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Disbeliever's crazy project!

Page: 1 of 5
 disbeliever
10-15-2009, 2:54 PM
#1
I wanted to be trendy and re-use the thread title :) Wanted to tease everyone, do not ask when it will be done... I hope Q is not to angry I made this ;)

Some background:

With the sudden departure of great modder SithSpecter. it seemed that the restoration of Sleheyron would die with his leaving. We felt that was wrong. We also felt more creative freedom should work its way into the restoration, not simply sticking to the Bioware original idea. I.e. stick with the style, but have at it.

Description: The "addition" of Sleheyron to KOTOR.

Teaser: The landing area

http://www.rhoepsilonchapter.com/sly_1.jpg)
http://www.rhoepsilonchapter.com/sly_2.jpg)
http://www.rhoepsilonchapter.com/sly_3.jpg)
http://www.rhoepsilonchapter.com/sly_4.jpg)
http://www.rhoepsilonchapter.com/sly_5.jpg)
http://www.rhoepsilonchapter.com/sly_6.jpg)
http://www.rhoepsilonchapter.com/sly_7.jpg)
http://www.rhoepsilonchapter.com/sly_8.jpg)
http://www.rhoepsilonchapter.com/sly_9.jpg)
http://www.rhoepsilonchapter.com/sly_10.jpg)
http://www.rhoepsilonchapter.com/sly_11.jpg)

We are modeling out more machinary to have about, and some giant ships for the larger docking areas. Right now they are just speeders super scaled up :-p

We have a custom story idea worked out, which I will not go into at this time. Again however, we are working on this part time, and not really rushing at all. Hopefully the landing area gets in game sometime next week or the week after.

Enjoy
 JuniorModder
10-15-2009, 4:01 PM
#2
OMG!!! I wish I had KotOR for the PC!!!!!!!

I will get it after seeing this!

JuniorModder
 Marius Fett
10-15-2009, 4:09 PM
#3
Ah, i've known you and Q were going to work on Sleheyron for quite a while, so it's nice to finally see something.

This looks great. :D
 Quanon
10-15-2009, 4:18 PM
#4
So far Disbelieves has been doing all the work on this.
I'm not that good a partner >_>

Great work Dis, it looks amazingly cool now with all the textures on it!
A very good job, I'll get to those machines and ships as promised.

I left my villa at the beach to get stuck in some sort of ruined city in the middle of a desert ;)

EDIT: The renders are ace! Can't stop look'n at them :drool2:
 Canderis
10-15-2009, 4:24 PM
#5
Wow, thats just... AMAZING! Great work guys. And as I said to you Dis, if you need my help with placing, feel free to ask!
 ForeverNight
10-15-2009, 4:25 PM
#6
Very, very nice looking.

Nice to see that it isn't dead with SS gone! I also like the style this appears to be taking... Almost reminds me of your korribban city for some reason Q. :xp:
 Laar_Dha
10-15-2009, 6:14 PM
#7
These look fantastic. I love the smoggy, industrial feel; you can almost smell the air.
 Sith Holocron
10-15-2009, 8:12 PM
#8
I hope you'll improve the skybox as well!
 HdVaderII
10-15-2009, 8:18 PM
#9
Incredible looking! Just great. I'm really glad that even with SS's departure, we'll still be getting a project, or at the least, some nice screenies. :D
 Rinku
10-15-2009, 9:15 PM
#10
OMG!!!!!! Those are beautiful! Keep up the good work :D
 redrob41
10-16-2009, 12:31 AM
#11
Excellent work guys. I can just imagine the amount of hustle and bustle that will go on in the open area.
 Xarwarz
10-16-2009, 9:57 AM
#12
nice work it'll be cool if it could have that realistic look to it
 Quanon
10-16-2009, 10:06 AM
#13
I hope you'll improve the skybox as well!

Yes, its one of my to do jobs. Though I'll have to PM Dis, to get those lovely buildings, I'm getting ideas on how to do my Skybox thing :p

Very, very nice looking.
Nice to see that it isn't dead with SS gone! I also like the style this appears to be taking... Almost reminds me of your korribban city for some reason Q. :xp:

:lol: Must be the dirty brown tones, in that respect Korriban has the same "thing" going.

