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QDJ's WIP's

Page: 2 of 4
 Qui-Don Jorn
12-12-2011, 10:00 PM
#51
Ok I'm back (oh, did you leave?)

Been working on a few things,..one of which I can't even say anything about.
but I can talk about these...

This is the first saber I've modeled in what seems like a few months, the last one I did was the Samaritan for HotOR 1.6.
This one will be in HotOR 1.7 but it's for a special character that is in someone else's mod...his initials are K.O. :P


http://www.lucasforums.com/picture.php?albumid=677&pictureid=8714)

Then I did the Gadon Thek head I'd been wanting to do for awhile and just got to..
This is released as of about 5 minutes from now...it'll be over at TUCE.

http://www.lucasforums.com/picture.php?albumid=791&pictureid=8715)

http://www.lucasforums.com/picture.php?albumid=791&pictureid=8716)

http://www.lucasforums.com/picture.php?albumid=791&pictureid=8717)

Then of course I forgot the picture about my idea for - I'm not sure, a training saber?? a stun sword? Dont know what it'll end up being actually.
I was going to ask Deadman or Dak to see if they wanted to get in on it...or something.
But you know those sword-like things that we're seeing in TOR?
Its not a saber and its not a vibro-sword..it's shaped like one of those bamboo kendo-swords, round..except its metal, and could maybe have the stun-baton/gand silencer animation on it..maybe.
Then there's the issue of having to replace a model for this one..
Dang, wish I had brought a pic of the model I made for it...you'll just have to trust me.

So, thats what Ive been doing...
check out the Gadon head, see if you like it.
-QDJ

EDIT:
Here's what I mean about the "stun sword"...is it possible to put the stun baton animation on it? Know what I mean?
http://www.lucasforums.com/picture.php?albumid=772&pictureid=8722)
 Zhaboka
12-12-2011, 10:13 PM
#52
We are working on this same KO fella, QDJ. Nice saber!
 Qui-Don Jorn
12-12-2011, 10:21 PM
#53
oh really?
well, its unofficial, as Zybl doesnt want my crap in his mod..:)
 Qui-Don Jorn
12-19-2011, 8:53 PM
#54
Hey everybody, I need some scripting help.
I'm attempting my first animated cut scene and I think I have the basic jist down..but I can't figure out why the conversation isn't starting..

And for my first animated cut..the subject will be...hehehehe drumroll pleeeaasse!
"The Death of Iacen Konn"...Yeess the death of Iacen Konn.
(I know Zhaboka, he won't be going out like a chump though,..not if I can help it. :))

So, onto my problem..
I am trying to fire this from the end of that part where the Exile "sees" the party members in thier jail cells in 906MAL.

void main() {
object oIacen = GetObjectByTag("Iacen", 0);
if ((GetGlobalBoolean("303NAR_Iacen_Joined") == 1)) {
SpawnAvailableNPC(3, Location(Vector(68.76270, (53.12547), 3.00000), 90.0));
CreateObject(1, "n_darthsion003", Location(Vector(68.59641, 69.92776, 3.00000), 270.00));
AssignCommand(oIacen, ActionStartConversation(OBJECT_SELF, "906iacen", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));
}
}


Can anyone see a problem with this? Do I need to make a waypoint for him to start at rather than just spawn at a location? though I wouldn't think that was it..
Do I have to put "CONVERSATION_TYPE_CINEMATIC" on it? even though the dialog file is checked to be just that?

Dunno..please help!
 Canaan Sadow
12-19-2011, 10:20 PM
#55
void main()
{
object oIacen = GetObjectByTag("Iacen", 0);
if ((GetGlobalBoolean("303NAR_Iacen_Joined") == 1))
{
SpawnAvailableNPC(3, Location(Vector(68.76270, (53.12547), 3.00000), 90.0));
CreateObject(1, "n_darthsion003", Location(Vector(68.59641, 69.92776, 3.00000), 270.00));
AssignCommand(oIacen, ActionStartConversation(OBJECT_SELF, "906iacen", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));
}
}




That should fix it. :3
 Qui-Don Jorn
12-20-2011, 9:03 PM
#56
Hey all..

