy as Taris .
Cause I'm trying to make some brand new texture , for Taris I mostly edited the orginal textures , just the floor are custom made .

But for the Jedi Temple I want something "awesome" "epic" and just darn-good looking . So far it doesn't look that good , I'll have to do some trial and error
work on this .

Have a look , just not that good , ow well ... :


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