Sith Holocron 2,477 Posted June 25, 2022 What the heck, I never did anything with my sad attempt years ago, perhaps one of you will do better. I was hoping someone might make landing and take off videos for deathdisco's Jedi Temple mod. A simple bullet point list of suggestions: Use any music from KOTOR, TSL, or SWTOR that fits your videos. Use this skybox mod for the skybox. Have the Ebon Hawk fly past either (or both) of these windows . . . completely optional: also add these 3 additional textures to your Override folder as well If you're checking out this thread and you also don't have the ability to make movies, why not drop a like on this post to let people know you're interested in this request? 5 Quote Share this post Link to post Share on other sites
Nsinger998 17 Posted June 25, 2022 Why not the skybox from high quality skyboxes ii? High Quality Skyboxes II - Skins - Deadly Stream Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted June 25, 2022 Check the credits then you may be able to guess. However @Nsinger998, if it gets more people to make videos, they may substitute @Kexikus' mod for the one on the list. Quote Share this post Link to post Share on other sites
Nsinger998 17 Posted June 26, 2022 Ah, I hadn't looked closely enough. I did use the mod you helped with for a long time. 1 Quote Share this post Link to post Share on other sites
deathdisco 10 Posted June 26, 2022 Definitly would be a nice addition 1 Quote Share this post Link to post Share on other sites
Kexikus 995 Posted June 26, 2022 That certainly is a great idea. If anyone wants to use my skyboxes for this, you are free to do so from my end. Just make sure you check the Terms of Use of scifi3d.com where I got the models I used in my skyboxes. 1 Quote Share this post Link to post Share on other sites
90SK 159 Posted June 26, 2022 I agree and my asset contributions are also able to be used for this purpose. It's a great idea, really would be nice. 1 Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted June 26, 2022 Here's a question for those following the thread: At what resolution should be movies be at a minimum? Reply with your thoughts below. Quote Share this post Link to post Share on other sites
Mephiles550 227 Posted June 27, 2022 Although this is something I've wanted for quite some time, idk who you'd get to do it. These are probably super hard to make. I imagine it would take a loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time. Plus I feel like only a few people out there would know how to get the Kotor CGI art style just right. The modern M4-78 videos are a good example, and the following is an example of someone who nearly nailed it: Plus I personally think the Coruscant mod needs a big overhaul. Seeing reused modules in between the same game gets kinda tedious, It's part of the reason why I'm not really that much into mods like Brotherhood of Shadow, despite the excellent technical work behind the mod. It's just jading to see the exact same location twice in the same game, just changing the module textures from light blue to dark blue to try and sell it as a brand new place ain't gonna cut it anymore for me. I've been thinking that a CGI landing/take-off video should wait until a new unique landing module has been made. Since porting modules in-between games has been something happening in Kotor modding more recently, I think a decent compromise would be using Davik's estate from Kotor 1 as a landing site for some building on Coruscant.... although idk what for, it's a cool urbanized landing area. That's just one idea however. I'd be cool with an overhauled Coruscant for Kotor 2 basically being half Taris modules since Taris isn't in Kotor 2 anyway. Quote Share this post Link to post Share on other sites
Thor110 494 Posted June 27, 2022 14 hours ago, Sith Holocron said: Here's a question for those following the thread: At what resolution should be movies be at a minimum? Reply with your thoughts below. The same as the original movies to ensure compatibility. In my opinion that's the only sane option. But I would definitely suggest rendering them at a varied set of resolutions to avoid them having to be upscaled. 9 hours ago, Mephiles550 said: I'd be cool with an overhauled Coruscant for Kotor 2 basically being half Taris modules since Taris isn't in Kotor 2 anyway. This is something I have been working on slowly though I don't plan to release it separate from my project. Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted June 27, 2022 16 hours ago, Mephiles550 said: I personally think the Coruscant mod needs a big overhaul. Seeing reused modules in between the same game gets kinda tedious, It's part of the reason why I'm not really that much into mods like Brotherhood of Shadow, despite the excellent technical work behind the mod. It's just jading to see the exact same location twice in the same game, just changing the module textures from light blue to dark blue to try and sell it as a brand new place ain't gonna cut it anymore for me. I certainly am not opposed to the idea of someone taking on a fresh new take on Coruscant. After all, I did make a thread proposing that very subject in 2015. (You posted in it as well on page 5, you may recall.) However, this thread is requesting videos to complete a legacy project. In this special circumstance, your goal and my goal conflict. I understand if this request doesn't interest you very much. Different strokes for different folks. That being the case, I'd invite you to discuss other new interpretations of Coruscant in that thread I just linked. And with the porting rules changed significantly since the creation of that thread, there's loads of things you can talk about now that people couldn't do before. Go forth and spread your ideas about a new Coruscant. Over there. In other news . . . In the original post, I mentioned (and linked to) 3 optional textures. I thought I'd focus on two of them. One of them (cor_flr5) was a texture remade from scratch of a Coruscant floor texture. And that original Coruscant floor texture was a recolored Dantooine texture. My texture was originally made for Dantooine so it was pretty easy to change it to greyscale for use here. The other is a texture that replaces a concrete wall texture. It doubles the size of the texture and adds more detail in it. However, I did match the colors to keep the original aesthetic. The left and right sides are seamless as well. Quote Share this post Link to post Share on other sites
