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Quanon

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Everything posted by Quanon

  1. Uh, no idea... Its from a picture I found on ConceptArt.org.

    A large forums where all kinds of crazy artists post their finished works and WIPs.

     

    Some of them do work now and then for game companies; but most of the works are what they do in their free time :)

  2. Hey, DI!

     

    You want to come and play with my Bionicle featus womb monster, its really ace!

  3. Ahoy, let me search the Holowan.

    Darth Parametic posted some links somewhere, to plugins for Gmax.

     

    Not sure if that was about rendering though. But it could be a good lead to more.

  4. Ooh, ALIENS!

     

    Could we for fun add a quick shot in off a cloacked Predator.

    Using the heavy armour model and a nice mask model, we could da sort of easter egg thing. Flashing the eyes and the little sound effect...

     

    Méh, just a loose thought/ crazy idea ;)

  5. Ahoy!

     

    Just to quikly post that I don't have that crash anymore with Atton, must have been a randome glitch/ bug or my PC did something stupid in the background.

     

    Though, since I wanted to see those robes faster, I used KSE :p

    Somehow Robe 28, gives a weird bug in the program, the icon goes BIG.

     

    It blocks out most of my KSE window... though by click on the folding buttons the side, the program redraws itself, so back to normal.

     

    But it happens everytime I click on that spesific.. spepseesese, eugh that a_robe NR 28.

    Now I'm off to bed, can't type decently anymore :lol:

  6. Got ya already, now! :lol:

  7. Well, I found it back!

     

    I've got a Jonathan Brodie in my list of contacts; that could be you?

    I should be listed as Quanon or Quanon_3Dlord or something.

     

    Anyway, there's a good change where in differant time zones :p

  8. I should have that installed somewhere :p

  9. What you could do, is leave mesh per mesh out of the export.

     

    Like that you might pin point the trouble-maker.

    So, just leave for example the background cliffs/rocks out, delete them or just unlink.

     

    See what happens.

  10. I've send you a PM about the Emitter settings :)

  11. The fact is I've been trying to update my Stargate mod, on everything :p

     

    The staff weapon, should become two weapons really: 1 closed version, to be used as a close combat weapon, like it is now. Another version that is open, which is basicly a rifle of somesorts. I think I could animate that, though it might look silly, going open and closing all the time.

     

    Anyway, somehow I get a bit stuck on the masks, they're immensly curvy, I do have good shots and stills of the movie, but I'll need to prepare it better. Starting out of nothing lead to miserable results, well results I think are not worthy of release.

  12. Oh, dear...

     

    Thats a vague error... I can't really say what you could do, now :(

  13. oooh, Wookie village? :p

     

    K1 or TSL doesn't make a differance for the settings.

    It might for the texture that the effect needs.

     

    They're almost all named FX_something : fx_snow, fx_star... etc

    I'll try to write it up and collect the data asap for you.

     

    Hang in there :)

  14. Yes you could :)

     

    It gets used on Dxun in certain models.

    I think I might have my paper around here somewhere, with some settings I used for an unrelease model I have.

  15. Hope, you stick around now and then SS! Good luck and tons of happyness in your life! :)

  16. Thanks for those kind words.

    This last week I've pondering aimlessy, was on the brink of a fallout in my mind...

     

    But I guess I've have to wait and see... in the mean time I've got enough stuff to keep me bussy. :)

  17. In a bit of black hole. I stopped school and now looking for job.

    Its the first in life I don't have anything planned out for me... so it feels weird.

     

    No idea what to expect.

  18. Maaaa favaaourite ship; made of swuaaaaaaade paaapeer :p

     

    How you doing, besides modding frantic madness?

  19. No problemo.

  20. Continueing my ramble: Use this note to setup your own emitter.

     

    Anyway, thats how I always do it, I look if the game doesn't have an effect I like. Then I load in the model, note down the settings and then adjusting it to my taste :p

  21. Hmmm, my most recent works have about 40.000 polys in the end.

    Though thats the whole model in one big file.

     

    Just like Bioware & Obsidian I cut up my model into chuncks. My average is about 8 to 10. So its like ruffly 4.000 polys a part, give or take a 1000.

     

    For smoke effects you'll need to place an Emitter. You should find that in the Create tab, with the AuroraLight and Aurorabase.

    Just place it in your scene, their ain't much you can set in Max. Its all handled in Kaurora.

     

    Now to find some good settings, get a Binary MDL & MDX from an orginale module, one with an smoke effect in. Load that into Kaurora.

    Then the go to Emitters, you should get a small pop-up window, with a short list of emitters in that model. Just select one and then you should be able to get its settings, Edit Controllers!

     

    Now take a piece of paper and go through each Tab, its a lot you can fiddle around with.

    To much to go into detail here :)

  22. Well, the time goes fast when at work, there's always something to do.

    So I ain't complaining.

  23. Nice look'n models :p

    Skins aren't bad either!

  24. Well, you loose certain things:

     

    - the lighting isn't going to be the same, not sure if the lightmaps would keep working. IIRC they won't work.

     

    - Emitters => Sparky or smoke effects will be lost. You would need to add them again.

     

    - Walkmeshes get broken most of the times. But since you would be making new layouts its best to make them yourself again.

     

    So essentially you would only be able to keep the architecture.

  25. Great, working my vacation job: kitchen duty in a local retirement home => serving the old folks.

     

    Got the early shift for the next 3 weeks, starting at 6:00 and done at 14:00 in the afternoon. Bit fatigued, needed it though to get some more body movement. :p

     

    Nothing has happened on the modding front so far :(

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