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Old 06-02-2011, 01:36 PM   #241
Warlord664
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Some thing I've always wanted to see in a kotor game was a roadian party member. If you think it would fit with your story I think it would be a cool idea
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Old 06-03-2011, 01:04 PM   #242
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That may actually be doable, I would have to get one of my contacts to do some modeling with it though. The game actually registers the Rodian head and body models as a single model rather than two. I'd have to separate the two models so that the head is separate from the body.
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Old 06-13-2011, 12:22 PM   #243
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need voicing? i might be able to do oriha
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Old 06-13-2011, 07:59 PM   #244
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We will always need voice actors. Send a PM over to Timbob12 and he will get you started. He's the dude over the voicing thing because I can't figure out how to make lip files yet (the files that tell the character to move their lips with the dialog that's being said.)
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Old 06-14-2011, 02:16 AM   #245
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Woops, forgot to say that this is for that, already got him :P

Just like to apologise for the lack of recent updates. I have been through a very busy period of exams that is slowly coming to an end. Hopefully new updates soon.


Hey
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Old 06-14-2011, 06:16 PM   #246
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Guys, just a heads-up.

I don't know whether you've thought about it or not, but there will be areas in the game like cantinas and public spaces (where the player can hang out, do side-quests, etc), in which you MUST add some... pazaak players!

I personally love the game and would like to meet a fellow pazaak player in-game. Even with a very simple conversation, just to play (It can be done quite easily, just by taking scripts from the game's areas like the scripts of an Onderonian pazaak player...)

What do you think???


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Old 06-15-2011, 01:13 AM   #247
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I second that.
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Old 06-15-2011, 08:31 AM   #248
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I *Counts number of multiple personalities * quadruple that.


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And you say Murder isn't natural
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Old 06-15-2011, 08:10 PM   #249
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Actually I had all intentions of adding games of pazack, in fact I already attempted to make a tournament but it was a bit sketchy. Adding player's won't be a problem, I actually wanted to also add the swoop track races but I have no idea how they work. Would someone be kind enough to tell me how the swoop races work? Methods, scripts, process, the whole nine yards...
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Old 06-16-2011, 06:05 AM   #250
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Actually I had all intentions of adding games of pazack, in fact I already attempted to make a tournament but it was a bit sketchy. Adding player's won't be a problem, I actually wanted to also add the swoop track races but I have no idea how they work. Would someone be kind enough to tell me how the swoop races work? Methods, scripts, process, the whole nine yards...
I'll look them up for you...
Also, thanks for considering this


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Old 06-16-2011, 06:15 AM   #251
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Sorry for the double-post... Here's how swoop-racing works:

Show spoiler


EDIT: It is SOOOO messy... It's just way too complex for me... Guys, I wouldn't mind not having swoop racing in there...


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Old 06-18-2011, 07:53 AM   #252
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Hey har what happened to that mining lava outpost you posted a while back? Was that just a mess around or is that going to be incorporated into the plot as well.
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Old 06-20-2011, 05:49 PM   #253
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That was kind of a training process for me, it was one of my first models I made and there some of the areas I believe were far too detailed for KOTOR to handle. That's what I have to train myself for now is not to make areas quite that size and keep the poly count lower.

Also here's a update that I thought would be pretty neat for the companions you will receive in SOTE. Each non-Force User is going to have their own unique class made specially for that character. Here are the classes which you will see:

Commando
Survivalist
Infiltrator
Doctor
Informant
Spy
Crime Lord
Bodyguard

Each character will have their own unique abilities as well which will enhance their performance in battle.
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Old 06-20-2011, 07:46 PM   #254
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That's awesome. Will they have specific missions geared toward their classes? Like the part on Goto's Yacht and later on Nar Shaddaa where you take control of your party.



