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Duncan_10158

Latest Posts

Page: 7 of 10
Posted in: WIP: Matt-Liell's Legolas Model
 Duncan_10158
01-08-2003, 7:11 PM
#54
Matt-Liell, you ask if somebody could bring your model in game, let me explain why everyone, myself included, is a bit scared of doing that for you. bring in game means to, first correct the proportion to the raven skeleton, then making the skinmaps,...  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-18-2003, 6:03 AM
#181
Originally posted by InsaneSith i could upload it to my site. in like a minute. if you dont want me to thats ok. just wondering. sorry InsaneSith, i missed that you can upload it, otherwise i would have sent you the release model with the others....  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-16-2003, 7:20 PM
#174
your guess isnt that bad, Deetox. in fact i am sending sebulba right now to jk2files.com and jediknightii.net to release it...... yes, its somehow finaly out! but i cant upload it on my own page, what would be probably the fastest way to release it,...  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-15-2003, 2:36 PM
#171
inbredyokel, i have taken you teamcolor out, as you wish. and thanks anyway for the icon file. Deetox, i just found a fault in one of the taunt sound files. the taunt3.mp3 files doesnt work, there is some error message about not 44'100 something. i...  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-14-2003, 6:09 PM
#169
inbredyokel, if you wish i can take out your teamcolorskins, but i think they look very good and would fit in. but its on you of course. to the skins you redone for me, to be honest i am not very happy with the changes you made. the default is ok, i...  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-14-2003, 2:12 PM
#167
nice to see you are back, Deetox. i will have some try with the new jumpsounds you gave as. the old one was realy a bit agressiv. the idea with the dug jedi sounds just came up, but i didnt tought of were to get these. inbredyokel, i just got the fi...  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-08-2003, 7:23 PM
#156
i dont know how to get these sounds from ep 2, all sounds sebulba has are from Deetox, i havent heard from him a very long time, i will see if i can contact him, otherwise i dont know. i will try to make the jedi_dug saber only, your right that jedi...  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-08-2003, 6:43 PM
#154
i thought the same with the jump sound, but didnt want to be the first who mentioned it, you know Deetox did a great job with the sounds and all but after a while these wee ahh gets nerving. i gone change it for a bit calmer sound. i agree that the...  [Read More]
Posted in: WIP: Sebulba model
 Duncan_10158
01-06-2003, 7:09 PM
#150
and what about AI, force and weapon usage of the bot, or the succession of the taunts? any comments or suggestions?...  [Read More]
Posted in: speeder bike and STAP vehicles
 Duncan_10158
10-05-2003, 2:19 PM
#1
Just finished the models and skins for these two vehicles and now i need to figure out how to set the speed, acceleration, turning rate and all this fiting to the vehicles. >speeder bike >STAP it would be nice if some of you would help me to...  [Read More]
Posted in: A question about animation......
 Duncan_10158
10-05-2003, 9:30 AM
#7
you dont sell it? but i am sure you would get that job. :) (sorry, dont take me serious Oidar) seriously, you are right, Oidar. i made animations in 3ds max and it was the most difficult thing i ever made. i finaly brought about 10 animation sequen...  [Read More]
Posted in: A question about animation......
 Duncan_10158
10-05-2003, 12:07 AM
#4
Oidar, let me guess.... you sell it? :) (sorry i needed to say that)...  [Read More]
Posted in: Difference between siege and ffa
 Duncan_10158
10-03-2003, 7:32 AM
#14
now there is one more! >stap nearly finished, deeds some balancing....  [Read More]
Posted in: Difference between siege and ffa
 Duncan_10158
10-02-2003, 10:35 AM
#11
Update, it worked! i have a stap (http://www.starwars.com/databank/vehicle/stap/index.html) in game! i just found the Jedi Knight Racer mod/map by Chrono et al. and there i saw it. it needs a second file, a .npc file in the ext_data/npcs folder. all...  [Read More]
Posted in: Difference between siege and ffa
 Duncan_10158
10-02-2003, 9:02 AM
#10
so we need the JA source code to make new vehicles? i modeled a vehicle and brought it in game, i also made a new .veh file in the ext_data\vehicles folder. this file seems to describe all the relevant things like speed, turning rate, weapons and al...  [Read More]
Posted in: Difference between siege and ffa
 Duncan_10158
09-28-2003, 2:55 PM
#4
what you mean with the player needs to be inside the model? the player needs to control the model, the question is if you can for ex. start a siege game as ATST. in JO it wasnt posible to use any other animation then the humanoid in MP. here in JA it...  [Read More]
Posted in: Difference between siege and ffa
 Duncan_10158
09-27-2003, 9:47 AM
#1
my point is, in siege you can drive an ATST or a swoop. is that posible in all MP? in SP you can use a cheat to play all models, even for ex. the rancor. he has quite a few animations but its somehow fun. in MP it was not posible to load any non huma...  [Read More]
Posted in: JA humanoid skeleton
 Duncan_10158
09-27-2003, 9:05 AM
#3
Corto, such a skeleton is a great thing and i realy would like to use it. but i wasnt able to d/l it without registering on your forum. is that intention? could you please make your great humanoid skeleton public without any conditions, like we all a...  [Read More]
Posted in: Importing .GLM files into Milkshape
 Duncan_10158
09-27-2003, 10:04 PM
#2
as much as i know now the jedi_hm.glm is the human male model witch contains all the heads, torsos and legs in three LODs for the human male. sounds simple, but that means its a very big model file. i am not sure but i think milkshake, sorry milkshap...  [Read More]
Posted in: Looking for modd forums
 Duncan_10158
09-27-2003, 10:10 PM
#2
if you ask where you can post your ideas for a new mod, then the admins think you should post it in the "editing request" froum. but the problem is you wount get any attention there, sorry....  [Read More]
Posted in: # Of Models Limitation
 Duncan_10158
09-27-2003, 10:30 PM
#2
first, it is posible to add new models without overwriting the existing. you simply need to download these models and put the pk3 files in the base directory. the models will show up like for ex. Boba Fett already does in JA multiplayer. by now i hav...  [Read More]
Posted in: Tutorials for Hilt-making?
 Duncan_10158
09-27-2003, 10:44 PM
#2
In the general editing forum there is the <JA lightsaber?> thread that is exactliy about that. there is also this link to psynex saber tutorial for JA. http://psynex-land.com/saber%20tutorial/Custom%20JA%20Sabers.html...  [Read More]
Posted in: WTF? XSI 3.0 importer not working.
 Duncan_10158
09-22-2003, 11:06 AM
#4
Thanks CortoCG, i got the xsi importer plugin and it works for 3dsmax 4.2 too. and here is the link for everyone else looking for it. but you need to be registerd to get it: http://www.softimage.com/download/xsi/converters/max/default.htm...  [Read More]
Posted in: WTF? XSI 3.0 importer not working.
 Duncan_10158
09-21-2003, 2:45 PM
#2
good point. i couldnt import the xsi files from the JA modelling set neighter. also i couldnt find another xsi importer that works. did somebody get the new xsi files imported? how? did you use the old xsi importer from raven with 3dsmax 5? does th...  [Read More]
Posted in: You remember the modeler Duncan?
 Duncan_10158
07-10-2003, 6:28 PM
#6
i got some emails so, yes thats my Droideka model, its partly skined and very close to the finish, BUT there are some problems. 1. by now its only a singleplayer model. it doesnt work for multiplayer, in the code there is a line that tells, >ever...  [Read More]
Page: 7 of 10