Another missing Sleheyron level.

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Thor110

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Just yesterday I noticed some chatter and Wizard, the author of KotORModSync and a co-author working on the Holocron Toolset found some more missing level files from a Sleheyron level.

The model files are the following.

crossgob.mdl/mdx
hal01gob.mdl/mdx
hal02gob.mdl/mdx
hal03gob.mdl/mdx
hal04gob.mdl/mdx

So I took it upon myself to try and reconstruct it, the results are far from adequate but I haven't put that much time into it yet.

sleheyron2.jpg.b549e403f4453d3427f59a4c5e79afdf.jpg

This is the level viewed in Blender.

sleheyron1.jpg.00782b239853c0d77b4aeb312b156790.jpg

This is the interior of the level viewed in Blender.

And here are some shots of it in-game.

sleheyron3.jpg.8d9685662893994f59517ecc70f7fb77.jpg

No lightmaps! I'm blind! aahhhhhhhh

K2_00000.jpg.b91c0f1f4e6ad2551164d0999a1b8db1.jpg

Poorly made lightmaps! I'm going blind! ahhhhhhh

K2_00001.jpg.efe4d6bf36195de54845ba34e834c596.jpg

Though I didn't do any setup for baking the lightmaps, I just baked them as they were so that's probably why they turned out awful, I also did not familiarise myself with the proper procedure when baking them so the files were huge.

door.jpg.80c30ca8482cbca3f7c0399990ca2d2b.jpg

None of the games doors fit the hallways unfortunately!

sewer.jpg.08c8aa99d193bc784a1a9daba5d43b1c.jpg

Which is a shame.

The minimap turned out even worse.

lbl_mapgob.jpg.d2be4087bc93e25c825567c33e7d2eff.jpg

But again, I just threw it together quickly to see what it all looked like in-game.

Now I just have to figure out what to do with it.

Thor110

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I would absolutely love if this could be uploaded as a modders resource for either Kotor 1 or 2

Sithspector is making everything from scratch so this wouldn't be part of his mod. It would be a good module to tinker around with

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23 hours ago, Mephiles550 said:

I would absolutely love if this could be uploaded as a modders resource for either Kotor 1 or 2

Sithspector is making everything from scratch so this wouldn't be part of his mod. It would be a good module to tinker around with

There's not really much point without baking lightmaps and closing off the end sections, or doing something.

But these are the two files you will need. .lyt in the override and .mod in modules, the level is built for TSL but it will work in K1 as well.

Without lightmaps though, it's pitch black.

Edit : I don't know how to properly bake the lightmaps so the ones I baked were 512x512 which made the files 300mbs so I won't waste space uploading them lol but I will look at making smaller ones at some point.

gob.lyt gob.mod

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Just as a point of interest, these assets were created at a fairly early stage in development when they were working at a slightly larger scale of about 33% larger than what they went with in the final game.

I’ve played with these models myself previously for shits and giggles and rescaling to 33% smaller seemed to work the best and had everything a lot closer to the final game areas in terms of proportion.

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