Thank you Gorgod.
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Old 06-21-2011, 03:56 PM   #255
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Certainly. Here's a prime example. The four planets in the middle of the games (KOTOR: Tatooine, Kashyyyk, Manaa, and Korriban, TSL: Dantooine, Korriban, Nar Shaddaa, and Onderon). We have rearranged the process a little so now you have access to 3 planets but the fourth one will always be last. That way you can have all the companions needed to completed it.

The plot will involve the work of all companions and their specific abilities.
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Old 06-25-2011, 08:25 AM   #256
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Very interesting. I am excited to see how this idea works in the final mod. Keep on working, this is gonna be good I think.


Scripting + Harark1 =

Death causes Life and Life causes Death.

And you say Murder isn't natural
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Old 06-25-2011, 08:58 AM   #257
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about companions one idea is to have a human smuggler.
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Old 06-25-2011, 09:31 AM   #258
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about companions one idea is to have a human smuggler.
I think that may be much overused, and the spy may fit that postion.


Scripting + Harark1 =

Death causes Life and Life causes Death.

And you say Murder isn't natural
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This is the url for Ninth heart: http://www.jediquest.webs.com/
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Old 06-27-2011, 07:06 PM   #259
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Well remember that several of the classes may overlap properties of the basic soldier, smuggler, and scout classes. We are just making it so that the characters have particular areas of those classes.
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Old 06-29-2011, 02:21 PM   #260
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Are you only tinkering with skill rate gain and such, or is each class going to have a unique feat or power?
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Old 06-30-2011, 05:09 PM   #261
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WorkingClassHero - I'm still toying around with the files but I'd like to give each class a custom feat and/or power. If I can't do it through the normal use of feats I'm guessing that I'll make it a Force Power or armband or something along those lines to get their own abilities running.



-----UPDATE-----
Great news everyone. Since I'm being held up in some areas while I'm waiting for things to happen I went on ahead and started working on one of the new planets, Ryloth. This planet is going to be similar to Mustafar (the lava world from Revenge of the Sith). Here are a few screenshots of the city on Ryloth:

http://min.us/mxbNdylikk2Gi#

Sorry I would have made them so that they appear right here on the thread but for some reason LF doesn't like Minus pictures...

Last edited by harIII; 06-30-2011 at 05:49 PM.
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Old 06-30-2011, 07:10 PM   #262
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Thanks for the update harlll! The area looks like its going to be realy cool.
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Old 07-04-2011, 12:49 PM   #263
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Did you model that area yourself or did someone else do that?


Scripting + Harark1 =

Death causes Life and Life causes Death.

And you say Murder isn't natural
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Old 07-04-2011, 12:51 PM   #264
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Har did it. He's doing tons of modules for this project, which has been his main focus lately.

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Old 07-04-2011, 12:56 PM   #265
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Har did it. He's doing tons of modules for this project, which has been his main focus lately.
Very impresive.


Scripting + Harark1 =

Death causes Life and Life causes Death.

And you say Murder isn't natural
.

This is the url for Ninth heart: http://www.jediquest.webs.com/
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Old 07-04-2011, 11:28 PM   #266
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That is AWESOME! Keep up the amazing module work!



Thank you Gorgod.
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Old 07-05-2011, 08:36 AM   #267
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Beautiful! Can't wait to see them textured.


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Just exactly what is a head-piece to the Staff of Ra?

http://www.lucasforums.com/showthread.php?t=206819

http://www.lucasforums.com/showthread.php?t=206541

http://www.lucasforums.com/showthrea...t=newbiemodder
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Old 07-05-2011, 05:07 PM   #268
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So far I've shipped that module (plus two others :P) off to another team member who can do the more technical stuff with modeling so that we can bring them into TSL. Then after that they will be textured and finally I will be able to load them into the game.

Also to make you guys mad I'm working on what is going to be the most ambitious area that I've ever done, ever seen from modders, and what we all saw in the KOTOR games. To give you an idea on how big it is, we'll be looking at something like 3 or 4 of the dantooine plains.
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Old 07-05-2011, 05:14 PM   #269
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Also to make you guys mad I'm working on what is going to be the most ambitious area that I've ever done, ever seen from modders, and what we all saw in the KOTOR games. To give you an idea on how big it is, we'll be looking at something like 3 or 4 of the dantooine plains.
Lol, nice. Didnt you just say you werent very experienced with modelling? Then you go on and say youre going to make an area like no one has ever seen before.

