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Manquesa

Latest Posts

Page: 3 of 5
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
11-03-2003, 1:59 AM
#22
Hey RaSiN_HeCk , I got files you sent me, good job. I have no pics to show of it yet, but I think I can use em, just gotta get out all of the black background and make it transparent. Are you gonna do the reticle too or not, let me know cause this th...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
11-02-2003, 6:44 PM
#21
you need to make parts, and yeah, show me what you got, send it to me if you want, unless you're still working on it. My Email (manquesa_2@msn.com)...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
11-02-2003, 5:31 PM
#19
yeah, like I said before the .tga's are white with a transparent background. here's a pic to use as reference: http://f1.pg.photos.yahoo.com/ph/manquesa/vwp?.dir=/sith_terminator&.dnm=wireframe_top-view.jpg&.src=ph&.view=t&.hires=t...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
10-31-2003, 4:44 AM
#17
If you wanna give it a shot, that'd be great. Like I said my skills in photoshop suck. For the shield display, all you need to do is make it white with a transparent background, the game will change the color of it automatically depending on how mu...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
10-29-2003, 10:37 PM
#14
I think they have fan films for download at http://theforce.net , I may be wrong about that though. Or just do a search on yahoo or google or whatever for "star wars fan films"...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
10-28-2003, 6:38 PM
#9
Okay, I watched the movie again and saw how the exhausts are supposed to be. And since apparently nobody is gonna help me with what I had asked in my post above, I went ahead a figured out how to do it all myself. For the custom exhaust, I just ope...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
10-27-2003, 4:43 PM
#6
I got a little request for anyone who could help me out. I need somebody to make me a custom HUD for this thing. Not necessarily the entire HUD but at least the part in the lower left corner, I guess it's the shield display. And maybe even a custom...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
10-27-2003, 4:42 AM
#3
Okay, how about this? http://f1.pg.photos.yahoo.com/ph/manquesa/vwp?.dir=/sith_terminator&.dnm=SP32-20031027-003114.jpg&.src=ph&.view=t&.hires=t And things are going better than I thought they would, check these out: http://f1.pg.p...  [Read More]
Posted in: WIP: Duality -- Sith Terminator
 Manquesa
10-27-2003, 1:45 AM
#1
I wasn't sure if I should post a WIP about this model or not, but now that got the skin for this model almost done and rendered it in Max, I just gotta show it off. http://f1.pg.photos.yahoo.com/ph/manquesa/vwp?.dir=/sith_terminator&.dnm=st1.jp...  [Read More]
Posted in: Tutorial: Importing Vehicles into JA
 Manquesa
10-30-2003, 4:30 AM
#22
Thanks again for the tutorial, it really helped me a lot. Although, the tut is only for non-animated models. I need to know now how to animate the landing gear at take off. This is for my Sith Terminator model (well, for the Awing too) . So far I tri...  [Read More]
Posted in: Tutorial: Importing Vehicles into JA
 Manquesa
10-27-2003, 3:23 PM
#17
that's the same that happened to me when I posted my error a few posts above. You need to make sure you delete the "c:\base" part of the path at the part right before you compile, where you check the box "Makes it's own skeleton",...  [Read More]
Posted in: Tutorial: Importing Vehicles into JA
 Manquesa
10-26-2003, 3:23 AM
#7
Okay, now i've decided to make things simpler, so I made a folder called "base" at the root of my hard drive. So I got c:\base (which contains assimilate and carcass \models\players\awing (contains root.xsi) Now I get further in the com...  [Read More]
Posted in: Tutorial: Importing Vehicles into JA
 Manquesa
10-26-2003, 2:06 AM
#6
I can't compile in Assimilate. I keep getting an error message that says "Process returned error:1" The compile window pops up and closes real quick but i've been able to make out that is says "no such file or path" and for some...  [Read More]
Posted in: Tutorial: Importing Vehicles into JA
 Manquesa
10-25-2003, 5:28 PM
#2
Ahh yesss!!!! Your timing is impeccable. This is just what I need. Thank you, thank you, thank you....  [Read More]
Posted in: How do you add tags to a model in 3DS Max 5
 Manquesa
10-25-2003, 5:34 AM
#1
I want to make my Awing model a flyable vehicle so, I need to know how to add tags to a model. I've never done that before, i've always just made static models. This'll get me started, then I can figure out how to set up the .veh, .npc, and .vwp file...  [Read More]
no, 3ds Max has a skin modifier in addition to the uvw unwrap modifier. The skin modifier is used to weight the model, something you can't do in gmax....  [Read More]
Posted in: MODView and MD3 View NO Support!?
 Manquesa
10-23-2003, 5:32 PM
#3
well in md3view you just right click and move the mouse, not sure if it's the same in modview or not...  [Read More]
Posted in: can't get my Awing model to appear in game right
 Manquesa
10-24-2003, 3:53 AM
#6
woohoo, I finally got it. It took a while but I found a tutorial about doing that export to .ASE thing and finally understood fully how to do what you said. So I got the model working in game now as an .ase file. I did figure out the whole invert nor...  [Read More]
Posted in: can't get my Awing model to appear in game right
 Manquesa
10-23-2003, 5:27 PM
#5
For ASE name the textures (not diffuse map, the actual full texture) in 3DS Max the relative path e.g. models/map_objects/awing/body - without .tga or .jpg . Then export it as an ASE and as long as those textures exist in the right place in base they...  [Read More]
Posted in: can't get my Awing model to appear in game right
 Manquesa
10-23-2003, 1:01 PM
#3
no, this is just a simple static model....  [Read More]
Posted in: can't get my Awing model to appear in game right
 Manquesa
10-23-2003, 5:07 AM
#1
Ok, i'm getting frustrated here, i've done this before with no problems but it's been a while and was with JK2, not JKA. Anyway, I made a model of an Awing in 3DS MAX 5, uvw unwrapped it, made texture maps, and exported as .md3 to base/models/map_o...  [Read More]
Posted in: Concept pictures of snow speeder
 Manquesa
10-20-2003, 4:34 AM
#5
looks good so far. Here's the site I used for refernce pics when I helped make the snowspeeder prefab for JK2. http://www.starshipmodeler.com/starwars/smith_sw.htm#rebby These are the actual models used in the filming of the movies, and at vario...  [Read More]
Posted in: What we really need from Raven
 Manquesa
10-03-2003, 7:22 PM
#24
Originally posted by StormHammer Well, Lucasarts will have to give the go-ahead for at least one patch, because at the moment there are some people who simply cannot even play the game. Either it crashes on load, or it crashes half-way through. Hope...  [Read More]
Posted in: The Matrix Unplugged
 Manquesa
10-08-2003, 4:36 AM
#15
Originally posted by Cazor Yup. You can have one pilot, have people ride in the cargo area, and have one person man the minigun. How the hell are you gonna accomplish that?...  [Read More]
Posted in: The Matrix Unplugged
 Manquesa
10-05-2003, 6:01 AM
#7
Damn man, that's just plain NUTS! Hate to ask this (I know it's the most annoying question you can ask about a mod like this) but when do you think you'll have something to release. And what's the FPS like on those maps....  [Read More]
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