So Deadman and I teamed to do a couple of "training saber" models.
These arent standard lightsabers..these are more like training swords from TOR, and will come with three colors of force fields that surround them..blue yellow and violet.
I havent even seen the finished product as Im typing this, but here is a pic of the model I made. Oh yeah, these will be for TSL by the way..

http://www.lucasforums.com/picture.php?albumid=790&pictureid=8761)

Then accompaning these training swords that you will be able to build on the workbench, there will be 4 new models inspired by TOR...here are two of them, I haven't even started the last two..

The Sorceror...
http://www.lucasforums.com/picture.php?albumid=790&pictureid=8762)

And the Inquisitor...which I think I'm going to do again as I think I have a better idea of what I want..
http://www.lucasforums.com/picture.php?albumid=677&pictureid=8763)

Thats it for now...until I get the other two models done and put the whole mod together..
 Warlord664
12-20-2011, 9:11 PM
#57
They look really nice KDJ. Good job.
 90SK
12-20-2011, 9:31 PM
#58
Ooh I like the idea of a training saber! Well done!
 Qui-Don Jorn
12-20-2011, 9:35 PM
#59
Hey thanks! I think I want to do the Inquisitor with a very long middle part and shorter ends..kind of reverse what I have here - probably change the emitters up as well..

And oh yeah,... that cutscene I am working on is actually starting now...but Ive run into another problem and am hoping someone wouldknow what the problem is..

Now,...it's running all fine up until case 3, where they actually start fighting.
- the cutscene ends and goes back to the player character.

i have the script that fires the cutscene also changing the npc's (iacen's) faction to neutral...which Im not sure is an ok thing to do..but I did it so he wouldn't draw aggro from the enemies in the next room..is that a no-no?

Also, he's spawning in with SpawnAvailableNPC so he'll have all his current equipment..

here's my cutscene script...

void main() {
object oIacen = GetObjectByTag("Iacen", 0);
object oDarthSion = GetObjectByTag("DarthSion", 0);
int nParam1 = GetScriptParameter(1);
switch (nParam1) {

case 0:

AssignCommand(oIacen, ActionPauseConversation());
SetGlobalFadeIn(1.0, 2.0, 0.0, 0.0);
AssignCommand(oIacen, ActionResumeConversation());
break;

case 1:

AssignCommand(oIacen, ActionPauseConversation());
DelayCommand(2.0, SetLightsaberPowered(oDarthSion, 1, 1, 1));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 2:

AssignCommand(oIacen, ActionPauseConversation());
DelayCommand(2.5, AssignCommand(oIacen, ActionMoveToObject(oDarthSion, 0, 0.5)));
DelayCommand(7.0, CreatureFlourishWeapon(oIacen));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 3:
AssignCommand(oIacen, ActionPauseConversation());
DelayCommand(2.0, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(3.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
DelayCommand(4.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(5.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
DelayCommand(6.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(7.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
DelayCommand(8.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(9.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 4:
AssignCommand(oIacen, ActionPauseConversation());
AssignCommand(oIacen, ActionPlayAnimation(10148, 1.0, 3.0));
DelayCommand(4.2, CreatureFlourishWeapon(oDarthSion));
DelayCommand(5.4, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(6.5, AssignCommand(oIacen, ActionPlayAnimation(10460, 1.0, 1.0)));
DelayCommand(7.5, AssignCommand(oIacen, ActionPlayAnimation(10375, 1.0, (-1.0))));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 5:

AssignCommand(oIacen, ActionPauseConversation());
AssignCommand(oDarthSion, ActionMoveAwayFromObject(oIacen, 0, 8.0));
AssignCommand(oDarthSion, SetLightsaberPowered(oDarthSion, 1, 0, 1));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 6:

SetGlobalFadeOut(1.0, 1.0, 0.0, 0.0);
RemoveAvailableNPC(3);
DestroyObject(oDarthSion, 0.0, 0, 0.0, 0);
DestroyObject(oIacen, 0.0, 0, 0.0, 0);
break;
}
}


I dont know if the rest of the cases work since I haven't gotten that far..
any help would be MOST apprieciated
thanks!
QDJ
 Zhaboka
12-21-2011, 2:47 AM
#60
(I know Zhaboka, he won't be going out like a chump though,..not if I can help it. :))

Do your worst!

