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Mav

Latest Posts

Page: 14 of 54
Posted in: Question about modelling
 Mav
08-30-2006, 7:54 PM
#5
is it possible to put the twi'lek things on a human head?They are called lekku and if you wanted to add them to a human head model, you'd have to turn them into a mask, you can't add vertices to a head model. And as far as the eggs, why does everyon...  [Read More]
Posted in: The Invisible Model
 Mav
09-01-2006, 8:45 PM
#26
model looks good, :thumbsup:...  [Read More]
Posted in: The Invisible Model
 Mav
09-01-2006, 12:21 PM
#24
Alright, next time its giving me trouble I will have to try it that way, though the scale wizard worked great, not only did it get the size, and position right, but it also got rid of those stupid sanity check errors I kept getting.. :)Those stupid s...  [Read More]
Posted in: The Invisible Model
 Mav
08-31-2006, 8:37 PM
#22
Xform is short for transform. You need to always make sure you reset your xforms (while an object is unlinked) before you export it. Otherwise it has a tendency to either be a funky size, or get all malformed or misplaced. I usually forget and get so...  [Read More]
Posted in: The Invisible Model
 Mav
08-31-2006, 3:47 PM
#18
not sure if this is causing your problem, but did you select everything and hit "resetxform" in the mesh tools of the NWMax side bar?...  [Read More]
Posted in: The Invisible Model
 Mav
08-31-2006, 12:17 AM
#13
As far as positioning it right, I haven't played with a mask yet, though I do have an idea for one ;), but positioning most anything is trial and error and as Inyri said, import another mask into [g]max it is really the easiet way to get it near the...  [Read More]
Posted in: The Invisible Model
 Mav
08-30-2006, 7:49 PM
#8
1.Now I just need to figure out how to merge two objects so I can have one UV map, get the size right and its done.. 2.Right now I have 2 .tga's one for each object in the same model, that cant be good... :)3. It looks good in the editor, when I impo...  [Read More]
Posted in: The Invisible Model
 Mav
08-30-2006, 11:24 AM
#2
when you export a model out of gmax, it is in ascii.mdl form, it is named "i_mask_001.mdl" or something after you export from gmax, but it should proably be named "i_mask_001-ascii.mdl". So in short, what you'll need to do is open...  [Read More]
Posted in: Darth Malak's Jawpiece
 Mav
09-01-2006, 3:00 AM
#12
Can the mask be adjusted to fit female heads?It is possible yes, but no matter what you do there will always be clipping with heads and masks....  [Read More]
Posted in: Darth Malak's Jawpiece
 Mav
08-30-2006, 2:24 AM
#2
Job well done Inyri, personally not something I'll use, I'm not really a DS person, but it looks really well done and I'm sure some of the DS players will get a real kick out of it, awesome stuff :D...  [Read More]
Posted in: Transparent?
 Mav
08-30-2006, 11:29 AM
#9
the tutorial on alpha channels tells you how to make an object shiny i need to know how to make it transparent. Just either replace the .txi envmaptexture CM_baremetal with punchthrough?? not sure on this one I haven't used this method. The easy way...  [Read More]
Posted in: Transparent?
 Mav
08-30-2006, 2:20 AM
#5
Also check the skining and general tutorials on the forums tutorial sections....  [Read More]
Posted in: Transparent?
 Mav
08-29-2006, 10:41 PM
#2
create an alpha channel, and in the alpha channel, paint everything you don't want to be visible black....  [Read More]
Posted in: [g]Max Tutorials - Boolean and Lathe
 Mav
08-29-2006, 8:18 PM
#1
In some free time while I was traveling, I put together a tutorial on one of the more useful features and one of the lesser known about modifiers, just thought I'd share. The first tutorial is a real simple demonstration of Booleans. The second tutor...  [Read More]
Posted in: Exile Detection?
 Mav
08-29-2006, 1:22 AM
#2
Srry bout all the constant questions, I promise I almost got this scripting thing down..I'm sorry I can't help you with scripting, it's like trying to read Chinese upside-down and drunk to me, honestly I've read through all the tutorials, but I think...  [Read More]
Posted in: Help With Adding TSL Planets To Galaxy Map
 Mav
08-28-2006, 8:04 PM
#3
I'll go ahead and nominate this as an "add-on" to the existing tutorial for this subject...  [Read More]
Posted in: KSE Question -- Gender=None?
 Mav
08-28-2006, 1:50 AM
#3
not sure if it really has any major effect, not really sure if this thread belongs here eith er though, I guess I'm just not really sure about most things though Edit: I got beat by RH :tsk:...  [Read More]
Posted in:  Xia Terashai Set now Available!
 Mav
08-31-2006, 10:14 PM
#17
i downloded it but it would not work evan at the start of the g4m3(game) :snake1:How did you install it? Did you follow the directions in the readme file?...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 Mav
08-31-2006, 2:13 PM
#148
nope not possible right now, as far as I know...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 Mav
08-30-2006, 12:18 PM
#146
well, the txt file that MDLops produces is just sort of a reference to tell you what textures are being used by the model. You don't really need that file at all, it's just a nice reference I suppose. What you will need is, if you apply "mytextu...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 Mav
08-29-2006, 8:56 PM
#144
I'm sorry, I don't know what .txt file you're referring to since I don't use any .txt files when I model, as far as .txi yes that can apply shader effects as well as other things. the shiny metal look would be "envmaptexture CM_baremetal" y...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 Mav
08-29-2006, 2:12 PM
#142
YYEESSS !!! I got my model in game :) with a little of this forum , and its nice users ;) hйhйhй . I know very slimy hйhйhй . Still a minor problem about the texture , he doesn't want to use it . I've changed it in the exported txt to my own t...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 Mav
08-28-2006, 1:36 PM
#140
^^^^ do you have somewhere you can host a file, that way I can download it and see if I can find out whats wrong? ------------[size=0] (I know these are old posts, but I thought I'd post some tips for future reference)[/size=0] Anyway, I was wonderi...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 Mav
08-28-2006, 12:56 PM
#138
I'm pretty sure red text in KSE just means it's a custom item, I have severla red text items, but the best way to test if your model exported/replaced properly is to rename the .mdl and .mdx files w_lghtsbr_001.mdl/.mdx plop it in the override and wh...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 Mav
08-28-2006, 12:36 PM
#136
I *think* .mdl files can only go up to 255, I'm not sure, but there is also a good chance there are other things wrong as well and/or in addition to, unfortunately :xp:...  [Read More]
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