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spacermonkey

Latest Activity

Posted in: WIP: Joruus C'baoth
 spacermonkey
07-14-2002, 6:28 AM
#28
he looks good, why not have a few polys hanging over his face then using some opacity to turn them into whispy hair like in the drawing. :)...  [Read More]
Posted in: Plo Koon Model!
 spacermonkey
07-01-2002, 6:32 AM
#203
Plo Koon looks great :)...  [Read More]
Posted in: Klorel's Mace Windu in progress
 spacermonkey
05-28-2002, 10:26 PM
#54
have you got an xsi exporter for gmax? You will need one. What formats are easily importable for gmax? I know theres a bunch of custom scripts for gmax - I would save a copy of the root.xsi for you if you find out what formats that you will be able...  [Read More]
Posted in: WIP: Mon Calamari Model
 spacermonkey
06-09-2002, 7:37 PM
#54
Its a TRAP ! admiral Ackbar is looking good, I think a mon calamari has some good skinning potential. :D...  [Read More]
Posted in: CloneTrooper model thoughts?
 spacermonkey
05-29-2002, 10:42 AM
#41
The mesh is looking good, I wasnt sure if I would like this model at first , since you where basing it off the raven stormtropper.xsi but you've done a bunch of work and have successfully converted it into a clone :)...  [Read More]
Posted in: Xsi Plugin For 3dsmax! Right Here!
 spacermonkey
05-08-2002, 3:41 PM
#7
dont use kazaa - http://www.cexx.org/ its got spyware in it....  [Read More]
Posted in: md3 exporter
 spacermonkey
04-27-2002, 10:33 PM
#7
sithlord posted this ; ----------- as for converting kyle.xsi first extract the files from the assets0.pk3 put the file from the models/players/_humanoid/_humanoid.gla into a directory seperate for instance c:\base\models\players\_humanoid\ et...  [Read More]
Posted in: md3 exporter
 spacermonkey
04-27-2002, 9:41 PM
#2
no, if wanted to build a weapon model then you would export it from max as a md3 and fix it up in md3viewer. BUT since you want to create a player model you have to export it from max as an XSI file. Then you have the fun of trying to get assimilate...  [Read More]
Posted in: n00b 3DMax 4.2 question
 spacermonkey
04-26-2002, 9:11 PM
#2
I know tempest for gmax had level editing support for quake 3, but unless you get that/read the info on it I cant really help. It may be that you can build your whole map in max and then export it as a md3 - importing it into radient and then convert...  [Read More]
edit: I found the client side download enable option in the setup too.:eek: :D From quake 3 experience - when you join a server that has auto dl available and you dont have those files you download them and they go straight to your base folder. No...  [Read More]
quake 3 used to allow autodownloading at a capped speed of 2k a second (slow as hell) so yes some servers would let you dl maps off them. But the toggle auto download option has been removed from the menu in jk2 so I'm not sure if its still available...  [Read More]
Posted in: Editing Tools Q&A
 spacermonkey
04-22-2002, 7:27 PM
#3
damn, I'd really like some info on model segmentation.. tags.. :( also skinmaps size, and do the models really have to have such erratic skinmaps, wouldnt it be easier to have just 3.. I know you said you wouldnt answer but I'm asking anyway:confus...  [Read More]
Posted in: Maximum amount of polygons...
 spacermonkey
05-10-2002, 10:41 AM
#13
sirbakk I'd say at a push 3k is acceptable but you should really try to reduce it bellow that....  [Read More]
Posted in: Maximum amount of polygons...
 spacermonkey
04-19-2002, 10:55 AM
#9
dont be ridiculous, the maxim lod for a player character should be 2.5k . This game is using a suped up quake 3 engine (for which the max Lod was 1k). A model shouldnt need to be any higher than that and a weapon model should definately be donw near...  [Read More]