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Old 07-19-2007, 06:35 PM   #121
LUCIUS AQUILA
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Really looking great Quanon. Can't wait for it to be released.



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Old 07-20-2007, 12:50 PM   #122
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Quote:
Originally Posted by LUCIUS AQUILA
Really looking great Quanon. Can't wait for it to be released.
Thanks , but its Coola hows doing the major work here .

I hope he fares aswell like I'm doing

So , been busy the last couple of hours with Daviks Estate , I'm now pleased with 3 textures I replaced and one of them I'm doubting about .

So I have black-marble ( cold like) and red marble ( same type I used on Taris , warm like )

THey both look good , give a nice contrast to the white-marble .

I also worked on one of the Rim-textures , the other one is next .
And then I can start on the floors . Ofcourse they all need some tweaking and maybe I should reduce my "shiny" marble , don't know for sure .

Just look at these two screenshots and give some opinions about black vs red marble


TIQUILAAAAAAAA

Last edited by Quanon; 07-28-2007 at 09:58 AM.
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Old 07-20-2007, 03:05 PM   #123
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They both look awesome. I prefer the red, from memory of the films, I think the deep red is more the kind of thing that would be in the jedi temple (which is what i presume this is being used for), but to be honest both work really well. Keep up the good work



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Old 07-20-2007, 05:52 PM   #124
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i say the red but they both look really great Quanon


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Old 07-20-2007, 05:55 PM   #125
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I say red also... great work!


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Old 07-20-2007, 07:50 PM   #126
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Woot , been busy on the floor textures and once more I have my doubt on how to use them and black or should they be red ???

But hey , why don't you people give me some hints , cause I like my designs , but they don't always align that very beautifully in the corners or some other places . Not that the original did lign up that well to .

So what you think of these , okay pay attention on the patterns the floor textures make . What does look the best ? :



TIQUILAAAAAAAA

Last edited by Quanon; 07-28-2007 at 09:59 AM.
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Old 07-20-2007, 08:31 PM   #127
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I think we have a new master-texturer....



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Old 07-21-2007, 12:49 AM   #128
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Brilliant, absolutley brilliant. The red is THE best. Keep it up



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Old 07-21-2007, 12:59 AM   #129
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Great job on those new textures for the sky and Davik's estate they are mind


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Old 07-21-2007, 08:52 AM   #130
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Quote:
Originally Posted by Darth InSidious
I think we have a new master-texturer....
You can say that again! Absolutely amazing! And yes, red suits better. But they're both very nice.
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Old 07-21-2007, 10:34 AM   #131
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Wow thats fantastic! This mod will look awesome


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Old 07-21-2007, 10:52 AM   #132
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Quanon you are amazing, these look brilliant, keep up the FANTASTIC work

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Old 07-21-2007, 12:11 PM   #133
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Quote:
Originally Posted by Master Zionosis
Quanon you are amazing, these look brilliant, keep up the FANTASTIC work
Thx , you guys keep me going !

Here's the news , for the floor I just used twice the same texture .
It gives better results , just two corners in the entire area still look a bit crappy , but I'm pleased with all the rest . And I settled with a combo of black and red marble .

Finished working on the second trim-texture , wich is used on the bottom half of the walls . I followed the layout of the orginal texture to avoid the lining up problem I had with my floor-textures .

The best news is I'm finished with the texture creating for this module . I might go over the alpha-channels , cause the place is starting to look like a mirror-palace .

And there's some ugly purple fog/haze hanging around , hope we can change that to .

For now I'll check out the textures used for the lights , but I have to be sure if they aren't used in both modules .

EDIT : Coola if you want you can use my screenshots on your site about your mod . If you want to ofcourse ( Just forgot to mention that on the start )
You can find them all back here : http://s116.photobucket.com/albums/o34/slazzir/

So have look at the 99% complete retextured Daviks Estate :



TIQUILAAAAAAAA

Last edited by Quanon; 07-28-2007 at 09:59 AM.
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Old 07-21-2007, 02:10 PM   #134
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holy crap Quanon those look so awesome


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Old 07-21-2007, 02:16 PM   #135
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OMG thoose are SO awesome !


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Old 07-21-2007, 07:09 PM   #136
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From the fancy-looking Estate to the slums .
After double checking on Coolas site , I started on re-texturing the UnderCity Area .

It changed from blue-ish to red-ish , its just an on going theme . Red accents in UpperCity , Red in the temple -> So we got some Dark / brown red in the UnderCity or was it LowerCity .

Changed the floor and some other textures to get a different feel , but I'm not done yet , even god needed 7 days to create the world , no didn't he ?

Anyway I'm getting the hang of this . So for youre viewing pleasure a couple of screenys , just look at that floor .