These look fantastic. I love the smoggy, industrial feel; you can almost smell the air.

Hmm, I think this is more kinda like Nal Hutta, don't breath to deep, it stinks and its toxic as hell! :lol:

nice work it'll be cool if it could have that realistic look to it
M'yeah, renders always turn out great. Dis has done a great job on that ^_^

Now, just a quick shot of what've done, its small compared to what Dis did, a machine:

http://i129.photobucket.com/albums/p214/Quanon/3D/Sley_Mach01.jpg)
http://i129.photobucket.com/albums/p214/Quanon/3D/Sley_Mach02.jpg)

Its not a 100% done, needs a lifting mechanic, though I still have some loose ideas about how it should look. Digged up some of my droodles, worked out more ideas and still have plans for about 4 more "cargo transport and lifter" machines.

Keep an eye on this thread, you all know I like to do petite updates ;)
Some how it keeps me going :)
 disbeliever
10-16-2009, 10:11 AM
#14
Awesome Q!

I will hold on further work until we can get all your ships and machines into the model so I can set all the coords and then work on getting it all in game.

I agree after seeing the renders, seeing it in game will be anti climatic :( Without proper lightmaps we simply do not yet have the nice shading and depth. One day though :)
 Quanon
10-16-2009, 10:14 AM
#15
No worries Dis, its still cool to walk about in new created areas! The first thrill to see how it looks in the game :p

Thats unbeatable.
 Robespierre
10-16-2009, 12:19 PM
#16
So are you guys directly continuing on from SS's work by using his modules? Or are you starting fresh? Either way, its looking awesome (but the pink machines look a bit funky :D).
 disbeliever
10-16-2009, 12:35 PM
#17
So are you guys directly continuing on from SS's work by using his modules? Or are you starting fresh? Either way, its looking awesome (but the pink machines look a bit funky :D).

Ha the machine that are pink are un texturized 3d models, and they will be trains on trian tracks hauling cargo away :) I had not yet texturized them, as with the last blue wall near the larger landing docks.

This is a fresh start. Everything you see if brand new, we are re-using nothing that SS made. SS was more trying to mimic the Bioware screenshots of Sley and how it should look. Me and Q are taking our own ideas, keeping the round industrial building theme, and doing our own thing.
 Sith Holocron
10-16-2009, 2:06 PM
#18
Will there be a memorial to Bochaba the Hutt in your Sleheyron?

http://starwars.wikia.com/wiki/Bochaba)
 juansaman
10-16-2009, 2:56 PM
#19
Guys, this looks INCREDIBLE AWESOME. I have no words. I know your works of you both and I'm veeery amazed about this.
I recently returned to the forums to find some big surprises....
Keep up the good work!!
 DarthParametric
10-16-2009, 4:02 PM
#20
Interesting. Might be a nice change of pace to tramp through an industrial/dock area - the Nar Shaddaa "docks" never really did it for me. It will be interesting to see if you can get an appropriate "hive of activity" type feeling. Do you think with an area that large you will still be able to have a decent number of NPCs? I know you were having poly count issues with your Korriban module Quanon - how is this one fairing?
 Ping
10-16-2009, 5:00 PM
#21
Just.....incredible. I'm absolutely speechless (though if I really was, then I wouldn't have posted this comment :xp:). Nice job!
 Quanon
10-16-2009, 5:07 PM
#22
Interesting. Might be a nice change of pace to tramp through an industrial/dock area - the Nar Shaddaa "docks" never really did it for me. It will be interesting to see if you can get an appropriate "hive of activity" type feeling. Do you think with an area that large you will still be able to have a decent number of NPCs? I know you were having poly count issues with your Korriban module Quanon - how is this one fairing?

Well, Dis has send me his 3Ds Max files and I looked at the "motherfile".
The polycount is very, very, very high: 200.000 something O.o

Now, Dis said still he had to do the clean up work, there are a load of "behinds" of the buildings and walls you'll never see. So those have to go.

