Leaderboard


Popular Content

Showing content with the highest reputation on 11/27/2024 in Posts

  1. 2 points
    Coming back to this topic ! I did not achieve my complete ambition for the crystal cave unfortunately (but I learnt many, many valuable things !). Atm, i will stick to few Duros and Mandalorians, gonna see if i can make custom mandalorian breathing mask models aswell. Taking step forward toward my main project, the Kotor Expansion Pack. I needed to redo most of the classes, force powers and companions. I figured I would start with this, and then add content upon this. Here is my first showcase for this huge project, i'm gonna shutdown this thread and create a proper one for the Kotor Expansion Pack in due time, displaying the entire content for this thing and the complete credits list for authorized content by other modders. This will basically be the all in one pack containing my entire content, and some quality of life content.
  2. 1 point
    A few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant. It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender. The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod. But, it might end up being an overhaul for the Coruscant mod, only time will tell. For reference, here is a screenshot of the original level. And this is how it looks now. So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely. I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant. It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures. While it's not perfect, it was the best I could manage with the geometry and textures available to me. I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant. As seen here, there were no barriers at three of the edges of the landing pad, but I added them in. The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows. And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource. Though I am hoping to fix the current issues and get it in-game! Thor110
  3. 1 point
    Allright, I settled down on my scenario idea for the unused room : A lonely Duros scientist would be working there, the kinrath would not attack him (an idea i borrowed from TSL). He is held hostage by Sherruck and extract crystals for him, but he would initially introduce himself as a biologist. I already managed to script random patterns for him to perform in the cave when he does not talk to you (working on a bench, checking the caged kinrath, working on a metalbox, grabing food on the ground near the firepit), his heartbeat turns off when you converse, so nothing wrong here. The duros lines would bear TSL voicelines, just for the extra variety value. Right now i am working on an absolutely extensive dialog tree (at least, this is the first one i do, and i feel it is ambitious) with a new quest, numerous options and outcomes : - You have to gather clues to make the duros spit the truth. - The gameplay ideas. - The outcomes. I located some Canderous lines i can reuse to make him speak a bit during the conversation, as he is a mandalorian it is fitting. At some point i would need to bring some lines for the other companions aswell, at least 1 or 2 to bring life to the whole encounter. I am starting to mess around with the global variables, various checks, scripts and stuff ... The ammount of work is tremendous. The dialog tree is very hard to pull out, i have most of the lines written, but now i need to compile everything into the single dialog file. After that, i would need to introduce him on manaan with on_enter script in the desired module. This is absolutely my main project at the moment, and i will not work on something else until this is done. Its going to take a while, but i feel it is achievable ! So excited to display a final result some day. My only next update on this thread before finishing the project will be : A video showcase for the whole scripting random behaviour part on this post, and some of the dialog lines/outcomes. After that, i won't post until i have my finished and polished product - An extra idea for the road.