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Old 02-02-2012, 12:38 PM   #81
darth-ackbar
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Hi, everyone. I've just finished my improved lightsaber upgrading! As it includes the ability to use different hilts, if anyone has some hilts they would like me to add, or if you'd like to make some hilts, please post or PM me.

More Updates Soon...


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Old 02-02-2012, 01:38 PM   #82
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OOh, sounds nice. Ill check your site often in hope of some screenies...


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Old 02-04-2012, 05:55 PM   #83
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If you want, I can do some character skins. I'll have to see how the skin wraps around the model, but I can do it. I'm not sure how much I'd be able to do, but anything I can do, I'll do gladly. I'm going to start attending a public school this semester, since it turns out that the online school I was attending doesn't have a branch in this state.
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Old 02-06-2012, 09:09 AM   #84
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I like the look of the lightsaber upgrading and the quests ideas are great (The 3 diffferent main quests) Can't wait to see more footage.


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Old 02-15-2012, 11:38 AM   #85
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I just found this, and i have to say that you have done a great work.
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Old 02-16-2012, 11:11 AM   #86
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Hey everyone, I know I haven't posted in a while but I thought I'd give an update on the mod.

Planets:
Nar Shaddaa
= 100% Finished
Nal Hutta = 10% (Work has started on the modules, I'm hoping to have some screenies up next week.
Sleheyron = 30% (Modules are pretty much done)
Coruscant = 10% (Work has started on the modules)
Taris = 0%
Tatooine = 10% (Work has started on the modules)
Korriban = 0%
Lehon = 0%
Dromund Kaas = 0%

Characters:
Kotho'Epp = 40% (Models done, story written but not in-game)
Ceddra = 60% (Models done, story written but not in-game)
Khaylia = 10% (Working on models, story written but not in-game)
Yaru = 60% (Models not done, story written and mostly in-game)
Vaner = 5% (Working on models, story not written)
HK-47 = 80% (Models done, story written and mostly in-game)
Jek = 0% (Models not done, story not written)
Kkizz = 60% (Models done, story written but not in-game)
Sai Morlev = 10% (Models not done, story partially written)
Secret Party Member = 60% (Working on models, story written and partially in-game)

General Story:
Search For Revan Quest = 20% (Story fully written but not in-game)
Forgotten Quest = 10% (Still working on story)
Questionable Legalities Quest = 15% (Story pretty much finished)

@ christos200 thanks, we've done a fair bit, but we've got a looooooooong way to go

@ Fair Strides 2 sending you a PM now, thanks for the interest.

Thank you everyone who has helped and given support to the mod so far, I hope to be posting some screenies either this week or next

WOW, just found a s**t load of smilies, expect random smilies in upcoming posts.


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Old 02-16-2012, 03:24 PM   #87
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sounds great but this is four-conversion of later life revan and the end is far. but i have be intrested to give you help and support about music because my level of moding be weak but I advise you to music.

Last edited by razorxp; 02-16-2012 at 03:38 PM.
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Old 02-17-2012, 09:25 AM   #88
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WOW, just found a bad language XD load of smilies, expect random smilies in upcoming posts.
Hehe, hehe indeed. Anyway, progress is coming along nicely and im impressed by your ideas. Great job
A few questions:

How are you going to make Coruscant? I know their is 1 module for it (The council chambers) but is it going to be a temple, or the main city? Onderon reskinned might work....

Tatooine? Im very intrested to know how that will work?

Will there be many different species for selection with SFR?

When you say 100% on Nar Shaddaa does that mean all voices are done?

TY


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Last edited by UltimateHK47; 02-17-2012 at 09:32 AM.
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Old 02-17-2012, 11:20 AM   #89
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OK, to answer your questions:

1) Nar Shaddaa is just the tutorial so there wasn't loads to do, all the alien VO's are in place but human ones are not. Sorry if that caused confusion, I confess that VO's didn't even come into my mind when I wrote it.

2) Me and d3sd0 are currently working on alien selectable heads, I'm not giving details until we get closer to finishing though.

3) Coruscant will be central to the plot and will have many areas to explore including the Jedi Temple, Senate Building and the Uscru Entertainment District. Some of these will be old modules, some will be new.