Haha, no, just kidding, that's a great addition to the mod, good luck!
 Qui-Don Jorn
12-25-2011, 6:00 PM
#61
Hey all..

I did this the other day and a couple more and once i remodel the "Shadow" double bladed once more i think I'll have it..

http://www.lucasforums.com/picture.php?albumid=790&pictureid=8769)

http://www.lucasforums.com/picture.php?albumid=790&pictureid=8768)
So, whaddya think?
Im digging this Inquisitor..trust me - it looks pimp in-game..


I was also planning - when I get some more time - to do one more head..
Dhagon Ghents..:P
DS transitions would be cool for that..maybe put some tats on him or some such.


oh btw...that original Inquisitor model is up for grabs..if anyone wants it for their mod or whatever, you can have it.
was thinking of just posting it as a gmax file, modder resource..thing. Let me know if you're interested.
-QDJ


EDIT: Oh yeah before I forget...
Here are some pics of the training saber Deadman and I did.
blue
http://www.lucasforums.com/picture.php?albumid=790&pictureid=8773)
http://www.lucasforums.com/picture.php?albumid=790&pictureid=8774)
http://www.lucasforums.com/picture.php?albumid=790&pictureid=8775)
I should have this mod out in a couple days...
Need help on that cutscene script! :(
 Fallen Guardian
12-25-2011, 11:26 PM
#62
Hey thanks! I think I want to do the Inquisitor with a very long middle part and shorter ends..kind of reverse what I have here - probably change the emitters up as well..

And oh yeah,... that cutscene I am working on is actually starting now...but Ive run into another problem and am hoping someone wouldknow what the problem is..

Now,...it's running all fine up until case 3, where they actually start fighting.
- the cutscene ends and goes back to the player character.

i have the script that fires the cutscene also changing the npc's (iacen's) faction to neutral...which Im not sure is an ok thing to do..but I did it so he wouldn't draw aggro from the enemies in the next room..is that a no-no?

Also, he's spawning in with SpawnAvailableNPC so he'll have all his current equipment..

here's my cutscene script...

void main() {
object oIacen = GetObjectByTag("Iacen", 0);
object oDarthSion = GetObjectByTag("DarthSion", 0);
int nParam1 = GetScriptParameter(1);
switch (nParam1) {

case 0:

AssignCommand(oIacen, ActionPauseConversation());
SetGlobalFadeIn(1.0, 2.0, 0.0, 0.0);
AssignCommand(oIacen, ActionResumeConversation());
break;

case 1:

AssignCommand(oIacen, ActionPauseConversation());
DelayCommand(2.0, SetLightsaberPowered(oDarthSion, 1, 1, 1));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 2:

AssignCommand(oIacen, ActionPauseConversation());
DelayCommand(2.5, AssignCommand(oIacen, ActionMoveToObject(oDarthSion, 0, 0.5)));
DelayCommand(7.0, CreatureFlourishWeapon(oIacen));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 3:
AssignCommand(oIacen, ActionPauseConversation());
DelayCommand(2.0, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(3.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
DelayCommand(4.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(5.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
DelayCommand(6.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(7.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
DelayCommand(8.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(9.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 4:
AssignCommand(oIacen, ActionPauseConversation());
AssignCommand(oIacen, ActionPlayAnimation(10148, 1.0, 3.0));
DelayCommand(4.2, CreatureFlourishWeapon(oDarthSion));
DelayCommand(5.4, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
DelayCommand(6.5, AssignCommand(oIacen, ActionPlayAnimation(10460, 1.0, 1.0)));
DelayCommand(7.5, AssignCommand(oIacen, ActionPlayAnimation(10375, 1.0, (-1.0))));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 5:

AssignCommand(oIacen, ActionPauseConversation());
AssignCommand(oDarthSion, ActionMoveAwayFromObject(oIacen, 0, 8.0));
AssignCommand(oDarthSion, SetLightsaberPowered(oDarthSion, 1, 0, 1));
AssignCommand(oIacen, ActionResumeConversation());
break;

case 6:

SetGlobalFadeOut(1.0, 1.0, 0.0, 0.0);
RemoveAvailableNPC(3);
DestroyObject(oDarthSion, 0.0, 0, 0.0, 0);
DestroyObject(oIacen, 0.0, 0, 0.0, 0);
break;
}
}


