3D Modeller/Concept storyline creator for various mod's. Some minor and easy texturing for other than my own projects.

Comment History  (60 - 90 of 1,108)
-IllusiveMan-
-IllusiveMan- Jan 14 2013, 5:21am says:

Looks great, but maybe add some more lights to bridge or some other place as well to make some balance (since in my eyes at least, it would look even better)

+4 votes     media: New lights: Thanks EO
-IllusiveMan-
-IllusiveMan- Jan 13 2013, 11:09am says:

And another addition to that nutjob's list of epicness xD

+3 votes     media: Yuri, what are you doing? Yuri, STAP
-IllusiveMan-
-IllusiveMan- Jan 12 2013, 6:13am replied:

Lower graphics or upgrade ur PC

+2 votes     mod: Covenant at War
-IllusiveMan-
-IllusiveMan- Jan 11 2013, 8:30am replied:

I have quite a number of halo fleet at my model library so i just needed to fix some stuff. But the download link i sent you in PM.

+1 vote     media: Paris Class HD
-IllusiveMan-
-IllusiveMan- Jan 10 2013, 5:16am says:

yup, someone asked for it, i have several other as well, but all are HD (50k poly plus since made in other program)

+1 vote     media: Paris Class HD
-IllusiveMan-
-IllusiveMan- Jan 9 2013, 9:28am says:

It is possible to make the ring moving with animation on 3ds max, all ships i made for Forces of corruption had animation for weapons and death (peaces fall of etc). Takes like 10 min to get the rings moving.

+1 vote     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Jan 9 2013, 7:23am says:

Hehe nice, is the middle ring moving as well?

+1 vote     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Jan 8 2013, 9:58am says:

add a lot of meteorites floating around and it would be epic ;)

+2 votes     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Dec 30 2012, 6:40pm replied:

Well same here. But in meanwhile i cant wait till dragonborn DLC comes out, looks epic add-on lol. Have compleated game 100% 2 times now, and i got like 30+ mods on game now to replay it xD could use some exchange lol.

+2 votes     mod: MERP | Middle Earth Roleplaying Project
-IllusiveMan-
-IllusiveMan- Dec 30 2012, 6:38pm says:

If you want ship models (like change dragons to fighters or just have them hover in sky), then i have a lot, but without textures due i dont have time to do so much lol. I think i also have some land units (speeders replace horses etc. if needed).
Gimme a pm if ya need something and we can see what will work out (:

+2 votes     mod: SkyWars - Clone Rebellions
-IllusiveMan-
-IllusiveMan- Dec 28 2012, 11:07pm replied:

Well, i have played it through and it looks good, i like the Mass Effect Normandy style quarters lol.
But the planets are kinda rush made and not much to look at, and how i get back on ship once i go to ground to tamriel? There is no teleport near the place. Maybe make spell like ''beam to ship'' or something?

+1 vote     mod: Aethernautics - A Space Travel Mod
-IllusiveMan-
-IllusiveMan- Dec 24 2012, 2:03pm says:

Hey, i have a question, that will you make (or already have) the main land of morrowind as well? I mean, the original is just island, but on the overall map of Elder Scrolls location, morrowind has main land as well.

+1 vote     mod: Morrowind Rebirth 2.71
-IllusiveMan-
-IllusiveMan- Dec 24 2012, 2:02am replied:

lol the reason that it is 40k is that i made it with another modelling program and when i exported all my models to fit 3Ds Max, some of them went this way (due double faces mostly, kinda like walls inside walls). Models made in 3DS Max from start are no more than 10K poly usually :)

+1 vote     media: THE GENESIS
-IllusiveMan-
-IllusiveMan- Dec 23 2012, 4:49pm replied:

Yeh i know that this model has quite a poly count, but havent modeled things for this game before so i dunno what the engine can handle xD

+1 vote     media: THE GENESIS
-IllusiveMan-
-IllusiveMan- Dec 23 2012, 5:41am says:

Could use some overlook video before downloading to see, if it is something people like before downloading it.
But anyways overall idea is nice and from the pictures it seems quite well made :).

