Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

LDR's WIPs

Page: 3 of 5
 Zhaboka
01-07-2012, 1:01 PM
#101
I'm very sorry to hear that, LDR. Please know your Internet community loves you even if your family doesn't.
 mr_dad
01-07-2012, 3:24 PM
#102
I'm very sorry to here about this. I'll be praying for you LDR.
 Warlord664
01-07-2012, 9:28 PM
#103
Im sorry to hear that. I really hope things get better over there LDR.
 LDR
04-07-2012, 9:58 AM
#104
Now that I achievement hunted Mass Effect 3 (got all of the achievements on the xbox), I can now focus my full, undivided attention onto my mods. Unfortunately, I had to restart all my mods yesterday, but I'm working at a pace similar to the quick pace I had when I first started the mod. I'm already nearly done with the first module! And since it's Easter Vacation, I have even more free days. Also, I'm now working on one mod at a time, instead of rotating them.

I am angry that I didn't start this back up earlier, especially with the monstrosity of the ME3 Ending. The odds of me losing my stuff again is slim to none. And even then, I have a USB that I'll keep updating every few hours. Also, I am happy with the sheer patience of you guys! You have no idea how it feels when I keep falling short, you guys are always there helping me back up.

I can't post screens as of now, because nothing new is really happening. I will, however, in the future.

(This will update in the first post of the thread.)
Progress:
Main Level: 60%
Cellblock: 10%
Crew Deck: 3%
Quests/Journal Entries: 5%
Skins: 33%
Voice Overs: 0%
Doors/Placeables/Items: 20%

And you guys deserve better. So I'm offering a beta for ten people. The first ten people who ask, will receive periodic updates of all of my mods and get a full beta of each of them.
 Warlord664
04-07-2012, 10:26 AM
#105
It's nice to see your starting back up LDR. I would love to beta test for you but I don't think I would have the time. Most of my free time is being used up by other things. I will be looking forward to more updates. :thmbup1:
 milestails
04-07-2012, 5:01 PM
#106
LDR,

What happened to LKIM 2.0?
 LDR
04-13-2012, 9:10 PM
#107
LDR,

What happened to LKIM 2.0?

It's not dead. I will start working on it - once I finish my prison ship mod.

And I have an update. One picture.

http://www.lucasforums.com/picture.php?albumid=627&pictureid=9053)
Mwuhahaha! The High-Security Cell and Confiscated Items are locked! And you can't use security! And now you must scour the Palavin for these two keycards! :D

I'm back to where I left off, before my computer crashed twice. Actually, I'm a bit farther, as almost every room is complete in the Cellblock. I'm going to take a break, and I'm going to start a K1 Playthrough so that the stuff I have are legit (or whatever). And since I have a USB that I update every hour, I shall lose nothing if my computer has it's *period* again.

And I need beta testers! I requested 3 people, so 7 slots are forever open! C'mon, I thought this offer was juicy!

Cheerio.
 milestails
04-14-2012, 10:14 AM
#108
Cool, thanks. I've had the 1.0 version installed on every playthrough since it came out. I really enjoy the content it brings/changes.
 LDR
06-27-2012, 7:27 PM
#109
Okay, I got some screenies for you all. Sorry, I was just busy with numerous things, including summer reading (For Honors). Gotta say, 1984 is a hell of a book.

I fixed the force fields in the first hall. Remember how they were all blurry/shaky?
http://www.lucasforums.com/picture.php?albumid=627&pictureid=9180)

I spent a good hour placing food on all four tables, and two drinks per table. Just for the sake of realism. I thank the K1RP Beta, because in the Black Vulkar Base, the tables have food and/or drinks on some of the tables, which gave me the idea. I also opened the module up in order to find the necessary Z Positions (so that the food/drinks would be ON the tables).
http://www.lucasforums.com/picture.php?albumid=627&pictureid=9181)

The control panel that is able to open up the cells.
http://www.lucasforums.com/picture.php?albumid=627&pictureid=9182)

Both the Guard Captain's Office and High-Security Cell have these doors instead of the generic doors.
http://www.lucasforums.com/picture.php?albumid=627&pictureid=9183)

And I also have a...dilemma, with my one mod. (Battle of Dxun)

Now, I'm trying to block off the Tomb of Freedon Nadd using an invisible placeable (instead of placing debris everywhere or whatnot). So, I erased the Tomb from the map, but for the sake of this, I hastily redrew it in Paint. The invisible placeable I drew in pink.

