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Sithspecter

Member Since 26 May 2011
Offline Last Active Today, 11:17 AM
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#64224 Sleheyron is M4-78?!

Posted by Sithspecter on 10 April 2018 - 05:50 AM

The only "connection" is that M4-78 used slightly edited Sleheyron skyboxes for the areas. There is nothing to suggest that the two are one in the same, and the buildings are far different between the two.




#63829 Gamefront

Posted by Sithspecter on 21 March 2018 - 08:50 PM

So the nexus network have the rights to gamefront now? I do like the new design tbh. Much easier to navigate. I was only notified myself a few days ago on steam that gamefront was back up. I didnt really dig much much deeper than checking to see if the link worked

 

No, Nexus decided to "save" all the old mods by mass uploading them to their own site. Regardless or people's views on the matter, it made a huge mess of the KotOR Nexus section filled with buggy, outdated, and incompatible mods.


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#63810 Gamefront

Posted by Sithspecter on 20 March 2018 - 08:55 PM

Can't my old, crappy mods go away already??




#63752 Gamefront

Posted by Sithspecter on 19 March 2018 - 03:49 AM

I never knew it went away again

 

How did you miss the, "Gamefront is going away, Nexus is re-releasing everyone's mods!" debacle?

 

The responses ranged from, "Nexus is the savior of humanity and the mods from my childhood!" to; "Nexus' blatant disrespect of authorship and their own policies is an atrocity next to genocide!"

 

A good time was had by all.




#63086 The Last Jedi SPOILER DISCUSSION

Posted by Sithspecter on 22 February 2018 - 06:32 PM

Best cut of the film yet:

 




#63013 Rece Wissner (Me) Important Thing...

Posted by Sithspecter on 18 February 2018 - 07:49 PM

Brother, this probably should've been a blog post.

 

Why do we keep saying things like this?




#62975 Sleheyron

Posted by Sithspecter on 16 February 2018 - 03:25 PM

Might I bring this to your attention- http://deadlystream....t/?hl=placeable

 

According to that, there are only 20 available modded placeable options meaning anything over 20 will revert to 0. How many placeables's does Sleheyron have?

 

I am aware of this, and so far only have 2 placeables in Sleheyron, which are actually used as such, unlike some other mods which use placeables as part of the area model. However, mod compatibility, especially with BoS, is not my chief concern.




#62941 The Last Jedi SPOILER DISCUSSION

Posted by Sithspecter on 14 February 2018 - 03:57 PM

You're an admin, you can't ignore anything.

 

Pssshhh...I'm an admin and I ignore stuff all the time.




#62848 Can the cut K1 modules be fixed with the new tools?

Posted by Sithspecter on 10 February 2018 - 03:32 PM

I would say that theoretically, yes they can be fixed with the new tools. It would still be a substantial amount of work, especially in the case of the Tatooine Temple.

 

It's been a while since I have looked at them, but I remember that the Tatooine Temple had some missing geometry, some missing effects/area settings, and obviously a very broken walkmesh. I think the .vis in the version you mentioned is messed up, causing the disappearing. Darth InSidious had a version I believe that had a fixed .vis, though I can't remember for sure.

 

The Czerka Depot is a much better state, I think. It has some walkmesh-y issues as well, but those should be easily remedied. The last room does have some lightmap issues, which could be harder to fix given the lack of 3ds lighting, but overall it's pretty doable.




#62847 Sleheyron

Posted by Sithspecter on 10 February 2018 - 03:12 PM

All I got to say about that first one is that thank god people still love this game to the point they're willing to develop the tools necessary to pull us out of what I'd call "the modding stone age".

 

For the new street module with the new floor texture will it still look like the Bioware screenshots?

 

That landing bay really looks bad because of my skill at the time, not necessarily because of the tools. The second one was made using the same tools as the first, I just had a greater skill level then.

 

If you are referring to the fact that the new landing bay incorporates some of the textures that are usually associated with the walls, you need not worry. I did this because it seemed like a more hardened or heat-resistant material to use for the landing pad. The streets with still retain their original textures, on the ground and otherwise.


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#62841 Sleheyron

Posted by Sithspecter on 10 February 2018 - 02:24 PM

How many times has the Hangar been changed? I've seen the Demo Hangar, the Hangar at the beginning of the thread which kinda resembles the Manaan hangar and this new one. Is there more than one Hangar for the Ebon Hawk or has the Hangar been going through this evolution as the tools get better?

 

I think this is the 4th incarnation since ~2008.

 

Very first attempt, when the area tools were in their infancy, no lightmaps:

2e5F49m.jpg

4kitBTU.jpg

HbYQmj2.jpg

 

Later attempt, when I broke things up into lots of different parts to apply shading through the AuroraTrimesh modifier:

ZO3l5C1.jpg

l9Cp2O5.jpg

1WiTsjg.jpg

 

Newer attempt using current lightmap techniques, but admittedly poor design and scale:

hndrUOu.jpg

kgjX8C4.jpg

FvrEm8P.jpg

 

Current landing bay with new tools and better design/scale:

TvcqQvZ.jpg

GJovTh2.jpg

mdfzHsy.jpg

 

Over the years I have fortunately learned a few things since my first horrible areas, both from a technical and an artistic/design standpoint.

 

The most recent iteration stemmed from my dissatisfaction with the previous landing bay design and layout. Additionally, starting with Suuda's Estate, I had incorporated a new standard for doors and doorways, and thus it needed to be updated anyways. Several of the key locations (including the primary street area) are undergoing a few renovations to incorporate the new changes that have standardized doors and made things a lot more clean and consistent from a design standpoint.




#62705 Ranger Solo: Anticipation Topic

Posted by Sithspecter on 06 February 2018 - 06:04 PM

It doesn't have a new shape. The only difference is that the empty part between the front mandibles is now filled out with a freight container or something. (And the radar dish is different.)

 

That was my assumption as well, but it seems like a waste to do this. Was it really necessary to add that for this movie? I get the EU lore, but based on the past two Epsiodes, are they even going to be able to explain why the change took place? And will the audience be able to understand it?

 

Maybe this will the the new "Mighty Merchandise Millennium Falcon!"




#62683 Ranger Solo: Anticipation Topic

Posted by Sithspecter on 05 February 2018 - 04:19 PM

After TLJ, I think I'm just going to pass. No need to agonize myself further.




#62584 Sleheyron

Posted by Sithspecter on 30 January 2018 - 03:59 PM

That looks amazing. Is that the emptied module to show off? There definitely will be NPC's in the Hangar, right? A dude you have to pay to gain access to the planet - and possibly a merchant like in the Demo or a mechanic?

 

Yes, there will be NPCs. I just haven't populated the area yet.

 

A big thanks to ndix ur and bead-v for MDLEdit and KotOR Max, which are making things much easier for me.


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#62575 Sleheyron

Posted by Sithspecter on 30 January 2018 - 04:31 AM

 

Another preview, this time of the new landing bay. I was never very satisfied with the older version, and so have updated it in a similar configuration as Docking Bay 94 of A New Hope fame.