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cchargin

Latest Posts

Page: 1 of 5
Posted in: Question Concerning The New MDLOPS
 cchargin
07-14-2006, 3:58 PM
#6
Hello, It has been quite a while since I played K1 or K2, but I vaguely remember that all the sitting characters I saw in both games did not have any animation. They just sat there. I recall an animation where someone is standing and typing. That is...  [Read More]
Posted in: Question Concerning The New MDLOPS
 cchargin
07-10-2006, 9:42 PM
#4
Hello, Try looking at: s_male01.mdl s_male02.mdl s_female01.mdl s_female02.mdl s_female03.mdl These should hold all the generic animations for players...  [Read More]
Posted in: my model isn't working!
 cchargin
07-07-2006, 10:54 PM
#21
Hello all, This is one of the most confusing things to explain about MDLOps: skin mesh models. When altering a skin mesh model (like heads, bodies, and armors) you will be dealing with 4 sets of files: A) The original binary .mdl and .mdx extracted...  [Read More]
Posted in: Help with mdlops please!!!
 cchargin
07-07-2006, 1:11 AM
#11
Hello, I got the files you sent me. I just re-installed windows a little while ago AND my CD-ROM died, so getting back to a point where I could look at your files took me a bit of time! I noticed that your models are for K2, but your naming looks...  [Read More]
Posted in: Help with mdlops please!!!
 cchargin
06-30-2006, 3:03 AM
#9
Hello, You can't use replacer for skin mesh models like bodies and heads. Also when compiling any model that has skin mesh you MUST have the original binary .mdl and .mdx in the same directory as your modified ASCII model! If you want to send me o...  [Read More]
Posted in: Moddleing (nwnmdlcomp)
 cchargin
04-07-2006, 7:18 PM
#10
Hello, The xbox model format contains less information than the pc model format does. My guess is that they chopped out some of the model structure to save space on the xbox. You might get lucky with some models. Some xbox models will convert to as...  [Read More]
Posted in: Moddleing (nwnmdlcomp)
 cchargin
04-07-2006, 3:49 PM
#8
I cant use the newest version of KT i am moding the xbox version and the new version requres the PC instalation. And i am using NWMax 8 MDLOps does not support the xbox model format....  [Read More]
Posted in: Model problem - No smooth edges?
 cchargin
12-22-2005, 11:50 PM
#11
Hello all, Here is more than you ever wanted to know about the internals of a kotor model. ;) If you were to peek into an .mdx you would see the data stored this way: vertex x, vertex y, vertex z, normal x, normal y, normal z, texture u, texture v...  [Read More]
Posted in: How do lightsabers work?
 cchargin
12-15-2005, 4:06 PM
#3
Hello, Oldflash got most of it. But there is a little more to add. In a model the lightsaber blade consists of 4 planes. When you get a lightsaber into nwmax you only see 2 because 2 of the planes are a mesh type that nwmax does not support. So mdl...  [Read More]
Posted in: Death of GMax?
 cchargin
11-09-2005, 2:52 AM
#1
Hello all, I did a search for this here, but I did not find any hits. I also don't recall seeing a post about this. It looks like GMax is getting axed: http://usa.autodesk.com/adsk/servlet/index?id=5562445&siteID=123112 For the time being yo...  [Read More]
Posted in: Kotor Mod Manager v 0.4
 cchargin
02-14-2005, 9:37 PM
#5
Hello, I asked Cchargin about this long ago, Ya, now I remember! That's why I looked into it a while ago....  [Read More]
Posted in: Kotor Mod Manager v 0.4
 cchargin
02-14-2005, 9:32 PM
#3
Hello, if you could set up KMM to auto detect MOD files as belonging in the modules folder as well as streamwaves and streammusic. I thought about that. I have come to the conclusion that the best solution is for the creator of the mod to create...  [Read More]
Posted in: Kotor Mod Manager v 0.4
 cchargin
02-14-2005, 9:08 PM
#1
One thing Cchargin, In KMM for TSL, you might want to add a function to add an override folder into the TSL directory if the user doesn not yet have it. Just a thought! Yep, already thought of it. KMM 0.4 is now available! (Feb 13, 2006) Starwars...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 cchargin
02-03-2005, 7:39 PM
#4
Thanks T7! I was just beginning to think that replacer created more confusion than it was worth! Now we have something that will clear away the confusion!...  [Read More]
Posted in: Help with MdLops
 cchargin
01-28-2005, 6:49 PM
#3
Hello, The important things to remember are: 1) 3 things determine the position and orientation of a hilt: a) The mesh itself b) The pivot point of the mesh c) The parent object of the mesh 2) Hilts MUST be linked to the correct dummy object in or...  [Read More]
Posted in: New MDLOps
 cchargin
03-20-2005, 12:09 AM
#93
hi, I will at this time cease off-topic discussion and return control to cchargin. Uh, did I miss something? ;) Oh, and another question: is it possible to leave out the '-ascii-kx-bin' from the filenames? I'd love if it would - instead of adding...  [Read More]
Posted in: New MDLOps
 cchargin
03-18-2005, 8:34 PM
#81
Hello, Is there any way to tell the program to convert all files in a given directory? Sure! You can run MDLOps from a command line where you can use file globbing (i.e. c:\models\*.mdl) Check the readme....  [Read More]
Posted in: New MDLOps
 cchargin
03-13-2005, 12:29 AM
#79
Hello, It works great with my TSL models now, but I've gotten a strange error when trying to import one. hmmm, I took a look at it and it seems to be an animation controller problem. I will look into it and try to figure out what the issue is. A w...  [Read More]
Posted in: New MDLOps
 cchargin
03-09-2005, 2:27 AM
#58
It seems that if you make K1 lightsaber work in K2 the saber blade is not displayed correctly. I found that some "planes" for the blade were missing in the converted K2 saber model. For lightsabers you have to use the replacer function i...  [Read More]
Posted in: New MDLOps
 cchargin
03-09-2005, 12:09 AM
#51
Probably a dumb question, but does this mean we can put new saber models into TSL as well No. Just to be mean I made sure that this version does not include replacer, so no more saber models. Of course I am kidding! ;) Everything you could do wit...  [Read More]
Posted in: New MDLOps
 cchargin
03-08-2005, 11:19 PM
#46
Hey can i use MDL Ops to convert a mask model from kotor 1 to kotor 2? First check out the forum rules, in particular #14: http://www.lucasforums.com/showthread.php?s=&threadid=127725 I just want to mention that for anyone who has made models...  [Read More]
Posted in: New MDLOps
 cchargin
03-08-2005, 10:37 PM
#38
Hello everyone, So here it is. MDLOps 0.5.0. Now get ready for the massive, gigantic, humongous whats new list: whats new: -now works with kotor 2 Are you still awake after all that reading? OK, here is the link. http://home.comcast.net/~cchargi...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 cchargin
02-20-2005, 5:10 PM
#91
Hello, If a mod file is not going in the right place it is due to one of the following: 1) the .kmm file that came with the mod puts the file in the wrong place. Please notify the mod creator. 2) the .kmm file has been damaged 3) a mod that did not...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 cchargin
02-20-2005, 4:21 PM
#89
Hello, KMM has always been able to put files anywhere under the main kotor (and now kotor 2) directory. By design it can not copy or delete files above the main kotor directory, but anything under is fine....  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 cchargin
02-21-2005, 11:24 AM
#199
Hi CDRSeadog, Thanks for the mention at RPGDot. There is 1 correction that needs to be made though. I have not released MDLOps for Kotor 2 yet. I am surprised that I caught this before my PM box got jammed with messages telling me that MDLOps is b...  [Read More]
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