Now, this is how it should be:
http://www.lucasforums.com/picture.php?albumid=627&pictureid=9184)

This is what happened:
http://www.lucasforums.com/picture.php?albumid=627&pictureid=9185)

This map isn't available in the Module Editor, and God knows what happened to Fred Tetra. So, the question is, how do I turn it?
 Fallen Guardian
06-27-2012, 9:07 PM
#110
Sometimes the bearing entries just tilt like that, it'd be better to spawn the placeable in the module onenter script because that way it's orientation is set by angle, and I have yet to see that mess up. Nice screenies by the way. :D
 Warlord664
06-27-2012, 9:46 PM
#111
Hmm, that kinda looks like Varik from a certent rp :p Nice screen shots.
 Darth InSidious
06-27-2012, 10:37 PM
#112
Some come out at odd angles, as FG says. Normally, I add or subtract 90 degrees and it works fine. In your case, I'd suggest using increments of about 30-40 degrees. To be honest, the only way to fix issues like this aside from spawning (as FG mentioned) is trial and error.
 Fallen Guardian
06-27-2012, 11:21 PM
#113
Hmm, I've neer tried that before DI, seems interesting. Also, instead of spawning or guessing you could find a placeable in the module with the same orientation and use that.
 Scorge
06-28-2012, 10:22 AM
#114
Really like the updates; keep it up! :)
 Zhaboka
06-28-2012, 2:40 PM
#115
Those prison guards are intimidating! Great work, can't wait for this mod.
 Holty1-5
07-10-2012, 6:55 PM
#116
Been a long time since i've checked this site but your work seems pretty impressive keep up the good work.
 TWINKEYRUNAWAY
08-07-2012, 11:43 PM
#117
Are these still going on? Im very interested in a lot of your ideas. Perhaps your still in need of some voice actors?
 LDR
08-08-2012, 11:00 PM
#118
Are these still going on? Im very interested in a lot of your ideas. Perhaps your still in need of some voice actors?

Voice Actors are appreciated :) I already enslaved...err...indentured...err recruited Zhaboka. I could always use more.

Right now I'm placing Mandalorians in the first Battle of Dxum module.

And I have a problem. I want to make them stealthy, so I gave them the Personal Cloaking Shield Feat. Unfortunately, they were permanently invisible...even when killed. Looting sucked.

So I removed the feat, and I replaced the Mandalorian scripts with Sith Assassin scripts. Same problem...

Anyone ever toy with stealth enemies? I need help, again. :xp:
 TWINKEYRUNAWAY
08-08-2012, 11:27 PM
#119
:p Well I have 3 great male voice actors ready when you are. Males (17-21).
Also...im a bit of a voice actor myself when the time calls for it.
http://www.youtube.com/watch?v=2DaiE-nwt4Q)

I can offer my skills in creating sith/jedi robes as well(Designing, and of course you can do what you wish stat and description wise).
 Christos K
08-09-2012, 3:28 AM
#120
Voice Actors are appreciated :) I already enslaved...err...indentured...err recruited Zhaboka. I could always use more.

Right now I'm placing Mandalorians in the first Battle of Dxum module.

And I have a problem. I want to make them stealthy, so I gave them the Personal Cloaking Shield Feat. Unfortunately, they were permanantly invisible...even when killed. Looting sucked.

So I removed the feat, and I replaced the Mandalorian scripts with Sith Assassin scripts. Same problem...

Anyone ever toy with stealth enemies? I need help, again. :xp:

There is a scene (and I'd assume a script comes with it) in TSL where one Mandalorian (I think its Taegrin/Bralor or one of the mandos from the Battle Cirlce) kills two Sith Assassins and then decloaks during the scene where they attack the camp. You could try using that.

Also there are the Mandalorians right outside the camp guarding the entrance and they use stealth any time an NPC enemy comes along, canoks and all what not.
 Kyr'am Galaar
08-09-2012, 7:51 AM
#121
Right now I'm placing Mandalorians in the first Battle of Dxum module.


You're at least going to spell Dxun correctly in the game, right? Right...? :stick:
 LDR
08-09-2012, 11:33 PM
#122
 TWINKEYRUNAWAY
08-09-2012, 11:39 PM
#123
Not bad man, didn't even realize it was a tattoinne re skin till I saw the last pick.
 Christos K
08-10-2012, 1:51 PM
#124
If I might add a suggestion, including a reskin of the skybox would fit nicely I think.

The skybox looks very low resolution compared to what you did with the module.
 CptPriceless
08-10-2012, 2:58 PM
#125
I feel a sudden nostalgia for BOS after seeing those screenies. >.< Nice job.
 bendarby24
08-10-2012, 3:28 PM
#126
^same thoughts
 LDR
08-12-2012, 10:31 PM
#127
I'm going to be in Las Vegas for the whole week.

Mods will be in hiatus until then.
 Kyr'am Galaar
08-12-2012, 11:50 PM
#128
Not bad man, didn't even realize it was a tattoinne re skin till I saw the last pick.

