PapaZinos 163 Posted May 4, 2024 Thanks guys, glad to hear it's useful for you. Looking forward to hearing any future updates on the project. Quote Share this post Link to post Share on other sites
Hunters Run 57 Posted May 4, 2024 Heh didn't even think to remove the grass. I thought it was part of the original (non bombed) sublevel. 🤷♂️ Quote Share this post Link to post Share on other sites
PapaZinos 163 Posted May 7, 2024 On 5/4/2024 at 3:38 PM, Hunters Run said: Heh didn't even think to remove the grass. I thought it was part of the original (non bombed) sublevel. 🤷♂️ That makes sense, it's open to our interpretation. The grass made more sense to me in the upper Enclave, at ground level with the open sky rather than in the underground, but I think you could go either way. The trick would be to make it look less like weeds. Quote Share this post Link to post Share on other sites
Etienne76 14 Posted July 24, 2024 Excellent work, it’s a pity that you haven’t released the Beta version yet to fully appreciate it. Perhaps it would be worth adding a full-fledged Jedi archive to the Sublevel with books and holocrons storing information about the Jedi Order - and, in particular, about Meetra Surik, thus building a bridge between the first and second parts of the game. Naturally, information about Revan’s “rebellion” should not be contained there. Quote Share this post Link to post Share on other sites
CapitaineSpoque 52 Posted Tuesday at 05:44 AM Hi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden. 5 Quote Share this post Link to post Share on other sites