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cchargin

Latest Posts

Page: 4 of 5
Posted in: move mask model
 cchargin
07-12-2004, 11:13 PM
#4
Hello, It depends on which version of nwmax you are using. Version 0.7 by default will export into the same directory you loaded your file from. Oh, you should also make sure to run the program: \gmax\scripts\NWmax\nwmax.exe This is the genius li...  [Read More]
Posted in: move mask model
 cchargin
07-12-2004, 9:52 PM
#2
hello, If you take a look at another mask like i_mask_001.mdl you will see that it is set up so that the part of the mask that would hit the bridge of the nose should be close to the world origin. It looks like all you have to do is select i_tetas_...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
07-12-2004, 1:55 PM
#13
Hello all, but you DL it as mymod.zip.flmm , you then double click on it and the FLMM program opens it , puts it in to the mod folder and adds it to the list of mods oyu can activate Hmm, interesting idea. I like it, but part of my philosophy on pr...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
07-12-2004, 2:15 AM
#8
Hello all, How about extending it to those mods that include files that live in other directories -- such as modules, streamwaves etc. Top of this thread, feature #4. tk102, you shouldn't post so late at night. ;) Wait, why am I posting so late a...  [Read More]
Posted in: Kotor Mod Manager
 cchargin
07-11-2004, 10:49 PM
#1
Hello all, What is this? Am I releasing a non-model related script? How did that happen? Anyway, introducing Kotor Mod Manager (KMM) features: -keeps track of all your installed mods -when a mod is activated it copies the files to override -when a...  [Read More]
Posted in: new head model and mask
 cchargin
07-11-2004, 9:59 PM
#2
Hello, Not all of the head models have the "hooks" for masks. If you want masks to show on a NPC you will have to edit the model and add Gogglehook and Maskhook dummies. Some of the head models do not have animations so it should work,...  [Read More]
Posted in: Model Question
 cchargin
07-08-2004, 1:35 AM
#2
hello, If I remember correctly someone was able to extrect models from KotOR but not the animations Actually, I can only get some of the animations to extract. Some work, some don't. I am still trying to figure it out. would it be possible to stil...  [Read More]
Posted in: Model Exporting Problem
 cchargin
06-24-2004, 9:45 PM
#3
Hello, Did you follow all the steps in the "model tutorial.txt" provided with import0-0? Specifically step #17: 17) make sure nwsnoop is running (you should see a nwmax icon in your system tray). If it is not running then look for gmax\sc...  [Read More]
Posted in: exporting/importing
 cchargin
06-22-2004, 9:19 PM
#3
Hello, for some reason in-game it doesn't show up, it's there but the entire thing is invisible Did you make sure to link your mesh to the main dummy object? For example in the long sword model there is a dummy object named w_lngswrd_001, your mesh...  [Read More]
Posted in: Help, need Help, I want to fight like Malak!
 cchargin
06-19-2004, 8:42 PM
#13
hello all, Taking a quick look at the 4 Malak models it looks like his head is firmly attached. If you want to use Malaks animations you have to use Malaks model, freaky head and all. It is interestig though that the model n_jedimalek actually use...  [Read More]
Posted in: Help, need Help, I want to fight like Malak!
 cchargin
06-19-2004, 1:30 AM
#11
Hello all, Malak can only use the animations stored with his model. If a model is a child of another model then it can use the parents animations. Malaks model is self contained. It has no parent and no children. So, it can only use the animations...  [Read More]
Posted in: Help, need Help, I want to fight like Malak!
 cchargin
06-18-2004, 10:59 PM
#9
Hello all, There are 2 types of animations in kotor. Your character and some of your party members draw their animations from 5 main animation files. Almost all the other NPCs and creatures have their animations stored with their model. When the...  [Read More]
Posted in: models fast visualization
 cchargin
06-19-2004, 2:51 PM
#4
hello all, Well, you can try: http://nwn.bioware.com/downloads/viewer.html You will still have to use kotor tool and extract0-5 to get the model into ascii format. I can only get blasters and swords to work with it. More complex models (i.e. chara...  [Read More]
Posted in: models fast visualization
 cchargin
06-18-2004, 2:34 AM
#2
Hello, Other than viewing the models in game, your only option is to extract, convert, then load into a modeller. You need 4 things to view kotor models: 1) Kotor tool to extract the .mdl, .mdx and textures 2) extract0-4 to turn the binary .mdl an...  [Read More]
Posted in: Converting JA models into KotOR
 cchargin
06-17-2004, 1:29 PM
#12
hello all, Looks nice! , but does it have new animation etc like new shooting? does it have the rapid fire option or is it just like a normal blaster??? Just so ya know, the blasters don't have animations. All the animations are either stored with...  [Read More]
Posted in: how do i make masks invisible
 cchargin
06-17-2004, 12:23 AM
#3
Hello all, Another option is to use kotor tool to extract the following models: i_null.mdl i_null.mdx and rename them to the same name as the model you want to have invisible. So, if you wanted to get rid of the verpine headband model, just renam...  [Read More]
Posted in: paintshop pro 8
 cchargin
06-20-2004, 5:38 PM
#9
hello all, I use The Gimp. The Windows version of The Gimp is still a little finicky though. But, hey it is totally free!...  [Read More]
Posted in: simple model imported
 cchargin
06-20-2004, 7:16 PM
#35
Hello all, when do you think we will be completly able to import everything into the game? Sadly, for "importing everything" I do not know if that will be possible. Right now there are 2 main problems that are keeping me from coming out...  [Read More]
Posted in: simple model imported
 cchargin
06-08-2004, 2:03 PM
#14
Hello all, Yes, I should have mentioned the tools you will need. Here is the list: You need 5 things to mess with kotor models: 1) Kotor tool to extract the .mdl, .mdx and textures 2) extract0-5 to turn the binary .mdl and .mdx into an ascii .mdl...  [Read More]
Posted in: simple model imported
 cchargin
06-08-2004, 12:13 AM
#1
Hello all, Hey, is that Mission holding a G11? Why, I do believe it is! http://home.comcast.net/~cchargin/kotor/mission-g11.jpg Ok, folks, I have written a script that will import SIMPLE models into kotor. What are simple models? They are models w...  [Read More]
Posted in: What tool should I use to view model file
 cchargin
06-02-2004, 12:46 AM
#3
Hello all, You need 4 things to view kotor models: 1) Kotor tool to extract the .mdl, .mdx and textures 2) extract0-4 to turn the binary .mdl and .mdx into an ascii .mdl file 3) gmax or 3d studio max (gmax is free) 4) nwmax to import the ascii .mdl...  [Read More]
Posted in: Just another quitting thread
 cchargin
06-01-2004, 7:27 PM
#7
See-ya gameunlimited and tk102, We WILL be seeing you two back here when KOTOR 2 comes out. ;)...  [Read More]
Posted in: extract0-3 available
 cchargin
06-21-2004, 4:41 PM
#20
hello all, look at the top of this thread. try the nwmax link....  [Read More]
Posted in: extract0-3 available
 cchargin
06-04-2004, 12:21 AM
#17
Hello all, Extract 4 is working perfectly on area models some need to run thru it twice but they work great thanks again What do you mean by running through twice? Could you please give me the name(s) of the problem models?...  [Read More]
Posted in: extract0-3 available
 cchargin
06-01-2004, 6:36 PM
#13
Hello all, Extract 0-4 is available at: http://home.comcast.net/~cchargin/kotor/extract0-4.zip Area models extract properly now (at least the 3 I tried did) New feature: When you extract a model a text file is created that lists all of the texture...  [Read More]
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