Clearly you have not played KotOR anywhere near the amount of times most of us have. For example, I've played it so many times I've just about memorized the dialogue! :xp:

TWINKEYRUNAWAY, I am disappoint. o_Q

I feel a sudden nostalgia for BOS after seeing those screenies. >.< Nice job.

^Thirded.

Love(HAHA-no...),
:sign2: ~KG~ :devsmoke:
 TWINKEYRUNAWAY
08-13-2012, 12:56 AM
#129
Ah well what can I say, the atmosphere got me. I think I am disappointed in myself for not realizing it, though LDR should take this as a compliment. He did such a good job restructuring the textures, it made me think it was something completely new.
 LDR
08-21-2012, 8:41 PM
#130
Not bad man, didn't even realize it was a tattoinne re skin till I saw the last pick.

Ah well what can I say, the atmosphere got me. I think I am disappointed in myself for not realizing it, though LDR should take this as a compliment. He did such a good job restructuring the textures, it made me think it was something completely new.

You are far too kind, but thank you. :D It makes my ego glow happily.

If I might add a suggestion, including a reskin of the skybox would fit nicely I think.

The skybox looks very low resolution compared to what you did with the module.

Well, it is the same Korriban skybox used in the vanilla modules. I already got a man working on the skybox as we speak.

I feel a sudden nostalgia for BOS after seeing those screenies. >.< Nice job.

^same thoughts

^Thirded.

It was the only module that would really worked in the mod, I swear. :lol:

Clearly you have not played KotOR anywhere near the amount of times most of us have. For example, I've played it so many times I've just about memorized the dialogue! :xp:

TWINKEYRUNAWAY, I am disappoint. o_Q

Give the guy a break, will ya? I need all of this Godly Worship! Stop jinxing me! :carms:

Anyways, rest assured I'm going to be working very hard on my mods before school starts. I just got back from Vegas yesterday, and I still need to catch my breath.
 LDR
12-31-2012, 1:54 AM
#131
 bendarby24
12-31-2012, 12:00 PM
#132
Good to have you back and nice work, now hurry up with the next update ;)
 Zhaboka
01-01-2013, 12:35 PM
#133
Nice screenies! I challenge you to do a massive reskin/object replacement of that module so it looks like this instead of Kashyyyk:

http://media.desura.com/images/mods/1/15/14915/Yavin.png)

Then again, I don't even know if that's even remotely possible since I don't mod, so...
 Fair Strides 2
01-01-2013, 1:02 PM
#134
Nice screenies! I challenge you to do a massive reskin/object replacement of that module so it looks like this instead of Kashyyyk:

http://media.desura.com/images/mods/1/15/14915/Yavin.png)

Then again, I don't even know if that's even remotely possible since I don't mod, so...

o_O The temple might not be possible without UBER game lag, but I'd like to see the rest...
 Fallen Guardian
01-01-2013, 1:20 PM
#135
That would seem possible, I mean SithSpecter's Jedi Temple was massive and didn't lag so I wouldn't see much lag involved with a Kashyyyk-to-Yavin overhaul. However, the hard part still remains as modeling/editing the existing area and getting it back in game.
 Sithspecter
01-01-2013, 5:06 PM
#136
The game lagging would not be caused by the size of the object, but rather by the polygon/face count on it. For instance, if everybody in your party was toting around 100,000+ face lightsabers in both hands, the game would probably lag. However, if you have a behemoth 120 face temple, the game will certainly not lag.
 LDR
01-05-2013, 4:27 PM
#137
Since how I know how much you guys love items. And screenies.

http://www.lucasforums.com/picture.php?albumid=637&pictureid=9412)

A shout out to 90SK for letting me use his Mandalorian Heavy Armor Skin and SithSpecter for helping me out with some texture issues I was having with the sword.

I'm looking for someone that is REALLY good with skinning. If you would like to take the position, send me a PM.
 Warlord664
01-05-2013, 5:16 PM
#138
Nice screen shot. I can't really get a good look at that blade but it looks cool from what I can see.
 LDR
01-06-2013, 7:11 PM
#139
Thanks to logan for giving me the basics on alpha channels! Oh, and I changed the grass.

http://www.lucasforums.com/picture.php?albumid=637&pictureid=9413)
http://www.lucasforums.com/picture.php?albumid=637&pictureid=9414)

It's far from perfect, but it's a start. I still have to find a way to brighten up the module, get rid of those lights in the sky, get rid of the vines (imperative), get rid of the fog on the ground, and there are some collision issues (thankfully most of them are going to be area transitions). And then I have to figure out what the skybox is (after all, Master Zionosis and MotOR were able to change the skybox in the Upper Shadowlands module of their Yavin IV mod).

