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Quanon

Latest Posts

Page: 14 of 35
Posted in: model problem
 Quanon
01-25-2009, 12:45 PM
#13
damn, it only lets me do that with element Read you're other post, this is actually the fastest way to do the flip :lol: I'm writing down a tutorial in a Word file, it should work great with my videos. Really if you want to flip the faces of a box...  [Read More]
Posted in: Marius Fett's W.I.P
 Quanon
01-23-2009, 4:10 PM
#6
*blushes* Thanks GM! :D Don't be shy DDD.. euh MF :lol: You've really grown in your modding skills, these look beatifull. Wished we could do such a good lighting in custome made areas *sigh* Finish this one ;) Would be a waste !...  [Read More]
Posted in: Skin, bone, and supermodels
 Quanon
01-12-2009, 4:49 AM
#11
I also tried making just the head with the hat. I hex edited those lines but then the face didn't move at all :confused: That happens sometimes, not every head seems to respond ok to this editing. Sometimes it helps to just redo the whole process.....  [Read More]
Posted in: Skin, bone, and supermodels
 Quanon
01-11-2009, 4:06 AM
#8
Well feel free to do some testing/ research/ messing around on body modelling :) Making new bodys & heads is something we can't do yet, as we don't have a clue what to do with certain steps and stuff....  [Read More]
Posted in: Skin, bone, and supermodels
 Quanon
01-10-2009, 3:33 PM
#6
Smoothing groups? XD I don't know what that is. Thanks though. It could have something to do with weights, but then what should I do? Smoothing groups are an option in the Editable Mesh/ Editable Poly modifier. So you'll need to select that first i...  [Read More]
Posted in: Skin, bone, and supermodels
 Quanon
01-10-2009, 3:18 PM
#4
Ooh, sorry, must be something with the smoothing groups perhaps ? Could ofcourse be MDLops or one of the other tools that "whacks" the smoothing while compiling.....  [Read More]
Posted in: Skin, bone, and supermodels
 Quanon
01-10-2009, 8:28 AM
#2
I've got questions on how to go about modeling to get fine results. I usually use kotor tool to extract model files and mdloops to get the ascii source. I use 3dsmax 5 with NWMax 0.7 to edit the models cos nothing else works. I figure there's loss of...  [Read More]
Posted in: Two Questions
 Quanon
01-02-2009, 6:03 PM
#5
Sweet, thanks, but first, how exactly do you use Gmax? I went into Kotor 1 > BIFs > Models > Aurora Model / Aurora Model Extention > found the watersuit model I was gonna use as a test, but now what? Well now you need a second little p...  [Read More]
Posted in: Force Fashion 2
 Quanon
12-30-2008, 6:39 PM
#48
Well, been working on Nomi Sunrider's robe.... Great stuff J7, I just love the smell of quality ! This thing just bathes in it :p Delicious ! Fabulous ! Though, yes.. critics for me :lol: The Nomi robes are rather "flat", you'll need t...  [Read More]
Posted in: Companions
 Quanon
12-31-2008, 7:02 AM
#22
Yeah, that's what I meant. What's bothering me: can you interact with those other companions in cities (а la Ebon Hawk) or not? I'd be a shame if you could only establish a relationship with the companion you take with you. Lets hope its a bit lik...  [Read More]
Posted in: Companions
 Quanon
12-30-2008, 5:43 AM
#19
I remember a BioWare interview where it had been said that you can only take one companion with you at a time, and it'd be best to stick with that one throughout the game. Odd, I thought you could have more, but only 1 active following you around....  [Read More]
Posted in: [K1]Ryloth Planet Mod
 Quanon
01-04-2009, 6:34 AM
#47
Well, seems a good idea. But: You'll need to fix the wall texture, its not tile-able, you get this hard edge at its top. I think you'll have to make a choice, the walls are very dirty or the floor is very dirty, not both. IMO its "heavy"...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 Quanon
01-02-2009, 6:27 AM
#41
@LR: I think what you would need to do, is create a box in Max, (smaller than the actual skybox but larger than the apartment) and texture it as you would a regular skybox. .... Try it and see! ;) You got it ! Infact you would only need about 2...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 Quanon
12-31-2008, 6:24 AM
#34
EDIT:HK-42 have a look at these.Btw.there seems to be a problem with changing the skybox.Few buildings still remain as if they are part of the module.I tried every skybox to remove those remaining buildings but it didn't work.And on thing more the pa...  [Read More]
Posted in: Modelling
 Quanon
12-14-2008, 2:51 PM
#11
@Trigger: Using Autocad ? Thats silly, that program is meant for Tech & architecture and such. I do know off C4D and Maya, though since NWmax ( clear hint of what's if for) was made for Gmax and 3Ds Max I adivce to use one of those. Eventually...  [Read More]
Posted in: Modelling
 Quanon
12-14-2008, 12:05 PM
#8
That would be me. :lol: I don't think I still have that tutorial hosted anywhere, but there's a video tutorial by Quanon which is alot better. You can d/l that here: http://tutorialsonmodding.com/Downloads/q_hilt_tut.rar Oh NOOOOOOOOOOOOOOOOO !!!...  [Read More]
Posted in: Custom Lightsaber UVW and vertices problem.