4) I am working on a brand new module for Tatooine right now, most of Tatooine will be new modules, simply because no previous locations are anything like the planet. I'm hoping to have some screenies next week



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Old 02-17-2012, 10:37 PM   #90
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Oh yes, I am very excited for the races we've been working on! It'll be very interesting and will add a lot of customization to the game! (Thanks for the shout out Ackbar!)

Random smileys aye?


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Old 02-19-2012, 01:43 PM   #91
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I'm currently working on a new tatooine module, some renders from 3DS Max below. Can you give me your opinions, this is still in WIP stage BTW.

Show spoiler


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Old 02-19-2012, 02:46 PM   #92
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^^^ Looks cool!


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Old 02-19-2012, 04:31 PM   #93
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Dang! Good work on these! I look forward to more.


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Old 02-19-2012, 05:32 PM   #94
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They look good....has that Tatooine style..very nice....not sure how it fits in, the location, maybe add some type of landing underneath the EH rather than sand...you know maybe some octagonal shaped floor panels or something...just a thought...nice work'


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Old 02-19-2012, 05:57 PM   #95
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wow thats pretty good! great work ackbar! and i also agree with newbiemodder the ebon hawk could have some sort of landing platfrom under it.
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Old 02-19-2012, 06:42 PM   #96
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Nice work! Looks like a solid, solid start to a little desert canyon. I agree with the landing pad suggestion.



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Old 02-19-2012, 07:04 PM   #97
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wow thats pretty good! great work ackbar! and i also agree with newbiemodder the ebon hawk could have some sort of landing platfrom under it.
I know I'm not Darth Ackbar, but if I were designing the module, it'd be conjuring images of the Wastes/Flats as seen in the Lego Star Wars games and in the scene in Episode IV, when Luke finds Artoo and is ambushed by Sand People. That in-turn would lead me to scenes of a crash landing and a trek through the dangerous wastes to Anchorhead. During the trek, you would encounter Sand People. Always a friendly meeting. :P
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Old 02-19-2012, 08:02 PM   #98
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Looks good Ackbar! Much better than I could probably model!


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Old 02-19-2012, 09:58 PM   #99
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Quote:
Originally Posted by darth-ackbar View Post
I'm currently working on a new tatooine module, some renders from 3DS Max below. Can you give me your opinions, this is still in WIP stage BTW.

Show spoiler
Very nice. But may I ask, how did you do the canyon part? As I very much suck at it. I am also creating a mod close to an SC/TC and there will probably be new area models, and I would very much like to know how to do the canyon part.


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Old 02-20-2012, 11:16 AM   #100
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Do you mean the rocks? If so, what I did was to create a 2d shape with the line tool, extrude to the height I wanted and then add some extra verts which I dragged around to get the rocky shape. If you want a more in-depth tutorial, I'll give you a PM, just say so.

Thanks for the positive feedback, I shall put a landing platform of some kind under the hawk.

Fair Strides 2, I am currently playing with ideas for a canyon where there will be a sand people village and a jawa village. I will probably base this on the Jundland from a new hope.


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Old 02-20-2012, 11:48 AM   #101
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Quote:
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I am currently playing with ideas for a canyon where there will be a sand people village and a jawa village.
If you're looking for inspiration for Tatooine, might I suggest you might want to look at the work of Sith-J-Cull, a mapmaker for Jedi Knight 3?



He's got some great looking building shapes you might want to take a look at as they may be helpful.

Here's a video as well:
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YouTube Video




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Old 02-20-2012, 12:43 PM   #102
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Thanks for the positive feedback, I shall put a landing platform of some kind under the hawk.

Fair Strides 2, I am currently playing with ideas for a canyon where there will be a sand people village and a jawa village. I will probably base this on the Jundland from a new hope.
If you were in or around a Sand People enclave or a Jawa village, why would a landing platform be anywhere near them? Sand People are hostile, and Jawas will rob you. Who'd land under those circumstances?

Also, thanks for giving me the name. I was thinking it was "Gungan Wastes" or "Guangan Wastes." I was nowhere close!
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Old 02-21-2012, 12:02 AM   #103
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Ah, yes, Cully, the man to most accurately model the Ebon Hawk for JK3. What a genius.