TIQUILAAAAAAAA

Last edited by Quanon; 07-28-2007 at 10:00 AM.
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Old 07-21-2007, 07:42 PM   #137
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You are truly a remarkable skinner, great work Quanon

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Old 07-21-2007, 07:47 PM   #138
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very rustic looking, great job Quanon. did you reskin the buildings in pic three they seem different but not at the same time


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Old 07-21-2007, 08:09 PM   #139
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Fantastic work Quanon! Keep it up


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Old 07-21-2007, 08:23 PM   #140
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Quote:
very rustic looking, great job Quanon. did you reskin the buildings in pic three they seem different but not at the same time
There are still 3 or 2 orignal textures left over , mainly on the buildings in the back-ground .

So they still need to be edited or replaced .

So it doesn't look to dark ? Was afraid it looked a bit to gloomy .


TIQUILAAAAAAAA
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Old 07-21-2007, 08:29 PM   #141
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this looks great, Quanon. the marble floors look especially awesome.
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Old 07-21-2007, 08:32 PM   #142
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nope quanon they look great perfect for the lower city. it may just be the difference between your texture of the walkway and the original textures of the buildings that make the original buildings seem out of place now


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Old 07-21-2007, 09:08 PM   #143
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I don't know if you can change the doors without affecting all of the ones in the game, but if you can, that might look cool to have them match with the new red textures.

All of the textures look awesome. Keep up the good work!
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Old 07-21-2007, 09:19 PM   #144
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Quote:
Originally Posted by DarthDredge
I don't know if you can change the doors without affecting all of the ones in the game, but if you can, that might look cool to have them match with the new red textures.

All of the textures look awesome. Keep up the good work!
Yeah I'm a little behind with the doors . I already extracted them , but I'm not sure how to tackle them yet . So that they match up perfectly with the surrounding .


TIQUILAAAAAAAA
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Old 07-22-2007, 12:55 AM   #145
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Quanon you are doing a fantastic job. I would be honoured if you would attempt to skin the entire mod, but its up to you. Here is a list of MOST of the areas in the mod.

Jedi Temple
manm26ad - Docking Bay (Manaan) - i think this is fine, except the sky might need changing
tar_m08aa - Davik's Estate (Taris) - I'm using parts of this for multiple modules, but this is the Hanger, big room, and private quarters.

Upper City
tar_m02ab - City North (Taris)
tar_m02ac - City South (Taris)
tar_m02ae - City Cantina (Taris)
tar_m02ad - North Appartments (Taris)
danm16 - Sandral Estate (Dantooine) - This is the Security Center. Like a police station. It looks fine the way it is but maybe a different colour overall might work

Lower City
tar_m03aa - Lower City (Taris) - From what i've seen, yours looks fantastic!
tar_m05ab - Upper Sewers (Taris) - This is the Refugee Camp for lower city civilians.
tar_m10aa - Black Vulkar Base (Taris) - This is a sort of Drug Den.
tar_m09aa - Sith Base (Taris) - This is the Lower City Security Center. So maybe give it some more red colour to symbolize the republic more than the sith.

Bounty Hunter groups - Stuck with names, so i'll just refer to human and alien groups
tar_m04aa - Undercity (Taris) - Not much you can do here. This is the alien group's base
I'm still deciding the other base, i'll let you know.

Also there are more sewer type areas for the final mission in the mod, that i have yet to attend to.

As i said, you dont have to do this, but from what i've seen it would make this mod 10x better!

Great work!



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Old 07-22-2007, 07:44 AM   #146
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Ah thanks Coola for the list .

There's already lots of things changed , almost everything from the whole Taris planet is using my textures .

Just the SithBase , Sewers and lowest level has not been altered .

The swoopgang bases just need their floors replaced and then their done.

About the dantooine-module I was thinking of using SithBase textures but making them scruffy and dented looking . But I'll see how well that goes .

I'll post an update as soon as I can .

EDIT : somebody mentioned doors , here's the first door that has been altered . So far it looks like each area has its own door textures , so I think you won't see this door popping up in Korriban or Manaan for example .
But I didn't stray away to far from the orginal design , its mainly it materials that has changed .


Screeny :



TIQUILAAAAAAAA

Last edited by Quanon; 07-28-2007 at 10:00 AM.
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Old 07-22-2007, 01:33 PM   #147
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i dont think ive ever been this excited over doors in my life looking really good


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Old 07-22-2007, 02:10 PM   #148
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This is looking really great Quanon, keep up the amazing work!

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Old 07-22-2007, 02:25 PM   #149
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Wow, i love it! Especially the Bek doors


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Old 07-22-2007, 02:36 PM   #150
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Quote:
Originally Posted by glovemaster
Wow, i love it! Especially the Bek doors
Umh I didn't change the Bek doors yet in that screenshot
It are still the orginals , well not in my game , But the I'll have to alter it slightly cause now the texture doesn't fit that good on the door .

I'll post a screen (or edit this message )when its done .

