Sithspecter

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Everything posted by Sithspecter

  1. Either one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷‍♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
  2. Just to clarify, you can’t use two load screens for the same module. These are both options for the same module. It wouldn’t make sense to use one in another area that isn’t the street. Thank you everyone for your thoughts. If anyone else wants to chime in, I am still undecided.
  3. Thanks for this tidbit of info, I hadn't noticed it before, I am going to check it out and make sure it gets restored. Two options for loading screen, which should I go with?
  4. Getting back in the swing of things after being gone a week on vacation. The street module is all walkmeshed, blocks cameras, has aurora lights, and a minimap. All that's left is the path file, which are still proving a bit finnicky. Most of those are dynamic things that are difficult to see in a screenshot, so I'll try to do a video in the next few weeks to showcase some of the improvements. Also I will try to add in NPCs and such before then. Next I will be switching gears, working on the Arena Hall/entrance area and attempting to setup some gladiator fights.
  5. With 10 years plus on this project, I think I have taken a quite leisurely pace 😁
  6. Thanks Zhaboka! I am open to some voice acting when the times comes. I'm also open to paying for excellent quality voice acting. I'll do some research on the Hutt Cartel, but I've been primarily leaning on the Exchange. There's still some nuances that need to be worked out for the comings and goings on Sleheyron. Droids or beasts will make good "death-matches" for lower tier fighting. Maybe there will be two different routes to go with it, I dunno. No new creatures. I stated before that I am open to new music but I am skeptical that someone will be able to produce more music of the same quality and style. If you can do this, I'd love to hear it, but I'm going to be skeptical until I can hear some good samples. I'm glad you like the progress so far.
  7. I edited the street area with new lightmaps and I also added another small section that includes content that was originally in the 2nd street area. The one from the Sleheyron Demo was very, very old and the one Xuul showcased is the one I've edited. I'm on a new PC, currently away from my old PC, and a few things got dropped with the transfer. NPCs will be populated again soon!
  8. Full Street back in-game! Still have to work on the walkmesh but it's good to have the whole street back in the game.
  9. Yes, it will have a Star Map. Small section of the street in-game. Spent a lot of time getting the lighting just right. It feels really, really good in-game so far. It truly feels like it belongs now. The sense of scale seems spot on. I will work on getting more in-game tomorrow.
  10. I have been informed on Reddit (https://www.reddit.com/r/kotor/comments/cacqkr/more_sleheyron) that I may not have been clear enough about what this mod is or which game it belongs to. This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR See below graphic to see how much This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR on a scale of 0 to This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR: As you may be able to start to realize, This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR is The Sleheyron Planet, which is a Work-In-Progress Mod for KotOR, to the maximum extent that a Sleheyron Planet, which is a Work-In-Progress Mod for KotOR can be. Shenanigans aside, I have been working on finalizing the street design with the updates previously promised in this thread. Here is the final layout. I am in the process of readying it for export. This includes the new standardized doors, and has been expanded to include some of the content originally in the 2nd street area. I will be working on getting it working in-game the next couple of days. Fortunately I find the export process (while lengthy and tedious), to be easier than trying to be creative and model the actual things. Or at least I seem to be better about being motivated to do it.
  11. I am planning to use both those tracks for Sleheyron, as they were intended. I may also mix in a track or two from TSL, since that is allowed now.
  12. I am thinking the best course is to have a Czerka presence with some NPCs, and maybe even some that interact in a quest, but maybe not an established Czerka module or area. As if they are trying to get their foot in the door.
  13. The Star Map vision is a placeholder right now, as are the takeoff and landing videos. I am recycling the Tatooine videos for now. I plan to render the videos when the project is very close to being finished. Bastila's conversation uses spliced VO, but it's really quite convincing and cohesive. Fair Strides put that part together a while back. It will be pretty similar, though he may not be a Czerka employee. I'm not sure how much sense it makes for Czerka to have a large presence on a planet controlled by the Hutts. I'm open to hear discussion about the pros and cons of that idea.
