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Disbeliever's crazy project!

Page: 2 of 5
 Rinku
10-24-2009, 7:10 PM
#51
I like the train :D it looks very nice.
 R2-X2
10-26-2009, 4:39 AM
#52
The train looks like a heavy armored ammunition transporter.

Your models/modules are great!
 juansaman
10-26-2009, 5:09 AM
#53
The bottom pictures resemble a vehicle for the vintage Star Wars figure line: the Imperial Troop Transport.

Link: http://www.12back.com/vehicles/transport.php3)

Legend! Ah! The memories....
 ForeverNight
10-26-2009, 8:24 AM
#54
Like the train and the large... thing....

As well as that poly reduction! 200,000+ to 24,000! Very impressive!

Overall, nice work you two!
 disbeliever
10-26-2009, 11:17 AM
#55
Like the train and the large... thing....

As well as that poly reduction! 200,000+ to 24,000! Very impressive!

Overall, nice work you two!

The biggest issue with polys was how I stupidly modeled the walkable area. That was 75,000+ polys I got rid of right there in doing it the right way. As Q always points out, you tend to go a bit wild in 3d studio making an awesome model, without taking into account the limitations and age of the game your modeling for.

I reduced the polys of some of the buildings and will let the textures make the depth more.

Once I get the goods from Q, new screens of the finished area should follow soon :)
 disbeliever
10-26-2009, 11:52 AM
#56
I think asking for updates is a nono here. Was prolly deleted.

See above for an update

Hey, what happened to my last post? It's not there any more.

I asked how you're doing on the first module.
 Quanon
10-26-2009, 2:25 PM
#57
No doubt, "Hows the progress?" will be seen as spam.
But see you're new around here, 4 posts :p

Or a long time lurker :lol:

Anyway, no new shots yet, Dis send me his MOTHER file, the file before it gets textured and polished for the game. It'll be my job to add in the more little details. Not much ofcourse, the polycount is at a 17.900 or there about.

Plus, I'm almost done texturing my machines. Once that all gets into the motherfile, its back to DIS and finish it off :)

Boy, lots of work!
 RevanFan
10-26-2009, 3:09 PM
#58
Why was what I said spam? I was just asking a question.

And yes, I've only been here a few days.
 Quanon
10-26-2009, 3:38 PM
#59
Well, one little sentence is often considered as spam.
Mostly questions like: "Is done yet?" "No updates?"

Will be seen as spam if you don't add anything meaningfull as extra.
Its not forbidden to ask questions, though you'll just have to wait till me or Disbeliever post anything new about the mod.

Like I said you can ask things about the mod, like: "What you have in mind with Hutts?" "Will there be more then one cantina and will that be like in EP IV a dark hole?"

See, thats more to the topic. :)

Check the forum rules if you really want to know more or contact a moderator by PM.
I think there was a subforum to discuss rules if you feel like its really annoying or just don't agree.

EDIT: Disbeliever is playing it dangeriously :p
 ForeverNight
10-27-2009, 1:08 PM
#60
The biggest issue with polys was how I stupidly modeled the walkable area. That was 75,000+ polys I got rid of right there in doing it the right way.


That would do it. Been taking a class on 3DS in school and actually have to unlearn a few habits from KotOR Modeling :xp:

Ah well, still amazed at how much poly cutting was done...

And somewhat anxious to see it implemented...

And curious about sidequests....

:lol:
 Demongo
10-27-2009, 3:18 PM
#61
Wow AMAZING AND EPIC JOB SO FAR:D
 RevanFan
10-27-2009, 3:33 PM
#62
Can't wait to see how this all unfolds.

Really glad to see someone finish what Sithspecter started. Great job, yet again.
 jonathan7
10-27-2009, 3:53 PM
#63
This is just a reminder to everyone posts such as "Me too" are spam, posts asking for an update are spam, and finally querying moderation is guess what... Spam tooo!

Yes this mod is awesome, I get to test some of Quanon's areas and they do look great! But don't ask for updates; the modders will update when there is something to update. -- j7
 Quanon
10-31-2009, 5:36 PM
#64
A petite update!

Me and Dis have had some issues, thanks to having differant versions of 3Ds Max. What was susposed to be an easy exchange of files turned into a small nightmare with all kind of troubles.

So that put a small delay on our progress.
Though fear not, I think we're good to go now again :p

And here's something for the hungry ones:

http://i129.photobucket.com/albums/p214/Quanon/3D/TexMachine3.jpg)
http://i129.photobucket.com/albums/p214/Quanon/3D/TexMachine2.jpg)
http://i129.photobucket.com/albums/p214/Quanon/3D/TexMachine.jpg)

Textured machines :lol:
We'll be back with more in... euh short time would be a lie.. a longer time then ;)
 Sith Holocron
10-31-2009, 5:39 PM
#65
Will the "glass" for the vehicle cabins have a glossy texture on them in game so it might resemble real glass?
 Quanon
10-31-2009, 6:00 PM
#66
The glass will have a almost full CM_Baremetal effect. Not the best or greatest effects but it'll do. Unless I can come up with something more suitable :p
 Qui-Gon Glenn
10-31-2009, 6:28 PM
#67
Fantastic renders!