P.S. I think I know what that area is...

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Old 07-05-2011, 05:33 PM   #270
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I can model like mad, I'm just having trouble trying to load what I make into TSL. That's why I've recruited others who know how :P

So how do you know Darth Snard? I must have a mole amongst my operators...
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Old 07-05-2011, 07:01 PM   #271
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May I ask which planet is that for?



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Old 07-05-2011, 07:04 PM   #272
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May I ask which planet is that for?
I dont think it's for a planet...

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Old 07-05-2011, 11:33 PM   #273
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It's for Ryloth isn't it?


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Old 07-06-2011, 12:00 AM   #274
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Im thinking it's for teh Htdea Tasr. sort the letters

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Old 07-06-2011, 08:31 AM   #275
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Love the ryloth module! Looks great, can't wait for it to be textured.

I'm very intrigued by this new module you are hinting at.......





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Old 07-06-2011, 02:13 PM   #276
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Coruscant? *Hopes excitedly that his favorite planet will be made*


Scripting + Harark1 =

Death causes Life and Life causes Death.

And you say Murder isn't natural
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This is the url for Ninth heart: http://www.jediquest.webs.com/
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Old 07-06-2011, 05:21 PM   #277
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That area is for Ryloth and I'm sorry harark1, Coruscant won't be in Shadows of the Empire. As much as I love that planet too, that one isn't being added.

The big area that i'm working on is made for the environment of Ryloth, a volcanic planet. To give you an idea you will running on a plateau, through a tunnel, and around a... well I wonder what you guys will think if I hold out on that last detail?

Because I'm in a good mood today I'll go ahead and tell you, a volcano.
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Old 07-14-2011, 08:28 PM   #278
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-----UPDATE-----

Ok everyone, I know it's been a while since the last update and I think it's high time you guys have one. Today's update is the discussion of a new system which I am almost done making; alternative introductions.

When you start out you will find yourself aboard a small freighter ship, as to what you're doing there? I'm keeping that hush hush for now. What happens is that every player, no matter how many times you start a new game, you will always start out in this small freighter. However depending on what class you pick in the beginning you will leave the freighter to travel to one of three new areas.

The starting classes are the Fallen Exile, the Rogue Jedi, and the Imperial Shadow. Each as always have their own unique abilities and now take you to their own unique locations in the SOTE universe.

This means that now rather than going from the Tantive IV to the Devastator to Ansion as we have originally designed it for you go:
The Freighter to
Sleheyron (Fallen Exile)
Naboo (Rogue Jedi)
The Devastator/the Tantive IV (Imperial Shadow)
Ansion

So the Freighter to Sleheyron, Naboo, or the Devastator/Tantive IV to Ansion.

Then on Ansion each class will have their own unique plots but then later merge together. So all in all, the plots split on the Freighter and then merge together about halfway into Ansion.

Even though each class is doing something completely different you still did the things you did in the past such as become the last surviver of the original 501st military division but from then on it changes. You have different backgrounds in recent years but each class still has the same background many years ago.

As of now the main plots for Sleheyron, Naboo, and the Devastator/Tantive IV are complete and the plots for Ansion about 45% complete. Soon we will have everything merged back together and on our way to the next planet...
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Old 07-14-2011, 09:33 PM   #279
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Wow! That is alot of extra work your taking on there! Thats three different planets you have to play 3 times to see them all and if you want to do all the choices you have to play each of them multiple times! Great job har! im realy intrested in what other plans you have to add into this mod.
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Old 07-15-2011, 01:14 AM   #280
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Those different paths sound very good! (i'm hoping those planets won't be available to visit later on, so as to keep the uniqueness of each beginning...).
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