I dont know if the rest of the cases work since I haven't gotten that far..
any help would be MOST apprieciated
thanks!
QDJ

I'm not sure you need to state the ActionAttack so many times. Just have Iacen attack Sion, and Sion attack Iacen once, and then wait 10 seconds or so to resume the conversation. I also don't think Iacen needs to be the one to Pause and Resume the conversation. You can just put: ActionPauseConversation());/ActionResumeConversation()); and it'll work fine. Also, do all the cases go in order, or are they conditionals for some other parameter?
 Zhaboka
12-26-2011, 3:22 AM
#63
Interesting training sabers... are their damage stats similar to, oh, say... the plasma torch? Very cool idea.
 Qui-Don Jorn
01-06-2012, 8:18 PM
#64
Also, do all the cases go in order, or are they conditionals for some other parameter?

they go in order..I will work on that when I get back..thanks FG.

Well, crap. I was going to release a couple of things today but then a message from Deadman halted it..he's got a soooper cool idea for the training sabers. So ima wait.

And I suppose this happens to everyone, but I'm burnt.
so much of modding over the course of a year and ..ugh. :(

After looking at some of these other modders threads, I start thinking I suck.
boo hoo right?

awright whatever.

Any of you badasses wanna lend me a tip on this?
http://www.lucasforums.com/picture.php?albumid=791&pictureid=8824)

Its funny how you can start doing something and think it looks awesome until you see something better someone else did..blah. Ill shutup now.
*scurries off to contemplate role in the galaxy*
 Fallen Guardian
01-06-2012, 8:46 PM
#65
Don't be so hard on yourself, it looks great! Just change the eyes to something more akin to Sith eyes, unless he's some evil unique badass who get his own eyes, in which case he's perfect.
 Qui-Don Jorn
01-06-2012, 8:53 PM
#66
err, more orangey? ooh yeah! two tone!
 Zhaboka
01-06-2012, 8:57 PM
#67
I love the harsh eyebrows. I don't think he needs the headgear, though.
 Qui-Don Jorn
01-06-2012, 9:18 PM
#68
oh no..i just had that on when I took the pic..but yeah, Dhagon looks odd with headgear.
 logan23
01-06-2012, 10:06 PM
#69
Looking awesome!!
 Warlord664
01-07-2012, 1:26 PM
#70
Looks great!
 Slstoev
01-08-2012, 7:13 AM
#71
Looks great!
Fixed.

Great as always, QDJ.
 Qui-Don Jorn
01-10-2012, 8:06 PM
#72
Its an issue so,..
For the final version, any sabers that occur before the game's lightsaber quest have been removed.


If anyone is having an issue finding Iacen...
Talk to Fassa first. Ask him "Know anything interesting?"..this will fire the quest to recruit Iacen.
It should be self explanatory from there...

I've been working on a saber mod for K1 since X-mas, but now I don't think I'll even release it.
http://www.lucasforums.com/picture.php?albumid=772&pictureid=8816)
 Fallen Guardian
01-10-2012, 9:19 PM
#73
Looks good as always QDJ. Is this saber mod going to have an extra character/quest like HotOR 1.6?
 Qui-Don Jorn
01-10-2012, 9:28 PM
#74
No it dosen't...just hilt model replacements for main characters and a few special hilts.. but no quests, no recruitments..
-using .mod files for .utc replacements and scripts where necessary. Trying to keep .utc files out of override.

EDIT: I probably wont release it at all,..think of all the mods Id have to make it compatible with..
great.. now its raining and I gotta walk.
 Zhaboka
01-10-2012, 10:54 PM
#75
Sorry about that, sounds like you put a lot of work into it. :/ For what it's worth, that screenshot looks awesome!
 Qui-Don Jorn
01-12-2012, 6:10 PM
#76
Interesting training sabers... are their damage stats similar to, oh, say... the plasma torch? Very cool idea.

