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Quanon

Latest Posts

Page: 21 of 35
Posted in: Load-up screen when entering custom planets
 Quanon
02-17-2008, 5:23 AM
#2
Hello! I want to enter a new custom planet (liv_m99ab.mod - Custom Planet#1)). Is there a rule of thump which picture is shown in the load-up screen? Can I influence which picture is shown somehow? Thanks for any help! I think you might have a loo...  [Read More]
Posted in: Making Cinematics
 Quanon
02-17-2008, 5:12 AM
#10
Quanon, forgot to ask, how did you do the opening crawl effect? That was one of the main things I needed to know. Also, how did you do those camera transitions. Look very Starwarsy. :) That was done with the Windows Movie Maker *dodges rotten tomato...  [Read More]
Posted in: Making Cinematics
 Quanon
02-09-2008, 10:27 AM
#6
BTW, how did you manage the glow coming out of the engines? Was that done in Max or was it done after? That was done in Max, it has sort mini AfterFX, to add all kinds of glow. It wasn't that hard to do, I think I might have even a link about that...  [Read More]
Posted in: Making Cinematics
 Quanon
02-09-2008, 4:36 AM
#4
Ironically, I am on a course but they don't teach us anything. I learn more about game design from people in here than on the course. The mod I'm doing is for my final year project so I'm trying to throw in as many game design elements as possible to...  [Read More]
Posted in: Editing Triggers
 Quanon
02-09-2008, 10:33 AM
#6
The other thing I was wondering was what does STRUCT ID:1 mean? What does STRUCT ID:3 mean? I think 3 stands for Traps ! 1 I would guess would be transitions aka warping. 2 I've no idea... been awhile since I edited the .git for triggers. Mostly...  [Read More]
Posted in: Doors and Area Transitions
 Quanon
02-04-2008, 2:08 PM
#3
Just a quick question for my Nar Shadaa mod. I opened a .git for one of my modules in K-GFF and extended the door list. One of the structs said LinkedToModule. Is there a way to use this to set up a transition? Or does it have to be a trigger? I...  [Read More]
Posted in: i am going to get maya but before i do would anyone
 Quanon
02-03-2008, 6:56 AM
#9
Not entirely true. Discreet bought Maya, so since it was created by a different company it's bound to have some differences. Ah, yes , that's true ! :p Forgot about that part of history. The only thing I heard from my teachers of 3D Max is that :...  [Read More]
Posted in: i am going to get maya but before i do would anyone
 Quanon
02-02-2008, 5:30 AM
#6
No it's not. Just because you haven't taken the time to learn how to use it properly doesn't automatically mean it's crap. It's actually a very good tool, especially given that it's free. It's more than acceptable as a stand-alone tool for game moddi...  [Read More]
Posted in: How to make new textures from nothing
 Quanon
01-24-2008, 9:41 AM
#15
Yep that would be this beasty , hit 'M' to get it :p http://i116.photobucket.com/albums/o34/slazzir/MaterialPalette.jpg Pick one of the Material slots and look for Diffuse and just click on the small squar grey button next to it. This opens a new...  [Read More]
Posted in: How to make new textures from nothing
 Quanon
01-24-2008, 9:13 AM
#12
Hйhйhй, Here some screens to follow :p Go to Tools=> Render UVW Template (Don't worry about the background of your UVW edit window, mine has a "funky" texture, made for the Unwrapping process. But you don't need that at all ! ) htt...  [Read More]
Posted in: How to make new textures from nothing
 Quanon
01-23-2008, 12:33 PM
#9
Like DDD said you'll need the UVW-Map of a door. All 3D objects need a UVW to apply a texture correctly. But if your using the standard doors of Kotor , just use one of there textures, cause these reflect/ used the UVW-map. Ofcourse the textures do...  [Read More]
Posted in: Help ! Confused about trigger spawning enemys
 Quanon
01-22-2008, 7:29 AM
#6
:worship: Thank you my scripting godess *Thats one of the GW god statues, in your avy, right ?* EDIT: It all works now, no suprises there :p Thread can be closed at moderators (p)leasure :lol:...  [Read More]
Posted in: Help ! Confused about trigger spawning enemys
 Quanon
01-22-2008, 7:02 AM
#4
There is. :) SpawnGhostsAttack1 is longer than 16 characters, and a ResRef can be at most 16 characters in length. You'll have to rename your script to something shorter. :lol: I knew it was something plain obvious... @Seamheinn : It was not direct...  [Read More]
Posted in: Help ! Confused about trigger spawning enemys
 Quanon
01-22-2008, 6:44 AM
#1
Title says all : Thing is I got my transitions that work fine, so spawning NPCs with triggers should be almost the same... Still I got no results, nothing spawns ... bugger : So here the trigger setup in K-GFF : http://i116.photobucket.com/albums/...  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
02-06-2008, 10:06 AM
#96
Wow, those last shots where great ! Looking really great SS ! I'd say keep it up ! Drooltastic that waterfall....  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
02-05-2008, 4:57 AM
#89
Hmmm... still screwed up. You don't need to edit the head with G-Max, that's just to have a quick preview of how it might look in the game. What you must do is HEX-Edit the .mdl file. You need to write down the orginal texture name. Then with a H...  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
02-02-2008, 1:25 PM
#80
Thanks for the screen Q. I'll experiment on this some more later! Also, the Aurora D lights are still not working! I even found one in a Kolto tank Placeable, and used all the same things as it, except for the radius. It's probably just Gmax. And, I'...  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
02-02-2008, 12:08 PM
#76
:lol: Cloning => About the reference stuff. Getting referance ... referencnencene , ugh ... How the get the 'stuff' is pretty simple , hold down shift and move an object to a side , gives the cloning window . Or go to Edit=>Clone. In this w...  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
02-02-2008, 9:08 AM
#63
Kotor knows how to use reference nodes in its .mdl files. Sounds like they represent objects of type "reference" in Max. They should help populating a forest without having to model every single tree.... I actually used that a lot for the...  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
02-02-2008, 4:59 AM
#61
I have no clue how this is done in Max, though. Max gives you like three options when you start copying objects. It can be a copy ( a full new object on its own.) a reference ( keeps a very tight link with orginale, if you alter the orginale the r...  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
01-27-2008, 7:04 AM
#42
Looks nice sithspecter. I see you got the sky shiny bright :p All I can say is keep it up and running....  [Read More]
Posted in: [WIP] [K1] World War 2 Custom Area Mod and Recruiting
 Quanon
01-25-2008, 12:06 PM
#19
Great stuff sithspecter , I see you found your way around :) Though you might adjust the tiling of your ground texture, else the game "smeers" one small 256x256 texture over a huge area, which gives this blurry pixel monster. You can easl...  [Read More]
Posted in: NWMax and 3DSMax 2008
 Quanon
01-21-2008, 1:54 PM
#4
I think DDD wants to know if it works before he buys 3dsmax 2008 :lol: Stupid me It works with my Max-9. Is 2008 a succesor of 9 or is it raddically new ?...  [Read More]
Posted in: NWMax and 3DSMax 2008
 Quanon
01-20-2008, 3:52 PM
#2
The title pretty much says it all... Does NWMax work with Max 2008? Install NWmax and try it out!...  [Read More]
Posted in: "The Witcher" by CD Projekt
 Quanon
02-08-2008, 4:37 PM
#144
Isn't Java seen as C++ for dummys/ idiots ( Something about hiding Constructers in header files ? And Cloning/ Object orienting stuff... ) Though I drowned in C++ when Win32K codes got involved to get a basic engine running... ugh, still have nightm...  [Read More]
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