  14. Some behind-the-scenes sort of work going on right now. Somehow I've managed (with lots of help from Darth Parametric) to get Sleheyron all set up on the galaxy map again, complete with filler takeoff/landing videos, filler Star Map vision sequences, and a conversation with Bastila about the Sleheyron Star Map. With Fair Strides MIA for the moment, I am having to take on the scripting, which is something I've never been well versed with. With quite a bit of help from the friendly folks on Discord, I've been able to at least start editing some scripts with positive results. I have always been very intimidated by scripting, so this is a big step for me. Thanks to all who have contributed their knowledge so far, it's been extremely helpful and informative.
  15. I cheated a bit with the sun angle. The skybox actually has an unimpeded sun, albeit fairly low on the horizon. You can see it when you are at the far edges of the bay: The sun angle was really too low to make shadows appear in an aesthetic manner, and not too stretched. I altered the UVs on the Skybox to bring it a bit higher but ultimately raised my main "sunlight" so everything wasn't shadowed or stretched. Thanks for the feedback everyone, I'm glad this has been well-received.
  16. I've been working on getting lots of things back in-game that I haven't touched in a while due to a new PC that I purchased back in April. I'm currently away from home with my new PC, and some things slipped through the cracks and I don't have access to them. However, I am using this as an opportunity to try and improve a few things. The first big thing is that I re-did the lightmaps on the landing bay. Since the advent of KotORMax and MDLEdit, my workflow has changed a lot and it's taken me a while to get adjusted to the new tools, as welcome as they are. The landing bay was completed during this transition, and since then I've learned a lot about my render settings and lighting, which has turned out very nicely in the arenas. The landing bay was a bit of a contrast to the newer lighting when I went back and looked at it again. I decided to use the new techniques for the landing bay and see how it turned out. I think it's turned out very nice and looks a lot more naturally lit than it did before. Another thing I did is revisit the doors. I was actually very happy with the doors before but apparently I didn't transfer the files over to my new PC. So I made a few adjustments and added a little extra animation flair, and now they're back in the game. Enough of the improvements for now, I'm going to try to focus on more stuff that I haven't gotten into the game yet.
  17. Thank you sir, I'm glad you are looking forward to it. The latest pics of the arena are truly restored content, I've re-created the original ones left in the game files to the proper scale. They were the only models of Sleheyron still left in the files.
  18. There are three different layers, and it is quite tall. I moved as far away from it as I could for the screenshot, in fact I was in one of the little elevators when I took the shot. I'm not sure if you'll be able to knock people down between the tiers. The way the walkmeshes work I don't think it's possible, but it would be really neat.
  19. Here's a screenshot of the "king-of-the-hill" arena. The mound really dominates the center.
  20. The mechanic that I really had in mind was that essentially the NPCs would be scripted to run to a container or placeable, and then equip a pre-determined weapon. The PC/Party would only have one or two containers close by with maybe a longsword or a blaster. Essentially the idea being to make you fight with weapons that aren't necessarily your forte. I didn't think a large scale NPC weapon search mechanic would work very well. Nor do I have the knowledge to execute that idea, as neat as it could potentially be. In other news, I have successfully implemented paths for the first time in my areas! This is a big step toward the content-friendliness of my areas, and possibly the last new area related issue I needed to solve. Now NPCs can find their way about my areas with ease, which is going to go a long way when the content is rolling in heavy.
  21. Here's a screenshot of the "Maze" style arena. It's really not that much of a maze, just a few walls to break up the place, but it does take a while to get around them all. This was definitely the most complicated of the arenas.
  22. I recall that maybe this issue occurred for me when I had geometry with 0 polies exported with the model? Or maybe models in the layout file which don't actually exist?
  23. Here is a screenshot now that the crowd has been added: I wasn't sure if the crowd would scale well but it has. This one is in-game, the previous one was a render, hence the loss of some of the nice lighting.