 Quanon
12-17-2008, 9:06 AM
#15
Okay, :lol: Let me illustrate what I mean :) This is an example of wasted polys, see the big blue arrows, they point at edges&verts that are not needed to give shape to this cylinder. http://i129.photobucket.com/albums/p214/Quanon/BADCY.jpg T...  [Read More]
Posted in: Custom Lightsaber UVW and vertices problem.
 Quanon
12-16-2008, 3:05 PM
#13
Remember also that the game mesh polys are triangles, not quads. If you model in quads (like I do and as you appear to have done) you have to halve the poly budget - i.e. a 500 quad hilt will end up being a 1000 tri game mesh. Woops, yeah I forgot a...  [Read More]
Posted in: Custom Lightsaber UVW and vertices problem.
 Quanon
12-16-2008, 9:29 AM
#11
Ahoy, got your PM. Well, the only way to get what you want is to manually model the curves, you'll have to be content with tad bit more "hooked" look. I suggest you read the tutorials or watch'em, I believe there is still some vid I once...  [Read More]
Posted in: Custom Lightsaber UVW and vertices problem.
 Quanon
12-14-2008, 1:31 PM
#9
Quanon,how many vertices etc can K1 and K2 handle.What if I apply optimize to get lower values.I already applied MeshSmooth. Well IMO I think 3000 polys for a lightsaber is the maximum. I'd mostly try to end in between 1000 - 2000. The game won't cr...  [Read More]
Posted in: Custom Lightsaber UVW and vertices problem.
 Quanon
12-14-2008, 12:33 PM
#7
Quanon,I have a save which I made before turbo smoothing,I will have to recreate half of the saber again.Btw,without turbo smooth the model can bot give the effect I want.Will Mesh smooth work? Nope, those are all to heavy for the game. You do know...  [Read More]
Posted in: Custom Lightsaber UVW and vertices problem.
 Quanon
12-14-2008, 11:59 AM
#5
Um,turbo smooth.Help OK, turbo smooth is a bad idea, remember that K1 or TSL are older games, they're low poly minded. I hope turbosmooth is still on your stack of modifiers, just remove it and then redo your mapping. Else go back to an earlier s...  [Read More]
Posted in: Custom Lightsaber UVW and vertices problem.
 Quanon
12-14-2008, 6:14 AM
#3
I think Marius is correct, did you use Turbo Smooth or Mesh Smooth modifier on that hilt. Cause that thing has way to many polys for the game....  [Read More]
But why half your model appears as faceted and not smooth+highlights is really strange is there a service pack for 3dsmax 9 ? 2 service packs have been released so far....  [Read More]
Posted in: The art dumping grounds !
 Quanon
12-22-2008, 11:15 AM
#14
Nice stuff. You have some skill with a pencil, no doubt. Thank you :) Been awhile but I've been messing about in Photoshop with one of my latests drawings. The result: http://i129.photobucket.com/albums/p214/Quanon/Artsy%20Bucht/monster.jpg...  [Read More]
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