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disbeliever

Latest Posts

Page: 1 of 7
Posted in: Load scenarios in 3D Max?
 disbeliever
05-04-2011, 9:38 AM
#3
Areas in kotor are broken up into pieces. You would need to import each piece after extracting with kotor tools...  [Read More]
Posted in: Animated Area Models
 disbeliever
10-06-2010, 8:41 AM
#14
It's done by adding this to the txi: proceduretype cycle defaultwidth 256 (width of single frame) defaultheight 256(height of single frame) numx 2(both this and numy are for how many columns and rows you want to have) numy 2 fps 48(how fast it goes...  [Read More]
Posted in: Animated Area Models
 disbeliever
10-05-2010, 9:02 AM
#5
You can make clouds move without having to animate anything. Just work with the texture...  [Read More]
Posted in: Possible Sleheyron Models
 disbeliever
09-27-2010, 8:28 AM
#5
That was part of the hallway. The 4 hallway models connected to a joining room with pipes...  [Read More]
Posted in: Possible Sleheyron Models
 disbeliever
09-22-2010, 4:08 PM
#2
Only in game files that were left over were a few arena models, and a hallway...  [Read More]
Posted in: Planet Siron
 disbeliever
07-09-2010, 12:49 PM
#18
Stuff like this is why I have lost all motivation. This is not Quanon or Sithspecter level area modelling, but the fact that you can area model to this level of quality is extremely impressive. I'm very much looking forward to this planet mod. Unf...  [Read More]
Posted in: Skyboxes
 disbeliever
04-15-2010, 9:10 AM
#3
Pull down a game skybox and look at that in max. You can see what bioware did. It is a square with rounded edges....  [Read More]
Posted in: Any projects in need of a modeler?
 disbeliever
03-08-2010, 3:40 PM
#8
Nevermind then for me. Wow. I wasn't expecting this much of a need for modelers. In less than 12 hours I've received 6 messages and the 3 posts here. I'll try and do as much as I can, but I can't really commit to 4 TCMs. I might choose one TCM to h...  [Read More]
Posted in: Any projects in need of a modeler?
 disbeliever
03-08-2010, 2:37 PM
#6
I could use help modeling out fillers for Sleheyron...  [Read More]
Posted in: Star Wars - Shadows of the Empire
 disbeliever
06-02-2010, 10:06 AM
#95
I love the huge jump in modeling progression in such a short time...  [Read More]
Posted in: What TC mods are out?
 disbeliever
01-17-2010, 11:00 AM
#15
Sounds like some of you are debating semantics imo. Total conversion could mean anything from totally changing the story and plot to changing all game assets. Tjm did in fact completely change the story and plot. It was very rough. But he put a ton...  [Read More]
Posted in: Lightmaps for Dummies
 disbeliever
01-11-2010, 12:21 PM
#2
Many thanks, Dis!! Can someone put this in the tutorial section?? It has plenty great information!! :D Thanks:) As an update to people, i forgot to mention that sometimes it may be best to use a "mother file" to generate lightmaps, as to...  [Read More]
Posted in: Lightmaps for Dummies
 disbeliever
01-11-2010, 11:30 AM
#1
Original discussion thread here (http://www.lucasforums.com/showthread.php?t=202321) Hello All, I wanted to put together a tutorial for creating and getting lightmaps in game. MagnusII has been wonderful in adding in this ability to his KA program,...  [Read More]
Posted in: Lightmaps for Dummies
 disbeliever
01-11-2010, 2:51 PM
#6
By all means, host it where ever you wish :thmbup1: Nice tut disbeliever :thumbsup: Since the Tutorial is a downloadable, can LF have your permission to host the doc on starwarsknights.com so it will always be available to the LF community? Not s...  [Read More]
Posted in: Lightmaps for Dummies
 disbeliever
01-11-2010, 12:21 PM
#3
Many thanks, Dis!! Can someone put this in the tutorial section?? It has plenty great information!! :D Thanks:) As an update to people, i forgot to mention that sometimes it may be best to use a "mother file" to generate lightmaps, as to...  [Read More]
Posted in: Lightmaps for Dummies
 disbeliever
01-11-2010, 11:30 AM
#1
Hello All, I wanted to put together a tutorial for creating and getting lightmaps in game. MagnusII has been wonderful in adding in this ability to his KA program, and if you have seen the screens in the Sleheyron thread, you should agree it makes a...  [Read More]
Posted in: New area lighting problem
 disbeliever
01-06-2010, 5:06 PM
#8
I wont laugh, im happy to see more area modelers or people taking an interest in doing it. And thats not half bad either, good job. You can add more than one auruadlight, maybe try adding a few more around the area...  [Read More]
Posted in: New area lighting problem
 disbeliever
01-06-2010, 12:46 PM
#6
I will have to think more...  [Read More]
Posted in: New area lighting problem
 disbeliever
01-06-2010, 12:35 PM
#4
hmm are you warping into your area with coords inside the model?...  [Read More]
Posted in: New area lighting problem
 disbeliever
01-06-2010, 10:23 AM
#2
dynambientcolor:2958115 Sunambientcolor:2826240 sundiffusecolor:7740 Those are one of my area settings, try that. Also, make sure your auroralight has a big enough radius for its light to cover your area. Depending on the size of your area, it coul...  [Read More]
Posted in: Area model export problems
 disbeliever
01-15-2010, 11:35 PM
#19
in my experience sanity check means nothing :lol: I had a model once that no matter how well i thought i welded the verts, it kept crashing. I ultimately had to re make the object...  [Read More]
Posted in: Area model export problems
 disbeliever
01-05-2010, 8:45 PM
#17
Maybe Q is to blame then? :lol: he's out to git you...  [Read More]
Posted in: Area model export problems
 disbeliever
01-05-2010, 8:50 AM
#15
Max crashed when I selected a certain object. Now I got to find out what I accidentally clicked on. It crashed when you just clicked on an object? :lol: Never had that happen. :thmbup1:...  [Read More]
Posted in: Modelling an new area!
 disbeliever
12-01-2010, 3:06 PM
#92
Lightmaps already have a tutorial in the tutorial section...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 disbeliever
01-11-2010, 9:54 AM
#684
Good stuff, keep up the good work....  [Read More]
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