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redrob41

Latest Posts

Page: 5 of 20
Posted in: Bendak Starkiller Emblem Armor
 redrob41
03-11-2011, 6:05 PM
#1
Hello all, it's been a long time since I've released a mod. Mostly, my work has been put towards Revenge of Revan. This is, however, a little something that ties in. A few years ago, LordRevan999 made some awesome battle damaged Mandalorian skins fo...  [Read More]
Posted in: Custom Models
 redrob41
01-20-2011, 4:09 PM
#3
I don't think that anyone has successfully added another column to the appearance.2da file (that the game engine would actually recognize). Most people that try to add a new armour model have to settle for simply replacing existing ones....  [Read More]
Posted in: Dak's Armored Robes 2.0
 redrob41
01-10-2011, 4:20 PM
#13
Looking good Dak. The only problem I see from the screenies, is the transparent spots inside the cloak, at the waist level, and near the neck. You can see the yellow bick road behind them, and they're more noticable on the females. I can tell from w...  [Read More]
Posted in: Mod of the Year 2010 - Nominations
 redrob41
12-23-2010, 6:26 PM
#2
Inyri made several seperate Mass Effect style weapon mods this year. If I had to pick one of them to nominate, it would be M-8 Assault Rifle Blaster Replacement http://www.lucasforums.com/showthread.php?t=203980...  [Read More]
Posted in: Mod of the Year 2010 - Nominations
 redrob41
12-23-2010, 6:20 PM
#2
I nominate XIM-18 LAW (Rocket Launcher) by Sithspecter http://www.lucasforums.com/showthread.php?t=205377...  [Read More]
Posted in: envmaptexture, a no go in TSL?
 redrob41
12-23-2010, 5:17 PM
#2
nvm, i had to enable the envmap texture in appearance.2da. if i want to make a mod that edits this particular instance in the .2da file what do i do? is it even possible? The TSLPatcher should be able to handle that. It should be explained pretty w...  [Read More]
Posted in: Head Modelling error in Replacer
 redrob41
12-23-2010, 6:41 PM
#6
This problem has come up a few times. Try looking through some of the other threads about it (I used the search feature for these): http://www.lucasforums.com/search.php?searchid=412659 One you'll come accross is this one where I had the same proble...  [Read More]
Posted in: Head Modelling error in Replacer
 redrob41
12-23-2010, 6:08 PM
#4
do you have a screenshot of Taina's with all the boxes that you have checked? I know that certain models have problems loading in gmax (PMHA06, PMHA08, PMHB06 & PMHC06 are examples). I seem to remember that they also have problems with Taina's r...  [Read More]
Posted in: Head Modelling error in Replacer
 redrob41
12-23-2010, 5:14 PM
#2
which model are you using?...  [Read More]
Posted in: Bob T.'s philozophizing about alien heads ...
 redrob41
12-28-2010, 2:27 PM
#4
at the moment, I'm pretty sure that getting a fully animated alien-head on a human-body CAN be done indeed. I used the node-deleting method with a text editor on the ascii-mdl file of a weequay head. I'm still having some trouble getting everything i...  [Read More]
Posted in: Bob T.'s philozophizing about alien heads ...
 redrob41
12-23-2010, 5:59 PM
#2
- is it possible to chop off the head of a full-body-head model including the animations? if so, how? (i tried as a stupid-but-simple approach to just delete all the parts of the model below the head in GMax, but you don't even wanna know what strang...  [Read More]
Posted in: Knights of the Old Republic : The Jedi Masters 2.0
 redrob41
12-07-2010, 3:01 PM
#37
There is a way you can get around this problem. The way I would do it is to make the pc spawn in a new module which you won't be able to see because a computer terminal style dialog will start when you enter. The dialog will pretty much ask you hey d...  [Read More]
Posted in: Gaps in textures
 redrob41
11-25-2010, 10:45 AM
#2
have you checked the alpha 1 channel of your pillar's texture? If there is any black in there, the model might be applying the game's default shader (which is transparency)....  [Read More]
Posted in: TimBob12's WIPs
 redrob41
11-11-2010, 1:31 PM
#27
The quests are : The Missing Supplies [100%] The Missing Officer [97%] The Missing Weapon [10%] I have virtually finished the second quest now although before I start the final quest I want to know that there will actually be enough people intere...  [Read More]
Posted in: l0rdReV@n88's WIP
 redrob41
11-09-2010, 10:32 PM
#10
just this morning I was thinking about doing a Roland Dyre mod using Mandalore's model. I was thinking of just re-shaping the helmet, without adding the jet pack. Your's is looking pretty good, so I don't think I'll bother. I don't think that you nee...  [Read More]
Posted in: Star Wars - Shadows of the Empire
 redrob41
11-21-2010, 7:17 PM
#199
Just to whet your appetites for screenshots, here are a few quick pics of one area of Ansion. Khoonda, which is an Imperial base, and the plains. You can also see the new sunset skybox... http://d.imagehost.org/t/0041/K2_00002.jpg (http://d.imagehos...  [Read More]
Posted in: Marius Fett's W.I.P
 redrob41
01-18-2011, 8:19 PM
#134
And here's the result. A reskin of Mission Vao for K1, which is sort of a collaboration between myself and Quanon. You may have seen a version of this texture floating about in various screenshots of mine and his before, but i've altered it quite a...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 redrob41
11-15-2010, 5:55 PM
#75
Since you only have ownership of the outline, if someone were to take up the challenge, they'd have to re-create the materials basically from scratch?...  [Read More]
Posted in: [WIP]Golden armor of bendak starkiller[K1]
 redrob41
11-23-2010, 11:11 AM
#58
the black ones don't seem very "Golden" like the title of the thread says. It looks more like he's been fighting against an oil slick :lol: The scratches look good. They seem to be very fine, like he's been buffeted by wind & sand, or...  [Read More]
Posted in: [WIP]Golden armor of bendak starkiller[K1]
 redrob41
11-11-2010, 4:04 PM
#54
you certainly do like adding scratches :). Well, it looks like you've got quite a few options, so you might want to just make a pack with about 3 or 4 choices. I can't remember what kind of dialog you added to Bendak; what did he talk about? I was...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 redrob41
12-30-2010, 8:32 PM
#1178
with splicing, we'd be limited to existing snippets of dialog clips. We wouldn't be able to write new lines of dialog. By using voice actors to mimic characters' voices, we have more freedom to make new dialog. It will still follow a script, and not...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 redrob41
12-20-2010, 11:30 AM
#1156
Hey, Here are some pics that will be placed in the website http://img816.imageshack.us/img816/5162/holonetwp12.jpg I'm liking the orange bar in this shot. Some of the other screenies are a little too bright orange (probably because the background...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 redrob41
12-01-2010, 11:34 AM
#1140
the horn-knobs could maybe be a trifle higher up and larger. maybe a little larger, but every screen shot I've seen, the horn knobs look like they are just above where the eyebrows would be. Still, I can give it a try with them higher. With Darth Mal...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 redrob41
11-24-2010, 4:59 PM
#1138
I've tried playing around with some Devaronian females. They have the pointed ears and flat, stubby horns on the forehead. The longest (most tedious) part, was making the fuzzy skin. It took a loooong time with the Motion Blur tool on little sections...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 redrob41
11-22-2010, 7:39 PM
#1136
The color is okay but doesn't mix well with TSL's green. Logan is slowly getting around to changing ALL the green GUI, so eventually there won't be any green hud visible....  [Read More]
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