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cchargin

Latest Posts

Page: 3 of 5
Posted in: Hex Editors
 cchargin
08-26-2004, 12:07 AM
#7
Hello all, Try out XVI32. This is the hex editor I used to figure out the model format. It is totally free. http://www.chmaas.handshake.de/...  [Read More]
Posted in: gmax help
 cchargin
08-25-2004, 6:28 PM
#7
Hello all, CChargin, seeing you as an user of GMax, can you give me a few pointers Ok, let me clear something up here. I know how to run gmax and push some verticies around, but I am not a 3D artist! I am a sysadmin\scientist\coder not an artist. I...  [Read More]
Posted in: gmax help
 cchargin
08-25-2004, 12:02 AM
#2
Hello, Sorry, but new armor is not really supported. The current mdlops requires an original kotor armor to read the "skin and bones" information. I suggest that you just modify an existing armor. Pushing vertices around should be safe....  [Read More]
Posted in: Model Stuff
 cchargin
08-23-2004, 10:44 PM
#4
Hello, Are you using gmax + nwmax? If you are using nwmax 0.7 then your ascii .mdl will be output to the same directory you loaded it from. Also you have to be sure that the "snoop" program is running in order to export models from gmax...  [Read More]
Posted in: mdlops2-0 suggestion -- head models
 cchargin
08-15-2004, 5:35 PM
#3
Hello all, Yes I have been working on something along these lines. tk102 gave me the idea way back when I first extracted a model. I have been messing around with it, but the resulting models crash the game about half the time. I have to figure out...  [Read More]
Posted in: mdlops2-0 help
 cchargin
08-15-2004, 5:37 PM
#12
Hello, I am looking at making mdlops ignore overlapping vertices. I do not know how it will affect the final model though....  [Read More]
Posted in: mdlops2-0 help
 cchargin
08-12-2004, 1:21 PM
#7
hello, Now how would I go about changing the vertices? Just open up your ascii mdl with notepad and do a search for the vertex coordinates listed in the command line window. Nervermind, downloaded ActivePerl. Thanks. Mdlops includes a compiled ve...  [Read More]
Posted in: mdlops2-0 help
 cchargin
08-11-2004, 1:30 PM
#2
Hello, "Model has a face with overlapping vertices." This means that you have a triangle somewhere in the model where 2 of the 3 points are exactly the same. This is an error for 2 reasons: 1) the game has to calculate this triangle even...  [Read More]
Posted in: whats the status on new models?
 cchargin
08-04-2004, 9:21 PM
#7
Hello all, Ok, so here is a quick summary of what I think will and won't work. will work: -new or modified items that do not have animations >swords >blasters >grenades >masks >datapads and such Might work: -modified "body"...  [Read More]
Posted in: My custom lightsaber won't turn off
 cchargin
07-28-2004, 2:31 AM
#10
Hello all, Thanks Mav, I was worried that I missed/misplaced something in the .mdl Uh, did you use mdlops to import/export the lightsaber? If you did then there are no animations in the model, so that is why it does not turn off. Also the throw li...  [Read More]
Posted in:  FINISHED! Selectable Aayla Secura skin at start-up
 cchargin
07-16-2004, 12:29 AM
#8
Hello all, This mod is cool! In my game I have Mission as a Jedi, and the "Dathomir Sorceress Robe" on her adds that nice extra touch! A blue playable Twilek (that is not mission) was missing from Talchias "twilek mania", now w...  [Read More]
Posted in: model problem
 cchargin
07-15-2004, 2:18 AM
#8
Hello, Ok, now I know exactly what is going on. Yes, this problem is being caused by mdlops. A problem has come back to haunt me. What is going on here is that mdlops does not calculate vertex normals when it creates models. This is something I le...  [Read More]
Posted in: model problem
 cchargin
07-14-2004, 2:05 AM
#6
Hello, I put ambient 1.0 1.0 1.0 and it is better but that is not enough, it is not a problem, I will just put ambient 2.0 2.0 2.0 (right or not ?) The values for ambient are from 0.0 to 1.0. Each number corresponds to a color channel so: ambient 1...  [Read More]
Posted in: model problem
 cchargin
07-14-2004, 12:18 AM
#4
Hello, As I say, it is always the obvious things that get you. If you look at your ascii .mdl you will see the lines: ambient 0.3 0.3 0.3 The ambient option controls how much light the object reflects. If you want the object to look fully lighted...  [Read More]
Posted in: model problem
 cchargin
07-13-2004, 9:46 PM
#2
Hello, here I use new mdl generated by mdlops, but I keep old mdx I have to warn you that mixing .mdl and .mdx from different models can cause kotor to crash. if I move some vertex, export, convert to bin with mdlops, vertex modifications are ok,...  [Read More]
Posted in: Making new weapons
 cchargin
07-16-2004, 12:33 AM
#11
Hello, proper gunblades dont fire bullets the rounds in the gun when fired heat the blade up to increase the cutting power of the blade Ah, I see that I am not up to date on the current state technology! I will just keep using my pointed stick. ;)...  [Read More]
Posted in: Making new weapons
 cchargin
07-14-2004, 12:33 AM
#9
Hello all, currently you can't really implement any changes to the shape of items. you could design it in say 3dsmax, but so far you wouldn't be able to put it in game. You can modify sword and blaster models and get them back into the game! I di...  [Read More]
Posted in: move mask model
 cchargin
07-13-2004, 2:20 AM
#14
Hello, OK, now I am intrigued. just like T7 I always have to check compile to get a good working mdl out of max or gmax other wise I get two ineffective files one is a 1kb mdl and the other 0 kb mdx lol Could you send me examples of the gmax ascii...  [Read More]
Posted in: move mask model
 cchargin
07-13-2004, 1:16 AM
#11
hello all, Thats odd Unless I check the compile box I don't even get a file exported. Once it is checked I can then export the file and covert it with MDLops. As long as you have that nwmax.exe running you should always get an ascii .mdl out. Check...  [Read More]
Posted in: move mask model
 cchargin
07-13-2004, 1:01 AM
#9
Hello, I had forgotten the mdlops step Ahhh, its almost always the obvious thing that we overlook. ;)...  [Read More]
Posted in: move mask model
 cchargin
07-13-2004, 12:16 AM
#6
Hello, must I check compile ? No, that will only work for NeverWinter Nights models. T7EDIT: oops . OH dude I am so sorry. I must be tired I accedently edited your post instead of quoting it....  [Read More]
Posted in: Kotor Mod Manager
 cchargin
08-25-2004, 6:38 PM
#29
Hello, Ah, thank you! I also found 1 other file type that was missing a few days ago (it was .ndb). Anyone out there find any others that are missing?...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
07-23-2004, 1:49 PM
#26
Hello all, Maybe Im just reaching here, But would it be possible for KMM to create log detailing the differences between conflicting files. hmmm. I will have to take a look at the scripts made by tk102. Fortunately he uses Perl also. This just migh...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
07-23-2004, 12:18 AM
#23
Hello all, can this be used to use many mods that use the appearance.2da and such together? I have been waiting for this question! I thought it would happen sooner! No. KMM does not combine any files together. If you have 2 mods and each has appea...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
07-22-2004, 12:44 AM
#14
Hello all, Kotor Mod Manager 0.2 is now available. New features: -mod groups: activate a bunch of mods with 1 click -deactivate all button: deactivates all mods with 1 click -fully compatible with KMM 0.1 files nab it at: http://home.comcast.net/~...  [Read More]
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