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Showing content with the highest reputation on 02/14/2019 in Posts

  1. 1 point
    Yeah, makes sense. KOTOR doesn't have the sort of engine that would let you get much out of that sort of environment anyway. Unless you were planning to have a very slow walk under the lava sea.
  2. 1 point
    Thanks for the information. I think earlier we had decided to mostly leave it to be pretty ambiguous (as you won't encounter any real terrain on Sleheyron) as to not upset the original intent nor anything established since then. So expect a vague description that could either be barren or volcanic.
  3. 1 point
    Edge of the Empire described Sleheyron as volcanic, actually: I'm not sure what is up with the galaxy map description of Korriban, though. It's usually depicted more like space Egypt in other material, and it's not even particularly volcanic in KOTOR.
  4. 1 point
    There's actually no evidence that I've found that suggests that Sleheyron is the Volcanic planet. Actually, there's more evidence to suggest that it's the barren planet. In fact, KotOR lists Korriban's terrain as "Volcanic Mountain Ranges" in the galaxy map: So as far as I have found, there's no evidence present that the Star Map should be in a volcano or that Sleheyron is even a volcanic planet. I believe that stems from the inaccurate assumption that Korriban is the barren planet, and evidence says otherwise. If you can point me to a legitimate original source that says otherwise I will be happy to reconsider. In regards to music, I am planning on re-using the originals that were intended for Sleheyron. I think they fit very well and I like them. I am also somewhat skeptical that you will be able to create a similar track in both style and quality, but I would be happy to be proven wrong. Do you have any similar samples that I could listen to?
  5. 1 point
    Glad to hear that you are getting better Logan, that is the only thing that matters! We thank you deeply for all your hard work, dedication and contribution to the community and for your wise decision to share what you worked on with all of us! So, did anyone pick the project up to continue work on it?
  6. 1 point
    I realize it has been quite some time since I have posted a proper update. Unfortunately, right now I have nothing major to share that looks pretty. But, I have been dusting off the old tools and getting back to work on this. I've also been looking for ways to simplify and reduce some things, and I've sort of had a "Eureka!" moment that's going to allow me to combine two quests, eliminate multiple areas that I have yet to model, and just keep things simpler. I don't want to spoil all the details, but it's taken a burden off my mind at least. Some of you may be disappointed to hear about the reduction, but I don't want there to be bloated or unused space, which is what I am effectively eliminating here. I am really more interested in the quality of the mod, and an actual release. So in this case, less is more. On the modeling front, a number of things are getting an overhaul. The cantina is getting a face lift, and the street is going to be restructured. Most don't know this, but I actually had a second street module. I am combining both into a more condensed street area. The two-module version was too expansive and had too much wasted space. It was fun doing the outside areas, but it just ended up being a lot of empty space. I got a bit too ambitious wanting a Taris-plus sized planet. After the cantina and streets are re-configured, I am looking at only one more area to model from scratch before the area models are complete. This will be an indoor area that houses the gladiator teams as well as various vendors that would go along with such an event. After this area is complete, essentially the whole planet will be built. I still need to do some work on the gladiator arenas themselves, but luckily this will be fairly easy. Immediate goals are: Finalize Cantina Model Gladiator Row Finalize Street Area Connect all areas Work on Gladiator Arenas Longer term goals for this year: Simplify some quests Get quests implemented Alpha testing Thank you all for your continued support of this project. I know development is often spotty from my end, but I knew this was likely to be the case going into it. But if I keep on plugging, things will get finished.
  7. 0 points
    Hi everyone. I know it has been a very long time since I have been here I know most of you guys have guessed that this mod is dead. I wish I had better news but over the past year plus with dealing with my mental health issues...I have not been able to continue the work on it. I am doing better but there is still work to be done to get my life back in order. I'm sorry , I didn't make this post earlier. I know the interest in this project is not what it use to be but if anyone is interested in continue the project,... I can get all the files and info to you. I don't expect anyone to take it up, the most I can see if someone wants to turn the story and files into a story video on youtube. I will wait till next weekend to see if anyone is interested in taking it over. If someone does take it over, I will be happy to help answer any questions and be as helpful as I can for them. I know it will be their project then and will not challenge any changes they might wish to make to the game. Coming next weekend I will be releasing the major story elements of the RoR game if no one takes it over. Even though you will not be able to play the game, you can at least read and imagine what it could have been. During this week I will be releasing files as resources for other molders to use in their mods. I ask for modders to just add in a credit line showing you got the files from this mod. Looking at the mod and might be able to do a post along with the files and scripts used to make modules come alive fast with npcs placement and animations. I am sorry I wasn't able to finish the project. If you need to reach me, simply private message me. I hope everyone had a great holiday season and a Happy New years ! I will be around the forums for the next few weeks and hope to visit more often but days of large huge mods like RoR is over. Logan23
  8. 0 points
    Before uploading my first mod, I looked at a lot of other modders' readme formats to get a feel for how they should be written. My tips are to make each section clear (i.e. putting a row of dashes under headers) & keep it just simple enough to be effective. Same thing for the disclaimer.
  9. 0 points
    It's good to have closure on the mod, and it's good to know that you are doing better in terms of your real life. Thanks for what you gave us, and well wishes for your future, sir.
  10. 0 points
    No matter the outcome, whether or not anyone continues this, we all appreciate the time and effort you put into this project and this community. Take care of yourself, my friend!