Plasma torch? No, more like vibro-blade..
I made the training sabers their own item in baseitems.2da so I could tweak damage and whatnot to suit the game. Currently it's sitting at 1-8 physical damage with an extra + 3 energy damage from the energy fields..not upgradeable.
Let me explain my reasoning behind this.
Vibro-blades do 1-10 physical damage and are upgradeable, my training sabers are somewhat heavy, metal blunt objects..vibro-blades have a sharp edge...though you could deal some serious bruises with the training saber it shouldnt do as much as a vibroblade...
I did have it at 1-4 physical but that didn't make sense since I was doing more damage with my bare hands.

Sound good??


EDIT an hour and a half later...

Nevermind,...HotOR aint changing..
 Qui-Don Jorn
01-14-2012, 5:55 PM
#77
Well, just successfully uploaded HotOR 1.6 to KotOR files. I wonder if it will ever get approved and posted?
Has anyone had any luck there lately?
 Zhaboka
01-15-2012, 5:06 AM
#78
I've had some luck getting pages to work. Sometimes.
 Qui-Don Jorn
01-26-2012, 4:12 PM
#79
Started on a Jana Lorso head reskin today. I don't know what species she is in the game, but I'm making her human, obviously.
Think I'm going to tone down her blue eyes, and probably start on ds transitions later tonite if I can.
Also I need some tutes on making heads like Uthars and hers able to wear headgear and masks..if there is one(?)

http://www.lucasforums.com/picture.php?albumid=791&pictureid=8865)

Whaddaya think?

Also finished and released the TOR saber pack finally. I'd like to do more for it, I've got more models in mind to expand that mod.

That's all for now..:thmbup1:
-QDJ


EDIT: Oh yeah, I just downloaded BOS:SR, and the patch, so I'll be loading that up and giving that a playthrough. then I plan on making my SotOR mod (the one that I wasn't going to release) compatible with it. I figure if there's one mod I need to make a saber mod compatible with it's probably BOS. I've never seen it, but it looks phenomonal.
ok..bye.
 Zhaboka
01-26-2012, 10:40 PM
#80
It looks nice, especially the lips. Her eyes need to be either desatured or lightened, in my opinion. Real eyes aren't that dark, concentrated blue.
 Qui-Don Jorn
01-28-2012, 9:32 AM
#81
It looks nice, especially the lips. Her eyes need to be either desatured or lightened, in my opinion. Real eyes aren't that dark, concentrated blue.

Cool thanks. Yeah, they're more like a cobalt blue, I would do just a um,..cerulean blue color. Just change the hue and desaturate a little.

So, I loaded up BOS;SR and playing my way to it, I have to iron out a few things with my mod along the way. But really it's already compatible with it. So I won't need to do anything else. Sweet.
Oh hey Zhaboka, I have another line I needed. I added a line for Iacen in Kreia's "teaching the exile to listen" dialog. It was odd he wasn't part of that.
I'll pm you.

-QDJ
 Qui-Don Jorn
01-30-2012, 3:39 PM
#82
 Fallen Guardian
01-30-2012, 3:56 PM
#83
Looks awesome QDJ.
 Zhaboka
01-30-2012, 10:33 PM
#84
That is just sooooo evil!!! Bwahaha! Sabers look amazing, especially the one in the center in the 2nd screenie.
 Qui-Don Jorn
02-01-2012, 3:30 PM
#85
V'wynn Chaleur's saber is no longer on the Harbinger(or PC's Armored Robe), the C-22 is no longer in Telos Military base. The vanilla saber quest is restored to HotOR. Except it's a unique single or double-bladed model that you build on the workbench. Also, you no longer get a unique model back from Atris toward the end of the game, that model is gone.

http://www.lucasforums.com/picture.php?albumid=689&pictureid=8881)

http://www.lucasforums.com/picture.php?albumid=689&pictureid=8882)

http://www.lucasforums.com/picture.php?albumid=689&pictureid=8883)

http://www.lucasforums.com/picture.php?albumid=689&pictureid=8884)
 Zhaboka
02-01-2012, 11:59 PM
#86
Nice dialogue! That head looks familiar... but it's yours, I take it?
 Fallen Guardian
02-02-2012, 2:21 AM
#87
Looks great QDJ.
 Qui-Don Jorn
02-04-2012, 7:46 PM
#88
Nice dialogue! That head looks familiar... but it's yours, I take it?

Yeah. I fixed up my Uthar Head skin. Planning to do the same with my Gadon and Dhagon head skins.

