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Quanon

Latest Posts

Page: 13 of 35
Posted in: Soul Caliber sword.
 Quanon
03-10-2009, 7:29 AM
#1
Hello, Time to release another mod. Well a small one. Just one sword, based on the one of the fighting game Soul Caliber. Tried my best to make it the same, hope you enjoy swinging and slicing it about. Readme: ============ SOUL CALIBER ========...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-23-2009, 8:45 AM
#8
Once you got them all selected, rightclick=> Merge layers http://i129.photobucket.com/albums/p214/Quanon/Tutorials/Step13MergeLayers.jpg After that, I need to do some small cloning work; as you might have seen there was still a sharp edge in be...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-23-2009, 8:41 AM
#7
Next take the select toolhttp://i129.photobucket.com/albums/p214/Quanon/Tutorials/SelectionTool.jpg And drag 4 rectangles, to do that hold down Shift, to add selections, holding down Alt you can subtract from selections. http://i129.photobucket.com...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-23-2009, 8:40 AM
#6
A new tip, this time its all about the blending options. To illustrate I'll create a sort of floor texture. This could be used for example in a reskin of an area. Its just one example, this stuff can be used in various spots of texture/skin creati...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-16-2009, 10:52 AM
#5
You could leave it like that now. But the shine effect depends on the black/white in the alpha channel. Darker = stronger effect White = No effect at all I find that its to dark in my channel, to adjust that I go to Image=>Levels. http://i129.p...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-16-2009, 10:51 AM
#4
This selection is to tight and close, where going to enlarge it a bit. Go to Select=>Modify=>Expand. http://i129.photobucket.com/albums/p214/Quanon/Tutorials/Step16Expand.jpg New window comes up, I've set mine about 10pixels. http://i129.pho...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-16-2009, 10:49 AM
#3
http://i129.photobucket.com/albums/p214/Quanon/Tutorials/Step10BrushOpt.jpg Before we continue make sure you're color is set to white: http://i129.photobucket.com/albums/p214/Quanon/Tutorials/ColorOnWhite.jpg Now in your Layers palette, you should...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-16-2009, 10:48 AM
#2
So I opened it in photoshop, using the Move tool (V) I dragged it to my UVW-map: http://i129.photobucket.com/albums/p214/Quanon/Tutorials/Step07.jpg Its to big, so using the Transform Tool ( Ctrl+T) I scaled it down. I used the top left little squa...  [Read More]
Posted in: [TUT] Quanons Tips on Skinning/Texturing
 Quanon
02-16-2009, 10:47 AM
#1
Hello, In this thread I'll attempt to show you some tricks I use in Photoshop to create skins/textures for your weapon models and other 3D things from the Kotor game. If you got questions, comments or suggestions go to the Holowan thread here. (htt...  [Read More]
Posted in: Help needed with uv mapping
 Quanon
02-15-2009, 4:52 AM
#2
Hmmm, did you UVW-map the sword when it still was a Editable Poly ? That would be my mistake really :-s Its better to first convert your model to a Editable Mesh and then UVW-map it. If you still get troubles with stretching and such, do the follo...  [Read More]
Well as some of you know I am making a Billboard mod and I have modeled a billboard for K1 and its uwv mapped and stuff but I know you need a PWK file or something like that so I would like to know how to make that and save it. I also need to know ho...  [Read More]
Posted in: Modelling an new area!
 Quanon
02-26-2009, 6:22 AM
#28
In the case of the tutorial module, I just did this for it and it seemed to work: QGMTest_01a 0 Thanks to clear that up. I'll have to add that extra information to my Tutorial thread. Its still strange o_Q I made 4 modules for Silveredge, each wit...  [Read More]
Posted in: Modelling an new area!
 Quanon
02-25-2009, 11:21 AM
#25
just a question to area lighting... my problem: a new module with 3 rooms - each with a different lightcolour (just for testing :D) when I set SunAmbientColor and Diffuse to 0 then it's all dark and else the whole area has one lightcolour... is it po...  [Read More]
Posted in: Modelling an new area!