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Old 02-21-2012, 02:20 AM   #104
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Thanks for the link SH, the story around the sand people will be this:

Show spoiler


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Old 02-22-2012, 12:32 PM   #105
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Some updates on the Tatooine module, I've added some more stuff the walled off bit, and made the floor texture more detailed.

Show spoiler


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Old 02-22-2012, 01:47 PM   #106
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Very nice! can't wait to see that stuff in game
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Old 02-22-2012, 03:02 PM   #107
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Looking good!

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Old 02-22-2012, 04:03 PM   #108
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It's great to have new area modelers around! If you need any help or have trouble with anything, don't hesitate to ask. The new areas are quite a complicated process, and are sometimes difficult to get working correctly. I've been through quite a few of the same problems before, so if anything goes wrong, maybe I can help you out.



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Old 02-22-2012, 04:09 PM   #109
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Quote:
and are sometimes difficult to get working correctly.
So true. My advice to you is stop where you are at now and make sure it will work in game. Make an ascii file, run it thru kaurora, etc. It's easier to find possible problems the simpler your area is. If it works, then add more to it. Stop and make sure it works in game again. Do it incrementally, slowly adding more detail as you go along. That way if a problem occurs, in my experience kaurora can be a little fussy, you can narrow the culprit down.


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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 02-22-2012, 04:16 PM   #110
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Quote:
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My advice to you is stop where you are at now and make sure it will work in game. Make an ascii file, run it thru kaurora, etc. It's easier to find possible problems the simpler your area is. If it works, then add more to it. Stop and make sure it works in game again. Do it incrementally, slowly adding more detail as you go along. That way if a problem occurs, in my experience kaurora can be a little fussy, you can narrow the culprit down.
This. This is pretty much what I do with my areas, and it works well. You can also split it up into sections, and export the different sections separately, as long as you still keep just one big walkmesh. KAurora takes a long time to export large, high-poly models, so it'll cut down on your time as well.



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Old 02-22-2012, 04:46 PM   #111
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Some updates on the Tatooine module, I've added some more stuff the walled off bit, and made the floor texture more detailed.

Show spoiler
Can't wait to spend hours wandering around Good Job!


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Old 02-22-2012, 05:59 PM   #112
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Any idea when the release date will be? I mean I know it'll be a long time from now but do you have an estimation
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Old 02-22-2012, 06:04 PM   #113
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This is generally the case around here.



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Old 02-22-2012, 06:08 PM   #114
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I was just wondering. i know its hard to estimate but we're all eager to know, right
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Old 02-22-2012, 06:14 PM   #115
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This project is similar in scale to logan23's TSL:Revenge of Revan. RoR has been in constant development for over 3 years, so I would say that 3 years is a good estimate for this as well, providing all goes well.



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Old 02-22-2012, 06:24 PM   #116
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This project is similar in scale to logan23's TSL:Revenge of Revan. RoR has been in constant development for over 3 years, so I would say that 3 years is a good estimate for this as well, providing all goes well.
If Ackbar will allow, I'm still gonna be here in 3 years and am going to be first in line to beta test it!

P.S. to Darth Ackbar: PPPPLLLLLEEEEEEEAAAAAAAASSSSSEEE!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!
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Old 02-22-2012, 06:47 PM   #117
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Beta testing does sound fun
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Old 02-23-2012, 02:23 AM   #118
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I know quite a few people have asked about the release date, sithspecter is quite right when he says, when it's done I'm sorry but I just can't be more detailed than that right now.

Thanks for all the positive feedback everyone, I will probably try to get what I've got so far into kotor at the weekend, so if all goes well, I should have some screenies of it in game next week


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Old 02-24-2012, 03:27 PM   #119
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Can't wait to see em
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Old 02-25-2012, 11:08 AM   #120
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I'm having a bit of trouble using kaurora, it loads the ascii for the module parts fine, but then it crashes when I try to render it. From following Quanon's walkmesh tutorial, I know that he had to run it in an XP virtual machine, do you think i'll need to do the same?

I'm using 7 btw


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