Funny, I have had the opportunity to work around very similar machinery not so long ago, working on a shoot in a train repair/maintenance facility. They had some monstrous overhead lifts not so different from what you are creating. Not sure if you did research, but you are doing an excellent job with realism.
 Rinku
10-31-2009, 6:46 PM
#68
Very nice I love the textures, one of the best treats I've had so far today (Halloween).
 RevanFan
10-31-2009, 8:25 PM
#69
Sweet textures. Man, those look awesome. I can already taste the greatness this mod will have.
 logan23
10-31-2009, 9:10 PM
#70
WOW !!!!!!


I'm speechless:eek:
 Spadille
11-01-2009, 8:24 AM
#71
:drop2: AWESOME!!!
 Trench
11-01-2009, 9:40 AM
#72
That is pure awesome Quanon. :bow:
 Queen of Night
11-01-2009, 10:02 AM
#73
Very good.
 Quanon
11-01-2009, 11:41 AM
#74
Funny, I have had the opportunity to work around very similar machinery not so long ago, working on a shoot in a train repair/maintenance facility. They had some monstrous overhead lifts not so different from what you are creating. Not sure if you did research, but you are doing an excellent job with realism.


Hйh, no I didn't use any info on these machines. I just started modelling. Well I did a few sketches to get an idea what I wanted. Though I didn't think to google some photos of those kind of things.

Often thats better, as you often forget nice details you can enlarge/twist, you know to make it a bit more special/Sci-Fi.

Thanks for all the nice replies!
Its what keeps us going, though don't be afraid throw in some critiques or questions.

Sometimes its better to have a second look at things, then just say its GOOD and it'll stay like that. Then again, once you worked on something for a few hours its hard to alter it or toss it out. You can fall in love with what you make :p
 JuniorModder
11-02-2009, 3:00 PM
#75
Will there be a star map here? I'm anxious to see some gameplay footage! Good work guys!

JuniorModder
 Quanon
11-02-2009, 3:04 PM
#76
Wow, gameplay footage? You'll have to wait much longer for that.
Since me and Dis need to build this planet first before anything like quests and the sorts can be put in.

Our story is in the making, or so I hope the lad I trusted with it is working on it. :p
Of course there will be something about the Star Map, though I won't go and reveal things.

Its not cool if you know all the plot twists before you played the mod.
Me and Dis expect this to be at least a years work :)

Modelling and tweaking areas sucks up time fast and its tideious. Modding in generale can be so time consuming :p
 JuniorModder
11-02-2009, 3:17 PM
#77
Wow, gameplay footage? You'll have to wait much longer for that.
Since me and Dis need to build this planet first before anything like quests and the sorts can be put in.

Our story is in the making, or so I hope the lad I trusted with it is working on it. :p
Of course there will be something about the Star Map, though I won't go and reveal things.

Its not cool if you know all the plot twists before you played the mod.
Me and Dis expect this to be at least a years work :)

Modelling and tweaking areas sucks up time fast and its tideious. Modding in generale can be so time consuming :p

By Gameplay footage, I meant the party walking through the area.

And when ever you get this point, I'll do VO's if you need it. ;)

JuniorModder
 Quanon
11-02-2009, 6:04 PM
#78
Héhéhé, well in game footage might be coming in a few days.
Dis is busy working in getting our area textured and prepped for ingame use.

And we'll remember you, for the VO's :p
 RevanFan
11-02-2009, 6:46 PM
#79
All I know is, if it doesn't have VO's, I will lose it.

Anyway, take your time. Don't rush greatness.
 ForeverNight
11-02-2009, 8:36 PM
#80
A petite update!

........

........

........

........

WOW

I really like those renders, damn you for making such nice looking things and waving it in front of us like a matador does a bull. :thumbsup:
 disbeliever
11-03-2009, 10:33 AM
#81
Alrighty............. Back on track :)

Massive poly reduction has been going on. The entire area was remodeled from scratch to make it more KOTOR friendly. Alas you cannot always get what you want in game. We are hovering around 40,000 polys with all buildings, machines, crates, floor and man boxes etc :lol: Which is awesome, considering the screens you are about to see is from a version that still has all the backs, bottoms and tops to buildings. All the unnecessary stuff I will be deleting.

However, Q has a big barracuda :lol: After adding in his awesome ship polys take a huge jump. Perhaps we will have to just place speeders on the platforms and not have massive ships other than the EH. We will have to brain storm.