 Quanon
02-24-2009, 12:50 PM
#23
Okay you chumps, I recorded a piece, on how I do holes for doors... most of the times :p tha link: CLICK MEH YEAAAAAAAAHH (http://www.mediafire.com/download.php?ikjgkzwjnmy) Its without audio, I've added some text pop-ups here and there, just look...  [Read More]
Posted in: Modelling an new area!
 Quanon
02-24-2009, 7:57 AM
#22
Ahem, Boolean is a somewhat EVIL function. You'll be able to use like twice before you'll get crap. Let me try to explain how I do it. First get a door from the game you would like to use. Lets say a door model from Nar Shaddaa. You'll need to g...  [Read More]
Posted in: Modelling an new area!
 Quanon
02-23-2009, 3:14 PM
#13
I have another question... when I want to model more than one room/area, what must I put inside the .lyt and .vis files for the module to work... it's kinda confusing :nut: Welcom to the forums ! To answer you're question. I guess the whole room/...  [Read More]
Posted in: Modelling an new area!
 Quanon
02-23-2009, 12:48 PM
#10
I, personally, think it's something to do with the .lyt file. The fact that I've created a new .mod file means I need a new .lyt file (right?). Changing the name of the .lyt file to the name of my .mod file doesn't work. I tried HEX editing, but I'm...  [Read More]
Posted in: Modelling an new area!
 Quanon
01-27-2009, 3:26 PM
#5
Is there any way to do rings around the poly(room) in gmax as the option isnt there unlike 3ds Max. I fear this one of those things that got implemented in later versions of Max. Gmax users will have to do some thinking as you don't have the option...  [Read More]
Posted in: Modelling an new area!
 Quanon
01-27-2009, 12:41 PM
#1
The tutorial thread can be found here: CLICK (http://www.lucasforums.com/showthread.php?p=2582171#post2582171) Hello again! What a bump and thread necromancy! Har har har! I'm back with a new set of tutorials about area modelling and everything env...  [Read More]
Posted in: Modelling an new area!
 Quanon
02-24-2009, 12:53 PM
#2
This little thing is all about DOORS. Not to model them, but creating a hole in the wall where they fit in. Okay you chumps, I recorded a piece, on how I do holes for doors... most of the times :p tha link: CLICK MEH YEAAAAAAAAHH (http://www.medi...  [Read More]
Posted in: Modelling an new area!
 Quanon
01-27-2009, 12:39 PM
#1
The discussion thread can be found here: CLICK (http://www.lucasforums.com/showthread.php?p=2582172#post2582172) Hello again! EDIT: Part VI uploaded. I'm back with a new set of tutorials about area modelling and everything envolved around it. Looki...  [Read More]
Posted in: Marius Fett's W.I.P
 Quanon
01-26-2009, 1:40 PM
#25
Drooltastic :drool1: Ohoo, a new double bladed weapon as well, this thing looks to be packed with nice goodies ^_^ Check your PM box MF, finished those gloves for the robe skins....  [Read More]
Posted in: The art dumping grounds !
 Quanon
03-02-2009, 12:46 PM
#21
Finished the Sith guy. Pretty content with this one. Onwards to another project :p http://i129.photobucket.com/albums/p214/Quanon/Artsy%20Bucht/Sithy02.jpg...  [Read More]
Posted in: The art dumping grounds !
 Quanon
02-26-2009, 12:30 PM
#19
Not fair... Some people get all the artistic talent.. :p Well don't ask me to do Math or other logical stuff... Nor ask me to go and speak French... o_Q Its supposed to be my "second" langue, but I fail at it....  [Read More]
Posted in: The art dumping grounds !
 Quanon
02-26-2009, 12:22 PM
#17
Been awhile since I updated this thread... 3D has taking his toll again on my drawing/painting stuff. But I do got a WIP shot of this Sith guy/creature http://i129.photobucket.com/albums/p214/Quanon/Artsy%20Bucht/Sithy01.jpg Hope to finish him lat...  [Read More]
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