It'll be a real challenge to see if this turn out ok for the game. Certainly if we want NPCs runnin about in them.

A lot can change after the clean up. If it comes to worse, I'm afraid we'll have to redo the thing and make it smaller.
 disbeliever
10-16-2009, 5:32 PM
#23
I am cleaning up as q said :) well be fine. The ground needs clean up too

My middle city was over 100k and ran fine with a ton of npc's
 Robespierre
10-17-2009, 11:09 AM
#24
Ha the machine that are pink are un texturized 3d models, and they will be trains on trian tracks hauling cargo away :) I had not yet texturized them, as with the last blue wall near the larger landing docks.

LOL, I thought Sleheyron wasn't quite so psychedelic :D.
 Slstoev
10-17-2009, 11:23 AM
#25
People was I was thinking about.Since originally Sleheyron was cut from the game,right?So maybe HK-47 could had got some lines on Sleheyron about Bochaba the Hutt and the 322 meetbags he's killed(could be wrong about the exact number).
 logan23
10-17-2009, 12:27 PM
#26
WOW this looks AMAZING!!!!

:thmbup1:
 darth-me
10-17-2009, 1:29 PM
#27
looks good, this slipped my mind when SS left, but I'd have been disappointed if it just died. I'm very glad you two decided to take it upon yourselves.

What happened to that middle city mod anyway? That was a very good looking mod.
 Crustmonger
10-18-2009, 12:23 AM
#28
 purifier
10-18-2009, 4:47 PM
#29
I applaud you two (Disbeliever & Quanon) for doing this, and I know this is not any easy task for the both of you either. But it is certainly worth praise IMO, because any Sleheyron mod that we can play is better than no Sleheyron mod that we can't play or don't have.


Everybody, give these guys a :golfclap:

Goodluck fellows, keep at it. :thmbup1:
 Lord2
10-21-2009, 11:15 AM
#30
Another "REALLY" crazy attempt by Quanon to bring life to this community.
 disbeliever
10-21-2009, 11:27 AM
#31
Another "REALLY" crazy attempt by Quanon to bring life to this community.

Im working on this too :migraine::thmbup1:

As an update (no screens yet sorry):

I have been working on redoing the walkable area of the landing port. The way I created it before was a noob way to do it, and resulted in a VERY high poly count, which is kotor unfriendly. I am just about finished, and will begin retexturizing everything soon.

As a reference though, the original area had 220,000 polys, the new one has 27,000 so far :) I had to remove some details from buildings, but we have to work within the tools and engine.

More to come from us, Q is working on new trains and machines for the area as we speak :eek:
 Quanon
10-21-2009, 12:20 PM
#32
I'm doing whut now?

:lol: I'll get on it asap, hopefully this evening I can do 2 machines.
 disbeliever
10-21-2009, 12:27 PM
#33
I'm doing whut now?

:lol: I'll get on it asap, hopefully this evening I can do 2 machines.

Was just teasing about the "right this second" comment. :thmbup1:

Make 2 machines and a train to haul things and I think well be good to go :)

You can even texturize em if you want ;)
 Quanon
10-21-2009, 2:24 PM
#34
Make 2 machines and a train to haul things and I think well be good to go :)
You can even texturize em if you want ;)

Hйhйhй, well here's what I "cooked" up so far.
I've named them Giraffe and Crabs :lol:

Nr 3 will be just for transporting and less lifting things up. Once its done as a model I'll texture them all in one go.
Some shots are required I believe:

http://i129.photobucket.com/albums/p214/Quanon/3D/RendyMach03.jpg)
http://i129.photobucket.com/albums/p214/Quanon/3D/RendyMach04.jpg)
http://i129.photobucket.com/albums/p214/Quanon/3D/RendyMach05.jpg)

Must not forget the train :xp:
 disbeliever
10-21-2009, 2:35 PM
#35
Lookin goooooood man! Cant wait to get them into the area!

And do not forget the train ;)
 Rinku
10-21-2009, 3:07 PM
#36
Very nice..can't wait to see the train :D
 juansaman
10-21-2009, 3:53 PM
#37
unbelievable! I love this. Keep working this good!