I am working on a version that has no backs, bottoms or tops and is ready to be put in game. Hopefully end of week or early next week we can get this puppy in game, and have some bastila running through it. Q and I will have to work on that.

Here are the screenies, lots of em:

http://www.rhoepsilonchapter.com/sley/s1.jpg)

http://www.rhoepsilonchapter.com/sley/s2.jpg)

http://www.rhoepsilonchapter.com/sley/s3.jpg)

http://www.rhoepsilonchapter.com/sley/s4.jpg)

http://www.rhoepsilonchapter.com/sley/s5.jpg)

http://www.rhoepsilonchapter.com/sley/s6.jpg)

http://www.rhoepsilonchapter.com/sley/s7.jpg)

http://www.rhoepsilonchapter.com/sley/s8.jpg)

http://www.rhoepsilonchapter.com/sley/s9.jpg)

http://www.rhoepsilonchapter.com/sley/s10.jpg)

http://www.rhoepsilonchapter.com/sley/s11.jpg)

http://www.rhoepsilonchapter.com/sley/s12.jpg)
 disbeliever
11-03-2009, 10:34 AM
#82
One last one since I hit the img limit:


http://www.rhoepsilonchapter.com/sley/s13.jpg)
 juansaman
11-03-2009, 10:43 AM
#83
.............


WOOOOA!!!

That's some work done! Great
 Trench
11-03-2009, 10:51 AM
#84
...

:drop2:
That is unbelievable! Its amazing!
Maybe when you guys are done you could convert it to JKA eh?:naughty:
(I kid, I kid)
 Laar_Dha
11-03-2009, 11:10 AM
#85
Absolutely beautiful work, you guys. These shots are awesome.:thmbup1:
 Quanon
11-03-2009, 12:12 PM
#86
Woot, nice update Dis! :p

Those shots look damn amazing!
Barracuda is rahter a poly heavy sucker, perhaps we should replace it, with a less heavy model.

Besides I believe the Barracude has some UVW issues once in the game. But anyway, its something we can easly add, perhaps via Placeables.

Guess we'll have to think about that.
 ForeverNight
11-03-2009, 1:56 PM
#87
I really like those pics! The scale of the place is just enormous!

I guess I hate you both now, mainly since I'll be anticipate this so much now!
 Demongo
11-03-2009, 2:24 PM
#88
:drop2:
Unbelievable
 RevanFan
11-03-2009, 4:53 PM
#89
Holy Crap! That is awesome! :drop2:
 disbeliever
11-10-2009, 1:53 PM
#90
 Salzella
11-10-2009, 1:57 PM
#91
:eek:!
 Trench
11-10-2009, 1:59 PM
#92
Nice work guys! It has a very industrialized look, which you guys were going for. I can't wait to play it. :D
 JuniorModder
11-10-2009, 2:08 PM
#93
Yea! That is so cool!!! Man, this will be so big when it is finished.

JuniorModder
 ForeverNight
11-10-2009, 2:53 PM
#94
..........................................

wow

.........................................
 disbeliever
11-10-2009, 3:04 PM
#95
One more screen, i forgot to add in the satelite dishes :) And since you can only have 10 pics in one post, i hope i dont get a slap down for multiple posts:thmbup1:

http://www.rhoepsilonchapter.com/sley/ingame/s12.jpg)
 Lord of Hunger
11-10-2009, 3:10 PM
#96
Okay, this area is ****ing big.

Suggestion: LOTS OF NPCs. You have the opportunity to make this feel like a city. Hell, my suggestion is to ask the community to come together and design characters for Sleheyron.
 disbeliever
11-10-2009, 3:27 PM
#97
Okay, this area is ****ing big.

Suggestion: LOTS OF NPCs. You have the opportunity to make this feel like a city. Hell, my suggestion is to ask the community to come together and design characters for Sleheyron.

Yup. Lots of hussle and bussle:thmbup1:

Q and I are only focused on the areas for now. Because without those, there is no mod. We are not thinking to far ahead about scripting or quests. We have a main quest in mind that we want to do, but all we care about now is making the areas and getting them in game.

Once we are done that, and the entire planet that is playable is in game, we will be recruiting talented and motivated people to bring it to life.
 Lord of Hunger
11-10-2009, 3:51 PM
#98
...sign...me...up? :D

Seriously, I'd love to work on the storyline for this alongside Juan and a few others.
 Marius Fett
11-10-2009, 4:00 PM
#99
Jeeeesus wept, that's a mighty large area.

Filling an area that big with content won't be an easy task if it's just a landing area. ;)
 Quanon
11-10-2009, 4:36 PM
#100
...sign...me...up? :D

Seriously, I'd love to work on the storyline for this alongside Juan and a few others.

Ah, sorry to bust your dream, but we already have somebody for the story.
Not much has been written, but me and Dis got our hands full anyway.

But I'm sure you got some other talents aswell :p

Oh and DIS: F^$p^king awesome man!
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