ConansHair 48 Posted June 29, 2022 This sounds like it would be a great addition...Can't wait to see the new movies!! Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted June 30, 2022 Interesting post over on the Varkorverse Discord . . . Computer? That picture.. . . ENHANCE! If anyone else wants to give this request a shot, now seems to be the time to starting making some announcements. 1 2 Quote Share this post Link to post Share on other sites
Stoney 1,511 Posted July 1, 2022 you mean like this? 1 Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted July 1, 2022 6 minutes ago, Stoney said: you mean like this? Your embed doesn't work, good sir. Quote Share this post Link to post Share on other sites
Stoney 1,511 Posted July 1, 2022 sorry forgot to save properly. 🥴 Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted July 1, 2022 Well your movie uses the Temple landing pad and not the landing pad you use in deathdisco's mod. But I remember this one fondly. Quote Share this post Link to post Share on other sites
Stoney 1,511 Posted July 1, 2022 Yes , I used those models from game just need to use the narshadaa model for mod version. don't have those extracted though. 1 Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted July 1, 2022 14 minutes ago, Stoney said: Yes , I used those models from game just need to use the narshadaa model for mod version. don't have those extracted though. Please note the skyboxes and textures linked in the first post. Looking forward to your take on this. Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted July 13, 2022 By the way, if anyone wants to share sound effects you'd use in a Ebon Hawk landing or take off sequence, this would probably be a good time to do that. Quote Share this post Link to post Share on other sites
Thor110 494 Posted yesterday at 01:17 AM On 7/1/2022 at 10:03 PM, Sith Holocron said: Well your movie uses the Temple landing pad and not the landing pad you use in deathdisco's mod. But I remember this one fondly. Speaking of this landing pad... I spent today working on this little beauty, my plan is to delete the landing pads from 950COR, that way they don't feel too familiar and aren't seen in the background of the level. I've also deleted the council chambers from this version of the level, that way an elevator can be taken down and another elevator can be taken to the council chambers, just as in the existing mod. Quite proud of this, but I have yet to see how it actually fares in-game, the walkmeshes need some adjusting and I need to finish the cross join hallway in the middle of the building to add two elevators, or possibly a room, I am not sure yet. There's still a lot of work to do, but this took me the best part of a day to put together. This shows the landing pad without, for some reason it only had safety rails on 2 of the 5 gaps in perimeter, so I added them to all 5 on both sides of the level. Nar Shaddaa has these gaps too, but I think it's fine for a run-down old landing pad on Nar Shaddaa, not some fancy fresh landing pad on Coruscant. And a preview of the hallway from the inside. I might attempt to make a landing/take-off animation myself, though I have no idea how it will turn out or if I will even get that far yet, the surrounding area needs decorating somewhat still I think. 2 Quote Share this post Link to post Share on other sites
Sith Holocron 2,477 Posted yesterday at 04:47 AM 3 hours ago, Thor110 said: Speaking of this landing pad... I spent today working on this little beauty, my plan is to delete the landing pads from 950COR, that way they don't feel too familiar and aren't seen in the background of the level. I've also deleted the council chambers from this version of the level, that way an elevator can be taken down and another elevator can be taken to the council chambers, just as in the existing mod. Quite proud of this, but I have yet to see how it actually fares in-game, the walkmeshes need some adjusting and I need to finish the cross join hallway in the middle of the building to add two elevators, or possibly a room, I am not sure yet. There's still a lot of work to do, but this took me the best part of a day to put together. This shows the landing pad without, for some reason it only had safety rails on 2 of the 5 gaps in perimeter, so I added them to all 5 on both sides of the level. Nar Shaddaa has these gaps too, but I think it's fine for a run-down old landing pad on Nar Shaddaa, not some fancy fresh landing pad on Coruscant. And a preview of the hallway from the inside. I might attempt to make a landing/take-off animation myself, though I have no idea how it will turn out or if I will even get that far yet, the surrounding area needs decorating somewhat still I think. I don't want any modifications to the landing area beyond the mods I requested be used in the OP, so your project isn't applicable to the movie request. Quote Share this post Link to post Share on other sites
Thor110 494 Posted 19 hours ago 8 hours ago, Sith Holocron said: I don't want any modifications to the landing area beyond the mods I requested be used in the OP, so your project isn't applicable to the movie request. You are such a buzzkill SH. It's applicable because I said I might make one, you need to stop being so passive aggressive and generally hostile. 1 Quote Share this post Link to post Share on other sites
Snigaroo 119 Posted 16 hours ago 3 hours ago, Thor110 said: You are such a buzzkill SH. Your feelings on the matter aside, this is a thread in the mod request section reflecting a specific mod request which your project doesn't adhere to. This is the kind of project you should show off and discuss in a WIP thread of your own, rather than in a related but ultimately incompatible mod request. 1 Quote Share this post Link to post Share on other sites