The lowest level has been altered slightly , just one of the concrete textures , has been given a more red taint to it . And a very very rusty texture has been applied to the fence surrounding the Outcast Village .

The sewers have a new texture here and there , there wasn't much I could make "worse" or "dirtier" . And making them clean and shiny wouldn't make them realistic . Unless someone can give me the evidence that there is a super cleaning team for the Coruscant Sewers


TIQUILAAAAAAAA
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Old 07-22-2007, 02:38 PM   #151
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My bad, i mean't the doors in the top screenshot.


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Old 07-22-2007, 04:21 PM   #152
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@Quanon:
All the textures are awesome! The screenshots of Taris look like a completely different planet. (Well I guess that's the point )

Those doors are really cool too!

@Coola:
What if for the Sith, instead of using their regular uniforms, you used a modified version of the basic clothing and they could have like a certain patch on their shirt or a ring that would let other Sith know? That's what it seemed like you would be doing, "The Sith have infiltrated the Lower City. They aren't working in a very large numbers, but some sith are trying to undermine the Republic's power." It seems like they would be in disguise.
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Old 07-22-2007, 07:19 PM   #153
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stunning work man. can't wait for this to be released.
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Old 07-22-2007, 08:39 PM   #154
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Looks cool. I can't wait for this mod to be released.

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Old 07-23-2007, 06:17 AM   #155
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Great work Quanon!

Quote:
Originally Posted by DarthDredge
What if for the Sith, instead of using their regular uniforms, you used a modified version of the basic clothing and they could have like a certain patch on their shirt or a ring that would let other Sith know? That's what it seemed like you would be doing, "The Sith have infiltrated the Lower City. They aren't working in a very large numbers, but some sith are trying to undermine the Republic's power." It seems like they would be in disguise.
Hmmm thats an interesting idea. Might try that.

Thanks



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Old 07-25-2007, 10:17 AM   #156
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Okay , a small new update .

Its goes a bit slower , cause I'm doing a job now during the summer-holidays for some extra credit to spent all year long
And I gone working from 6:00 till 14:10 . But that doesn't stop me from doing retexturing in smaller steps now and I'll be back fulltime after the 17 august .

Anywayz enough of my chit-chatter , some screens of the SithBase transforming into the control-center of the lower city.

I made the scene look a bit trashy , cause it belongs to the lower city , unless you want it otherwise Coola .


TIQUILAAAAAAAA

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Old 07-25-2007, 10:33 AM   #157
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Wow, they are really beginning to look like completely new area's, good effect, and good job.


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Old 07-25-2007, 07:34 PM   #158
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Just wanted to say to both Coola and Quanon what a terrific job they are doing in bringing Coruscant to life. I am eagerly anticipating seeing this mod as Coruscant is virtually the only thing I felt was missing from KotR.

I wanted to ask though, how extensively are you modifying especially the appearance 2da file along with any other 2das? The reason I ask is because I already have a modified appearance 2da and if this mod changes that as well, I'll have to brush up on my editing in order to have everything working properlly.

Thanks.

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Old 07-25-2007, 11:52 PM   #159
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Quote:
Originally Posted by Quanon
I made the scene look a bit trashy , cause it belongs to the lower city , unless you want it otherwise Coola.
Thats perfect. Great work Quanon. The lower city is supposed to be scummy, and the story of what happens there suits it. (Which is a bit scary, considering you didn't know what had happened here...)

Keep them coming

Quote:
Originally Posted by Master_Zionosis
Wow, they are really beginning to look like completely new area's, good effect, and good job.
I know, I never pictured this mod looking any different than Taris.

Quote:
Originally Posted by Archonon
Just wanted to say to both Coola and Quanon what a terrific job they are doing in bringing Coruscant to life. I am eagerly anticipating seeing this mod as Coruscant is virtually the only thing I felt was missing from KotR.

I wanted to ask though, how extensively are you modifying especially the appearance 2da file along with any other 2das? The reason I ask is because I already have a modified appearance 2da and if this mod changes that as well, I'll have to brush up on my editing in order to have everything working properlly.

Thanks.
So far the mod is using little editing to the 2da files. When custom armor, etc. are introduced, then there may be some editing. As far as I know, skinning the modules doesn't require editing of 2da files. Thanks for your comments.

HOWEVER, two files that are relied on in the mod are the globalcat.2da and the global.jrl files. Both are used to mantain the quests and missions you get. Once the mod is finished, I will look into making them as combatible as possible.



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Old 07-26-2007, 04:06 PM   #160
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Newsflash : rusted , filthy and smelly doors detected .

Nothing to big of news ( and ofcourse I won't show everything changed )

I present you 2 doors .

The Sithbase door has been heavly bombarded with years of bad maintenance :



The long promised "Hiddenbeks / LowerCity Door" :



Hope you like these "new" doors .


TIQUILAAAAAAAA
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