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Quanon

Latest Posts

Page: 20 of 35
Posted in: Modders ?
 Quanon
03-08-2008, 7:47 AM
#18
If Max just forgot a couple of lines, we may be able to add it correctly to the ascii...no? Yep, I do it all the time for my levels/areas I build. Cause some the 3D gets rotated badly, so I've got get in the ASCII file and alter the Orientation aga...  [Read More]
Posted in: Modders ?
 Quanon
03-07-2008, 3:59 PM
#16
ok the mdlops doesn't convert the models we make to models we can use in kotor exact ? So if I export a head from game data to 3ds max using kotor tool and nwmax, don't make any change, and just re import it in kotor using mdlops again, it's neither...  [Read More]
Posted in: Modders ?
 Quanon
03-07-2008, 12:00 PM
#14
new heads impossible ? that's a pity what's the problem with it ? we can export heads models and animations vectors (vectors? don't know if it's correct) btw, remoddeling a head is possible in theory, you just have to respect the scale of the origina...  [Read More]
Posted in: R2-D2 look for T3-M4
 Quanon
03-02-2008, 4:56 PM
#5
Animations are not impossible, they just take a long time. Animations with the Skin-modifier are still somewhat impossible, I don't think MDlops has the code to compile it. Regular animations like those for the doors and containers are indeed possi...  [Read More]
Posted in: Tutorial: Skinning a body ! :D
 Quanon
03-02-2008, 6:14 AM
#13
Thanks DDD !...  [Read More]
Posted in: Tutorial: Skinning a body ! :D
 Quanon
03-01-2008, 4:29 PM
#11
I mean the other textures which are not in game for example in the tutorial quanon uses a chain mail texture and this texture is not present in any game. Well I often just start with Google. And use general terms, like: metal texture, leather textu...  [Read More]
Posted in: Tutorial: Skinning a body ! :D
 Quanon
03-01-2008, 11:32 AM
#5
Can anyone post the second link to any other place I have some problem with rapidshare due to my wireless connection so can anyone post it some where else.And the using the first link gives me a .doc file which is of 0kb. Darn you're right, its an e...  [Read More]
Posted in: Tutorial: Skinning a body ! :D
 Quanon
03-01-2008, 10:51 AM
#1
No, this has nothing to with butchering or psycho murders. This about skinning/texturing. A little while a go I got a PM, asking me to write down some helpfull tips on how to use photoshop in re-skinning bodys of Kotor/TSL. Well here it is ! EDITE...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-08-2008, 5:14 PM
#73
My last saber model for the pack. I'll look into it tomorrow to get them in the game. This ones named Tormenter, its rather "evil" looking saber, gots some nifty red claws :p Without further ado, some renders : http://i116.photobucket.c...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-08-2008, 9:59 AM
#66
That model will be only in the K1 USM or it can be downloaded in anhother site? I want to have that model It ROCKS It can't be downed yet. DDD is making a pack, my saber will be included, don't worry. You'll need some patience none the less :p...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-07-2008, 5:33 PM
#62
OK! OK! I didn't realize that Rosey was THE SACRED HILT. @Taak: I'm not asking FOR a reskin, I'm asking if there WAS a reskin at one time cause Rosey definitely IS awesome. lol, SS, no Rosey didn't had any skin back then. I just spended 2 nights g...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-07-2008, 4:13 PM
#53
Alrighty, me presents the return of Rosey! Forget those other models of mine ! THey're just going to be a little extra to DDDs pack. This is the first of the real deal sabers. The second is being formed in my mind. I've got some new ideas but I nee...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-05-2008, 2:23 PM
#49
Ummm.... Q? What are you talking about? Remember what I said about being slow when i'm ill? :( Ow, my models look like trash... Thats how I feel about them. This doesn't include yours, that wouldn't be nice. I'll have to revamp them seriously....  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-05-2008, 1:20 PM
#47
I think we should dumb all with the trash. As a modder I think I went to low with these models... I better stop the modding, looks like I can't deliver quality anymore -.-...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-03-2008, 2:59 PM
#30
By your description, why make saber hilts at all, then? If you're going to make them, at least make them well. That's my motto. :xp: I'm just in a "You say A" I say "B" mood today. So ignore the previous post......  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-03-2008, 1:45 PM
#28
Guys, guys... first of all, smoothing groups plx. Secondly, this is KotOR, not Jedi Knight. You can afford to put a little more detail into these models rather than just texturing it all on. For example (http://inyri.flowinternet.net/images/projects/...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-02-2008, 12:39 PM
#21
Quanon is also in the process of making two hilts for the mod and the Sith Governor one mentioned above is being made by SS. Here some renders of the textured hilts. I've got spike( :lol: this one isn't a sex toy either :xp: ) : http://i116.photo...  [Read More]
Posted in: [W.I.P] K1 USM
 Quanon
03-01-2008, 4:41 PM
#19
I haven't actually started yet, but I'll send the .2DA when I do. But every time I try to use the MDLOps replacer or renamer, it just screws it up, so I've got a hex editor, but I haven't tried it yet. Save your 0.6 Mdlops for the animations SS. Bu...  [Read More]
Posted in: [K1] Walkmesh Question
 Quanon
02-26-2008, 7:05 AM
#13
(the exception would be a simple on/off binary flag which tells the game to use the whole node for blocking sight, but all the unknown fields use a range of values which goes beyond a simple 0/1 choice). Blast, I often thought it might have been so...  [Read More]
Posted in: [K1] Walkmesh Question
 Quanon
02-23-2008, 4:18 PM
#8
While you are absolutely right on this, most of the data contained in the WOK file (like the AABB nodes) is recreated by Kaurora anyway because NWMax does it the wrong way for Kotor. So I doubt the problem stems from some missing field. Then again, I...  [Read More]
Posted in: [K1] Walkmesh Question
 Quanon
02-22-2008, 12:07 PM
#5
I think the Exporting script of NWmax might be to blame to. It isn't perfect and it even doesn't generate every possible option for meshes. I just recently dug into the .mdl files of Kotor areas and noticed this "SelfIlumColor". I added...  [Read More]
Posted in: Robe editing
 Quanon
02-18-2008, 11:54 AM
#6
If I remember right, the biggest part of the lower back of the robe is "one" with the pants. Then you would only need to make the smaller triangle between the legs invisible plus a re-paint of the pants to, so it reaches higher....  [Read More]
Posted in: Load-up screen when entering custom planets
 Quanon
03-02-2008, 12:35 PM
#13
Anyways, for those interested, this is the loading screen I created. I'm pretty happy with it. Drooltastic stuff Silver. * hmmm I've seen the stuff on the rightside before * :xp:...  [Read More]
Posted in: Making Cinematics
 Quanon
02-19-2008, 3:56 PM
#17
Actually I'm not sure if Maya can do that, it would make more sense than a textured plane if it can. Thanks for the tutorial, it'll definitely come in handy with figuring this thing out. But with regards to the starfield, I meant how to go about put...  [Read More]
Posted in: Making Cinematics
 Quanon
02-18-2008, 5:33 AM
#15
I was thinking of perhaps pasting some text on a transparent polygon plane in Maya and then moving it past the camera. With a starfield in the bg of course. The only thing is I can't think how to make it fade out in the distance. Maybe the lighting w...  [Read More]
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