@FG thanks!


:mad: damn MOTY phooey!
 Qui-Don Jorn
02-05-2012, 8:31 PM
#89
Alright! I figured out how to reuse a previously removed saber, and have Kreia still have a saber at the beginning of the game without messing the rest of the mod up. Two birds with one rock! Awesome. :)
Just let her use the old C-22 model( which I'll probably remodel anyway), for 101PER and the Sion cutscenes on the Harbinger..then since Sion cuts her hand off anyway, that saber never makes it off Peragus. She "dropped" it. So she won't have it after that and I restricted it to just her so you can't use it while she does.

Problem solved.

http://www.lucasforums.com/picture.php?albumid=689&pictureid=8894)
 90SK
02-05-2012, 8:42 PM
#90
This may be an odd question, but does the Exile have dialog in your modification or is the dialog for an NPC? Would you mind elaborating?
 Qui-Don Jorn
02-05-2012, 9:35 PM
#91
This may be an odd question, but does the Exile have dialog in your modification or is the dialog for an NPC? Would you mind elaborating?

Hhmm, Yep. that is an odd question. You should probably just play the mod.:thmbup1:

Er, sorry. Was that rude? Yes the Exile does have dialog reply options.
 Zhaboka
02-07-2012, 12:48 AM
#92
That's a nice change, I like that. Are you using the same hilt-specific crystal system as before?
 Qui-Don Jorn
02-13-2012, 10:20 AM
#93
That's a nice change, I like that. Are you using the same hilt-specific crystal system as before?

Is there another system you know of that you could share with me?
 Zhaboka
02-13-2012, 12:43 PM
#94
I feel like someone I know was using a system where a lightsaber retained a specific hilt model but you could switch out color crystals... I can't for the life of me remember who used it or when, though.
 Fallen Guardian
02-13-2012, 7:07 PM
#95
I've attempted this, and I got it to work somewhat. (Although I don't think I'm the person you're trying to remember Z) Basically, I got it to where the custom hilt would start off with a default saber, and it could be taken to the upgrade bench. However, once the color crystal is changed the saber reverts to the default model, and can never be changed back. I don't know if there's a way to compensate for this.
 Qui-Don Jorn
02-15-2012, 12:26 PM
#96
I've attempted this, and I got it to work somewhat. (Although I don't think I'm the person you're trying to remember Z) Basically, I got it to where the custom hilt would start off with a default saber, and it could be taken to the upgrade bench. However, once the color crystal is changed the saber reverts to the default model, and can never be changed back. I don't know if there's a way to compensate for this.

From what I know and have expierimented with, (and this goes all the way back to USM's original system), is that the only way to have a specific hilt model have all colors (or more) - is to make that many specific hilts. Which basically means that you have to sit and export however many models you're doing colors for, then after doing the mdlops replacer for all those models, is to hex edit the color of blade into the model.
Then you have to make that many uti's for hilts and crystals.
So if you want 9 colors of the same hilt model, that's 9 mdl and mdx files and 18 uti's for saber and crystal.

In a word, no. I won't be doing that for HotOR, but RandomSabers is like that if you would prefer it. 6 custom hilt models with 10 colors for each.

But here's some stuff Ive been messing with..

http://www.lucasforums.com/picture.php?albumid=791&pictureid=8910)

"Dang your tall!"
http://www.lucasforums.com/picture.php?albumid=791&pictureid=8912)

I just shouldn't be messing with stuff I don't know about.
http://www.lucasforums.com/picture.php?albumid=791&pictureid=8913)

possibly new color Armored Robe
http://www.lucasforums.com/picture.php?albumid=689&pictureid=8911)

http://www.lucasforums.com/picture.php?albumid=790&pictureid=8914)
 Warlord664
02-15-2012, 2:15 PM
#97
Lol on the second and third pic! Very nice work with every thing QDJ!
 Darth DeadMan
02-15-2012, 2:22 PM
#98
WOW! She's so... tall... This is going to my collection of MDLOps-produced mutants :D

The hilt looks great.
 Phildevil
02-20-2012, 1:38 AM
#99
"Dang your tall!"

"Meh, I still don't reach the top...!"
 Qui-Don Jorn
02-22-2012, 4:43 AM
#100
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