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Quanon

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Page: 15 of 35
Thanks Quanon,that worked.But how do I fix this permanently.Because when ever I open 3dmax and import the model it appears like the same before.Any suggestion? Does this happen with other body models as well ? I might check it out if my Max does it...  [Read More]
Not sure why Max did that to your model, but I think I know how you can solve this. You'll need to edit the Surface Properties of the model mesh, the left side of the body. As that is the one being blocky. So select the torso part, on the right sid...  [Read More]
Posted in: First Video Documentary Released
 Quanon
12-13-2008, 5:48 PM
#16
Yeah it's wild. I never thought I would like the art direction... I wasn't real happy with the screenies. Now, I don't mind it so much. Not sure if it was seeing it in motion, or hearing them really get behind it, or just not erally concentrating on...  [Read More]
Posted in: Mini-map Tutorial
 Quanon
12-11-2008, 12:40 PM
#2
Thank you DSTONEY ! Its nice to have some starting values, I kept messing around with it, but never found.. well the way it works. :p This is great info ;)...  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-13-2008, 4:48 PM
#65
That's been taken care of. Q even made the UTI and the Icon for me, which was more than generous. I'll post a screeny of the Stats later on. I've put in some extra bonusses that only come avaible when you put a crystal in. Else it does the regula...  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-13-2008, 12:00 PM
#55
Quanon, do you know how to make a bad saber hilt? That's amazing Euh... you mean "evil" looking ?...  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-13-2008, 8:54 AM
#48
An update from me with a new saber model :p http://i129.photobucket.com/albums/p214/Quanon/3D/SSAB_REND01.jpg http://i129.photobucket.com/albums/p214/Quanon/3D/SSAB_REND02.jpg http://i129.photobucket.com/albums/p214/Quanon/3D/SSAB_REND03.jpg http://...  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-10-2008, 12:43 PM
#33
I suppose I could use this one: http://knightsoftheoldrepublic.filefront.com/screenshots/File/88975/7 It depends on what Q thinks. No, no, no, I won't be that lazy and let your reuse an oldy. I'm getting fresh ideas, so have a bit of patience an...  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-09-2008, 3:16 PM
#27
^Good luck. ;) Well forget those renders, like a F"en noob, I made this model out of several meshes and not one. I have to redo the mapping and texturing, cause MDLops lets you only replace the old hilt with one 1 other mesh. So I can only br...  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-09-2008, 2:12 PM
#25
Very Sith like. Nice. :golfclap: If I may inquire, how many polys are on that beast? About 1980 polys. Now to get the "beast" in the game....  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-09-2008, 12:49 PM
#22
^Crappy self made saber, or uber Q hilt... I think I know which one i'm gonna go with.. :p Flattering ^_^ I've got some renders of the puppy. Kept it rather simple, guess it's not my best that I've ever done. Can't force stuff like that. To the r...  [Read More]
Posted in: The Lost Apprentice [K1]
 Quanon
12-08-2008, 2:04 PM
#20
If you need a hilt for his Saber, I think I could do one for you ;) I like this small mod idea DDD, a very realistic and sober aproach to modding....  [Read More]
Posted in: Strange Model Problem
 Quanon
12-07-2008, 4:58 AM
#6
Edit: I was able to re-model it well enough that I can use the same texture, and the problem does not occur anymore (Yay!). This thread can be closed if necessary. Great news, its odd how meshes can behave sometimes :lol:...  [Read More]
Posted in: Strange Model Problem
 Quanon
12-06-2008, 5:13 PM
#4
I have had some misplacement with the UVW's, but I got that all worked out, and then I did use KAurora, but the problem was still there and it did crash. :) Have you tried without adding any texture, see if the problem remains on the white model asw...  [Read More]
Posted in: Strange Model Problem
 Quanon
12-06-2008, 5:04 PM
#2
Odd, I did often had some stretching, misplacement to my UVWs. Though this didn't always help and I had to redo the whole thing... Seems its best to only apply UVWmaps after conver to Mesh and the resetxform thing. The reset has often 'killed"...  [Read More]
Posted in: Making poses with gmax
 Quanon
12-06-2008, 4:57 PM
#8
And no, the head will not jump... it is the game engine that places the objects in its correct position... you need to place the head in its correct position and link its base with the body. We can go into details if you need... Kha I did a little t...  [Read More]
Posted in: Making poses with gmax
 Quanon
12-06-2008, 5:53 AM
#5
That's the main problem I've had, that it doesn't "jump" as it should, it remains on the feet and the head's textures are not imported either... anyway, I'll keep searching. About the textures, if you use the extract function from KotorToo...  [Read More]
Posted in: Making poses with gmax
 Quanon
12-04-2008, 12:01 PM
#2
Well if you could possibly get your hands on 3Ds Max, you could use the render function, which gives prettier pictures. Then what G-Max can show you in its work space. IIRC, if you first import the body you want to use and then import the head, th...  [Read More]
Posted in: Area Reskin Problem
 Quanon
12-03-2008, 11:13 AM
#5
I think that I must have accidentally moved the aurora base somehow. I'll re-do the model hex editing tonight and see how it goes. Well perhaps before you start the re-edit, note down the coords of the Aurorabase. Then edit like you want it, export...  [Read More]
Posted in: Area Reskin Problem
 Quanon
12-03-2008, 8:28 AM
#2
:lol: No idea how to help you out on this one... It could perhaps be, not sure if this is true, but when you import a module, doesn't he place the AuroraBase to 0 0 0 ? It might be that your walkmesh gets displaced somehow, I do know that not all...  [Read More]
Posted in: Replacing a UV-Map
 Quanon
11-24-2008, 11:09 AM
#10
And thanks Quanon, I know that SS and Setoken are both busy, but they are also quite talented with 3D. I'm sure that if we get enough brain power working on this, we'd be able to figure it out. The ability to make new heads would be a HUGE accomplis...  [Read More]
Posted in: The art dumping grounds !
 Quanon
11-25-2008, 6:42 AM
#12
After a major laptop crash and setting up a new rig, an update for this thread. Most of it is kind of "fantasy", fishmen, lizardmen and an ugly troll creature :p Last pick are some masked soldiers sneak'en about. Comments are welcome. ht...  [Read More]
Posted in: Knights of the Old Republic : The Jedi Masters
 Quanon
11-28-2008, 2:28 PM
#238
Good guess. ;) :lol: Hmmz, this got me intrigued, I feel a modelling urge here :p Though I'm on so many other crazy modding projects >.<...  [Read More]
Posted in: Knights of the Old Republic : The Jedi Masters
 Quanon
11-28-2008, 12:27 PM
#235
Bit smaller, but there is a logic behind it. The ship's meant to be made out of an odd material, hence it's fuuggly look. Hopefully it'll work in game. Well everyone has his tastes on what what should look like :p It gives uppportunity for long di...  [Read More]
Posted in: Knights of the Old Republic : The Jedi Masters
 Quanon
11-24-2008, 5:38 PM
#229
Do you mean in the trailer or the pics? The textures in game have exactly the same resolution as Kotor2, they might just not have come up as well when I was taking pictures/recording footage. You mean like just 256x256 pixels at 72ppi ? The ship l...  [Read More]
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