Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

cchargin

Latest Posts

Page: 2 of 5
Posted in: How do I import .mdl files into?
 cchargin
01-28-2005, 6:38 PM
#4
Hello, The NWmax stuff is for 3DS Max6. So the plugins will most likely not work in 3DS Max7....  [Read More]
Posted in: Modeling new clothing/armor?
 cchargin
12-22-2004, 5:02 PM
#3
Hello, We can't do new bodies right now. We can only modify existing body models. Body models use skin mesh which requires some extra calculations for how the vertices bend and flex. Unfortunately gmax/nwmax does not export this information and I d...  [Read More]
Posted in: Problem with rendered model...
 cchargin
12-22-2004, 6:10 PM
#5
Hello, Well looks like you got the steps down alright. Maybe try doing a reset xform before you align the pivots and see what happens. If it still does not work send me your gmax file and I will take a look at it. You can get my e-mail address fro...  [Read More]
Posted in: Problem with rendered model...
 cchargin
12-21-2004, 6:42 PM
#3
Hello, It took me almost as long to figure out the orientation wierdness as it did for me to code the replacer! The important things to remember are: 1) 3 things determine the position and orientation of a hilt: a) The mesh itself b) The pivot poi...  [Read More]
Hello, The downside here is that my JASC has ran up on the trial lol. You should look into the open source program "The Gimp". It is what I use for the few mods I have made. It is totally free. Although it is not the power house that Pho...  [Read More]
Posted in: Item and Model Trouble
 cchargin
12-18-2004, 4:14 PM
#4
Hello, Use the hex editor to change the texture references in the model to the texture that you're going to use. Don't forget that the latest version of MDLOps has the ability to rename textures in a model....  [Read More]
Posted in: Saber Hilt Modeling Help
 cchargin
12-14-2004, 6:32 PM
#10
Hello, And from what I've seen, the saber's not animated... the model never changes upon activating it... just the bitmap of the light blade appears... the hilt doesn't animate... Actually only the blade meshes are animated. It is just that the an...  [Read More]
Posted in: a modelling question
 cchargin
12-11-2004, 5:00 PM
#6
Hello, The replacer function only works with tri-mesh. What Seprithro did was just use the standard import/export functions of MDLOps. The catch is that when you are editing a model with a skin mesh in it you have to have the original binary model...  [Read More]
Posted in: Giving movements to created models?
 cchargin
11-30-2004, 7:12 PM
#24
Hello all, Yep, animations have been giving me trouble since the beginning. Some of the animations are stored in a format that makes no sense to me. I can extract them, but the data does not fit the normal animation format so garbage gets exported....  [Read More]
Posted in: Quarter Staff Re-Skins?
 cchargin
11-30-2004, 8:02 PM
#8
Hello, Yep, those darn animations. Well actually it is a bug in MDLOps this time. For some reason it just is not extracting the animations properly. The good news is that you don't have to worry about it really. Just be sure to clear the check box...  [Read More]
Posted in: Quarter Staff Re-Skins?
 cchargin
11-29-2004, 5:32 PM
#2
Hello, Post or send me the name of the model you are having problems with and I will take a look at it. Or you can send me your ascii model file. Some of the kotor models have very odd things going on. Many models have infinitely thin triangles. Fr...  [Read More]
Posted in: Export from gmax problem
 cchargin
11-25-2004, 11:22 AM
#13
Hello, Darth_ToMeR are you using gmax and the latest version of nwmax? If so, send me your gmax file and I will take a look at it. You can get my e-mail address from the MDLOps readme. Are you only having problems with this particular model, or c...  [Read More]
Posted in: Don't Kill them these one's are your friends
 cchargin
11-22-2004, 10:40 AM
#5
Hello, Uh, is this turning into kotor pokemon? ;) heh, couldn't resist! Cool stuff darkkender....  [Read More]
Posted in: Can't get Mod to work = \
 cchargin
11-21-2004, 7:01 PM
#2
Hello, Move the files from the mask plus folder into the override folder. Kotor does not understand sub-folders in the override folder. Oh ya, I should also mention that if you think you are going to be trying a bunch of different mods you might wa...  [Read More]
hello all, I mean, Cchargin just released the new mdlops and BOOM! Being a tester has advantages! Like having a bunch of really awesome sabers to release right when the utility to make them is released....  [Read More]
Posted in: New MDLOps
 cchargin
11-20-2004, 6:34 PM
#35
hi, So can I make an entirely new placeables or can I only re-make existing ones. No, you can not make a new placeable. You can just replace the tri-mesh parts with new tri-meshes you create. So find a placeable that is closest to what you want to...  [Read More]
Posted in: New MDLOps
 cchargin
11-19-2004, 6:02 PM
#30
Hi all, There is ALWAYS 1 more bug. Ok, Svosh and T7nowhere found a bug that I introduced into MDLOps when I compiled it for final release. The bug fixed version 0.4.1 is now available at my website (the link is at the top of this thread)....  [Read More]
Posted in: New MDLOps
 cchargin
11-18-2004, 4:06 PM
#24
Hello, By the way is that binary renamer feature the one you got the inspiration from my hex editing models thread? I can tell you have not read the readme! ;) Take a look at it. can you make costum sword hilts All releases of MDLOps have allowed...  [Read More]
Posted in: New MDLOps
 cchargin
11-18-2004, 10:08 AM
#14
Hello, About the replacer thing, is it just for Lightsabers? Or it is for swords, blasters and helmets too? it should replace ANY tri-mesh in ANY binary model with a tri-mesh from an ascii model. Or so I think. If you find a model that it does not...  [Read More]
Posted in: New MDLOps
 cchargin
11-18-2004, 8:12 AM
#1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Edit tk102: Latest version is 0.6alpha1 available from http://www.starwarsknights.com/tools.php v0.6.0alpha1 (May 22, 2007) : Update by JDNoa -- Supports importing of creature animations (experimental) v0.5.0 (Mar 8,...  [Read More]
Posted in: Hex Editors
 cchargin
08-30-2004, 9:26 AM
#21
Hello all, You will need a Hex Editor to edit a model to point it to your custom texture instead of overwriting all of the textures in the game. I just wanted to point out that you must use the hex editor method on lightsabers (and any model that...  [Read More]
Posted in: whats the status on new models?
 cchargin
11-07-2004, 8:59 PM
#13
Hello, I guess I will go back to lurking for a while, as I don't think there is much I can do to help the issues that you all are trying to tackle. Ah, but the more people hacking at it and the more people trying things that shouldn't work will bu...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
09-03-2004, 4:30 PM
#38
Hello, Thanks for the info on .jrl files! .mod file needs to go into the KOTOR/modules directory instead of the override The problem here is that a .mod file can also go into the lips directory. KMM does not try to guess where files should go. Tha...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
08-27-2004, 8:47 PM
#35
Hello all, Kotor Mod Manager 0.2a has been released. This is just a bug fix release, nothing new. - .lip files now recognized as mod files (thanks RedHawke) - Fixed a bug that could leave a file destination empty You can get it at pcgamemods or m...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
08-26-2004, 9:42 PM
#34
Hello, Thank you God for puting this full bore leagnd in the makeing in this forum to make such a needed mod. CC as Head the RoughRider Clan I give the blessings of Master Hybris the Warsmith, Master Athena Goddess of Stealth, and Master Hefaistos G...  [Read More]
Page: 2 of 5