Do not forget that train! ;D
 Christos K
10-22-2009, 8:28 PM
#38
Wonderful work. 2008 up to now has been a WONDERFUL time for mods. With BoS:SR, Revan's Flowing Cape/Belt, KotOR Weaponry Improvement Mod, Xarwarz' New Textures, SpaceAlex's upcoming K1 Enhancement mod and now this.
 DAWUSS
10-22-2009, 9:43 PM
#39
OMG!!! I wish I had KotOR for the PC!!!!!!!

I will get it after seeing this!

JuniorModder

It's like $9.95 on Direct2Drive, last time I checked.
 Christos K
10-22-2009, 10:34 PM
#40
Hell I think its about 5 bucks on Steam.
 RevanFan
10-23-2009, 1:11 AM
#41
Those pics look great. I was so bummed when the project went into hiatus.
 disbeliever
10-23-2009, 12:53 PM
#42
Update:

No Screens yet, I will save that until the end just before the first area is put in game.

The poly count has been reduced from 200,000+ :lol: to about 24,000

Buildings were redone, some detail was lost, but as was said, the textures are suppose to provide the depth not poly count. kotor is an old game:thmbup1:

Once we get the machines, trains and ships done, they will be put in area, all textured again, screens rendered and area put in game.
 RevanFan
10-23-2009, 4:54 PM
#43
Aw. :sad: The higher the poly count, the better.
 none223
10-23-2009, 5:12 PM
#44
Not necesarilly. I'm sure some of the polys he deleted were on the backs of buildings that you would never see, as well as little details no one will ever notice.

Also, ONE 200,000+ poly map would really lag up the game, 3 would do something horrible to it. Bringing it down to 24,000 does take out some minute details, but also makes that module playable. :happy: :)
 Sith Holocron
10-23-2009, 6:13 PM
#45
Not necesarilly. I'm sure some of the polys he deleted were on the backs of buildings that you would never see, as well as little details no one will ever notice.

Also, ONE 200,000+ poly map would really lag up the game, 3 would do something horrible to it. Bringing it down to 24,000 does take out some minute details, but also makes that module playable. :happy: :)

Perhaps the BIK videos that they record for the project could feature the high poly count versions of the city.
 Christos K
10-23-2009, 6:28 PM
#46
Perhaps the BIK videos that they record for the project could feature the high poly count versions of the city.

Thats a good idea. :)
 Quanon
10-23-2009, 6:55 PM
#47
Aw. :sad: The higher the poly count, the better.

Not really, like most others pointed out, the game engine won't handle that high amount of polys. In a good way to play the game.

Imagine, somebody shoving a whole cow in to your mouth, instead of a Tbone steak :p

Thats the differance, plus its a bit early to start thinking about .bik movies :lol:
 Quanon
10-24-2009, 10:21 AM
#48
Well, Dis is hard at work, redoing our first area. Killed the polies like a madman :D

Anyway, didn't mean I was relaxing, well, perhaps a bit :lol:
So machines are ready to be textured, then shipped to Dis to implement in the area. Finally! :lol:

So some shots:
First one is a big flat transporting thing, aka flatbed.
Last row of pictures is my train, a compromise between my sketches I've done and the more heavy look, Dis was after. Rightfully so, my sketches where more of a sleek machine, bit to sleek for the industrial haven, Sleheyron is.

http://i129.photobucket.com/albums/p214/Quanon/3D/RendyMach08.jpg)

http://i129.photobucket.com/albums/p214/Quanon/3D/Trainy02.jpg)
http://i129.photobucket.com/albums/p214/Quanon/3D/Trainy03.jpg)
http://i129.photobucket.com/albums/p214/Quanon/3D/Trainy04.jpg)
 Rtas Vadum
10-24-2009, 10:58 AM
#49
Defiantly looks like a "SW" train. Can't wait to see it with a texture. Though it would be expected to be polished and buffed durasteel, not on Sleheyron.
 Sith Holocron
10-24-2009, 4:56 PM
#50
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)
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