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#21 Zhaboka

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Posted 27 September 2014 - 01:32 AM

*drool*


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#22 Sithspecter

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Posted 27 September 2014 - 03:41 AM

Amazing! If all of the modules are to be as high in quality as the example screenshot, I've got a good reason to look forward to this!

That, and added to the fact I've always wanted to see what a completed Sleheyron planet would be like, your planet mod will probably have a permanent place in my game whenever you release it.

Will you be using part of this older landing video for the mod, also?

 

 

There will be a brand new video produced closer to the completion of the project.

 

Definitely looking forward to this with great interest. :' It will be nice to have another Kotor 1 level on par with its originals.

So then on this topic I have two questions,

First, are you going to also have thick yellowish fog in parts of the module as per the Sleheyron MO?

And, two, is this also an experiment on lightmap editing so that eventually we can see this height of lightmap quality in other levels? (Looking at you, Kotor 2 ;/ )

 

Probably not too much fog, but maybe in appropriate modules.

 

This is something of an experiment in lightmap editing (pretty much all of KotOR modding is part experiment). I'm exploring the best technique to streamline the lightmapping process and producing correct results. Lightmapping can be very difficult to get correct at times, but by breaking areas up into smaller pieces it generally turns out right.


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#23 Sithspecter

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Posted 20 October 2014 - 12:58 PM

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#24 milestails

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Posted 20 October 2014 - 03:26 PM

"ARE YOU NOT ENTERTAINED?"


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#25 L0ki194

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Posted 20 October 2014 - 05:15 PM

Awwww yeah. This'll be great.



#26 Sithspecter

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Posted 05 November 2014 - 02:38 PM

Area Overview: Sleheyron City

 

Not much is left of the original Bioware Sleheyron. What remains is only fragments; textures, small pieces of models, and a few ancient screenshots. From these fragments, I've been able to piece together the original street layout of Sleheyron and replicate it. The results are spectacular:

 

 

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Thanks to KAurora, a bit of research, and some hard work, the City of Sleheyron comes to life!


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#27 Kexikus

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Posted 05 November 2014 - 06:01 PM

Wow :D
That looks really, really great already.

If I had to criticize anything, that'd be that there are very few people on the streets but that's a problem most of KotORs areas suffer from.

It simply looks like an official part of the game and I can't wait to see what else you'll be able to do.


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#28 Fair Strides

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Posted 05 November 2014 - 06:19 PM

Ah, the power of lightmaps!:D

 

Now imagine this area without them...


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#29 Malkior

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Posted 05 November 2014 - 09:18 PM

Love the visuals in the backdrop and how it works with the lighting of the floor/ground texture.

Also that music. :)
Was that in the Kotor game files all this time, or is it a new creation?


All of that said, one thing I feel is a bit missing, myself, is a lack of labelling or lit signage. It could break up some of the parts that look empty IMO.

-_ That said, it looks identical to the tech demo they showed, which is frankly incredible. :cool:
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#30 Mephiles550

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Posted 05 November 2014 - 09:35 PM

This is absolutely amazing! You recreated and combined the areas from the early Kotor beta screenshots beautifully!

You would have made Bioware proud. :D

My day was pretty annoying today, so thanks for lifting it up with this.



#31 milestails

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Posted 06 November 2014 - 01:46 AM

Bravo Sithspecter!


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#32 Sith Holocron

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Posted 06 November 2014 - 02:33 AM

Good stuff as always. Surprised that there is not a thread at LF in Holowan for this too!

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#33 Xedii

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Posted 06 November 2014 - 03:57 AM

Yove got my attention will be waiting for this



#34 Sithspecter

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Posted 06 November 2014 - 08:47 AM

If I had to criticize anything, that'd be that there are very few people on the streets but that's a problem most of KotORs areas suffer from.

It simply looks like an official part of the game and I can't wait to see what else you'll be able to do.

 

I've tried to place only NPCs that I can see in the original Bioware screenshots, plus a few more. There may be additional NPCs placed, but I'm trying to keep it even with the existing KotOR areas.

 

Love the visuals in the backdrop and how it works with the lighting of the floor/ground texture.
Also that music. :D
Was that in the Kotor game files all this time, or is it a new creation?
All of that said, one thing I feel is a bit missing, myself, is a lack of labelling or lit signage. It could break up some of the parts that look empty IMO.
-_ That said, it looks identical to the tech demo they showed, which is frankly incredible. B)

 

The music exists in KotOR and is used in the Mystery Box module. It is titled "mus_area_slehey" (I think that's correct), which implies that it was originally intended to be used in Sleheyron. As far as signage goes, I've tried some neon types before but, as you point out, prefer to remain faithful to the original. There will be some symbols that are in the original Sleheyron textures that I will use in upcoming modules.

 

This is absolutely amazing! You recreated and combined the areas from the early Kotor beta screenshots beautifully!

You would have made Bioware proud. :D

My day was pretty annoying today, so thanks for lifting it up with this.

 

Thanks, glad that I could help make your day a bit better. I hope tomorrow is better for you.

 

Good stuff as always. Surprised that there is not a thread at LF in Holowan for this too!

 

Well, Holowan seems mostly dead these days but I may try to shake it up a bit.


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#35 Mandalore

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Posted 06 November 2014 - 07:25 PM

That's bloody kandosii.


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#36 Zhaboka

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Posted 09 November 2014 - 05:56 PM

I feel like I'm vomiting happiness this is so beautiful.

 

If you need help restoring any voice-overs, I'm super down.


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#37 GNihilus2

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Posted 10 November 2014 - 04:18 AM

the background sky!!!  the buildings!!!  the ground!!!  the lightning of EVERYTHING!!!

the music!!!!  :w00t:

 

can't waiiiiiiiiiit !!!!!!!!!!   :thumbsup:  :clap:

 

keep it up ....  :bow:



#38 VarsityPuppet

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Posted 10 November 2014 - 04:37 AM

Unfortunately, we've still not gotten actual aurora lights to work.

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#39 Sithspecter

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Posted 11 November 2014 - 06:37 PM

Unfortunately, we've still not gotten actual aurora lights to work.

 

I'll take lightmaps over aurora lights any day of the week.


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#40 VarsityPuppet

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Posted 12 November 2014 - 02:35 AM

I'll take lightmaps over aurora lights any day of the week.


Yeah, but the lights don't have shadow effects on the player character in darker lightmapped areas which can result in some interesting effects.

Who am I to say though? I couldn't even export my area properly! :P

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