+1 vote     mod: Aethernautics - A Space Travel Mod
-IllusiveMan-
-IllusiveMan- Dec 21 2012, 6:15pm replied:

lol things could get messy with Aliens xD But it was fun to see all the people panicking over thing that european settlers made up :D

+2 votes     group: Atheists, Agnostics, and Anti-theists of ModDB
-IllusiveMan-
-IllusiveMan- Dec 18 2012, 5:01pm replied:

lol how many stations do you do for cerberus? you cant add them all to the game as stations

+1 vote     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Dec 18 2012, 11:17am says:

Whats that?

+1 vote     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Dec 17 2012, 6:17am replied:

I knew that lol, but how i make difference between the gates lol, they all look same :D

+1 vote     mod: Stargate - Empire at War: Pegasus Chronicles
-IllusiveMan-
-IllusiveMan- Dec 17 2012, 2:33am says:

Looks epic, tho i miss the deadalus beaming nuke, since playing vs 3 Hard AI Wraith is messy lol, and the size of available feet is too small for my taste (gonna fix it), but anyways looks epic. Should use some more custom sounds tho (spacestation update, building mine/turret completed and such).
Btw What map i need to play to get traveller ships or aschen ships?

+1 vote     mod: Stargate - Empire at War: Pegasus Chronicles
-IllusiveMan-
-IllusiveMan- Dec 16 2012, 3:27pm says:

eh gamefront is not working again as usually lol, just gives the no file error.

+5 votes     download: Stargate - Empire at War: Pegasus Chronicles
-IllusiveMan-
-IllusiveMan- Dec 15 2012, 6:57am replied:

yes i meant, that you can do the space ones same style as land ones, only make the place the turret is on look space fitting.
Btw if you want i can build some cerberus and alliance ships for the mod, and you texture them.

+2 votes     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Dec 15 2012, 5:13am replied:

Maybe something like this: Masseffect.wikia.com and Images3.wikia.nocookie.net ? Can design them for different purpose and other land turrets as well.

+1 vote     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Dec 14 2012, 7:18pm says:

What happens to the other station? And what about ME style defense platforms instead SW ones?

+1 vote     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Dec 10 2012, 3:27am replied:

yea but i had extra health potions so i survived xD

+2 votes     media: Jesus Powers
-IllusiveMan-
-IllusiveMan- Dec 9 2012, 4:09pm replied:

i hear ya xD

+3 votes     media: Jesus Powers
-IllusiveMan-
-IllusiveMan- Nov 28 2012, 5:42pm replied:

you only need to delete it under the mod, if you delete at original data folder (foc one) then it messes up the normal game as well.

+1 vote     mod: Mass Effect at War 1.1.01
-IllusiveMan-
-IllusiveMan- Nov 28 2012, 5:40pm replied:

Delete Graphicdetails.xml in XML folder in mod folder and that should do it. Worked for me at least.
I think the game don't like double (original and mod one) together. Many persons have that problem and it has fixed it so far.

+2 votes     mod: Mass Effect at War 1.1.01
-IllusiveMan-
-IllusiveMan- Nov 27 2012, 2:35pm replied:

Yea but the stuff in the game are not so right size, i mean lets say normandy is Size 1, reaper (normal) should be size 10+, and collector station should be size 30+ if talk about right scale.

+1 vote     media: Screenshots of mod version 1.01
-IllusiveMan-
-IllusiveMan- Nov 26 2012, 3:07pm replied:

no i know this is the ship, i was talking about him making this ship same big as collector station in mod at the moment, and double the station size to give more fitting size.
Maybe Rescale whole mod to fit well cause some sizes are kinda not fitting atm imo.

+1 vote     media: Screenshots of mod version 1.01
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