Oh, and you guys are just going to love this.
http://www.lucasforums.com/picture.php?albumid=637&pictureid=9415)
 Darth InSidious
01-07-2013, 8:27 AM
#140
As I recall, the vines are placeables.
 Dak Drexl
01-07-2013, 11:57 AM
#141
As I recall, the vines are placeables.

Yup that's right. It's something like "plc_danglyvine". Don't remember exactly.

The grass change really makes a nice difference though LDR.
 LDR
01-12-2013, 8:58 PM
#142
Sorry for taking a bit. I've just been swamped with Spanish, Spanish, and more Spanish - the most worthless subject in all of school. Especially if the teacher wants Spanish to be your life. -_-

I've got a little update. This time, a Czerka camp:
http://www.lucasforums.com/picture.php?albumid=637&pictureid=9416)
I'm still trying to figure out how to enable screenshots DURING conversations.

And I'm trying to see if Quanon can procure his Yavin IV modules so I can has them. :D

How do I get rid of those cursed lights in the sky?
 LDR
01-18-2013, 9:18 PM
#143
http://www.lucasforums.com/picture.php?albumid=637&pictureid=9418)
http://www.lucasforums.com/picture.php?albumid=637&pictureid=9419)
http://www.lucasforums.com/picture.php?albumid=637&pictureid=9421)
http://www.lucasforums.com/picture.php?albumid=637&pictureid=9420)

Thank the glorious heavens for a break from school.

I'd like to thank Sithspecter for helping me out with waypoints. While I'm on the subject of thanking, I'd also like to thank Quanon for letting me use his Yavin modules (if I could ever turn them into modules anyways).

I fixed the collision issue - as you can clearly see in the first screen. I'll probably turn it into an area transition of the Quanon module that leads you to the tombs and whatnot.

Does anyone happen to know how to give characters animations? (a guy typing into a computer, for example).

Oh, and the vines are gone.
 Dak Drexl
01-18-2013, 9:23 PM
#144
Looking good!
 Quanon
01-19-2013, 2:26 PM
#145
Nice work LDR! You made quiet some progress on this mod ^_^
Had any luck using my Yavin models yet?
 LDR
01-19-2013, 2:53 PM
#146
Nope, I don't know which models go to which module. Or which textures go to Yavin. :lol:

I can't even open the files in gmax.
 Sith Holocron
01-19-2013, 5:35 PM
#147
LDR, will there be new take-off and landing BIK movies for your Yavin mod?
 Quanon
01-20-2013, 3:53 PM
#148
Nope, I don't know which models go to which module. Or which textures go to Yavin. :lol:

I can't even open the files in gmax.

Ah... yes, well the models are 3Ds Max files.
Mmm; let me have a peek at those, they are rather old models.
I couldn't remember if they were ready for use. :lol:

EDIT: Good news! After some searching on my harddrive I found some more zips files about Yavin. With these it should all work in the game from the start. No messing about to create .mod files and such. I just need to install it myself first. Seems I did some updates on the models, though I'm not sure what to 'install' first :lol: I'm a messy modder x-D
 battle111
01-20-2013, 4:04 PM
#149
Screenies! Rejoice! :emodanc:

http://www.lucasforums.com/picture.php?albumid=627&pictureid=9236)

http://www.lucasforums.com/picture.php?albumid=627&pictureid=9231)

http://www.lucasforums.com/picture.php?albumid=627&pictureid=9232)

http://www.lucasforums.com/picture.php?albumid=627&pictureid=9235)

http://www.lucasforums.com/picture.php?albumid=627&pictureid=9234)

My very first module reskin. All I have to do is hex-edit it, which I will do later. How did I do?

WOW !! korriban dessert nice module !! l'm looking forward in trying your mod
 LDR
01-20-2013, 4:53 PM
#150
Ah... yes, well the models are 3Ds Max files.
Mmm; let me have a peek at those, they are rather old models.
I couldn't remember if they were ready for use. :lol:

EDIT: Good news! After some searching on my harddrive I found some more zips files about Yavin. With these it should all work in the game from the start. No messing about to create .mod files and such. I just need to install it myself first. Seems I did some updates on the models, though I'm not sure what to 'install' first :lol: I'm a messy modder x-D

Quanon, you are a life saver!

WOW !! korriban dessert nice module !! l'm looking forward in trying your mod

Heh, thanks. I spent a good hour sifting through rock textures until I found the ones that looked right.

Anyways, if any of you didn't know from Dak's WIPs, I found some of the old stuff for his Recruit Dak mod while going through old emails. So I've started it back up until he can get a real computer. I'm only populating the areas though - and doing the backstory for the Sith Battleship quest. I'm putting a lot of placeholders around because I don't have their files or custom items. Except for Blix. I'll leave the rest of the stuff to him - it IS his mod after all (I was only supposed to do the Republic station, haha.). So if I ever have any updates, I'll post them in his WIP thread.
Page: 3 of 5