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FarbrorGnur

Latest Posts

Page: 1 of 1
Ooooooh thanks a lot! :) Much easier. Also to get it properly textured, I have to do: Export from 3DS max to .md3 (used the one on your site), import md3 in Milkshape, generate quake III control file, then export from Milkshape again to make it expor...  [Read More]
After experimenting some more, I find that this happens even with the most simple and useless shapes... What I made: https://dl.dropbox.com/u/58757568/uselessshape1.jpg What I got: https://dl.dropbox.com/u/58757568/evenmoreuselessshape.jpg I used...  [Read More]
Hey. I successfully made lamp as a map object, with textures and all working. Now, I follow the same procedure after modeling a guitar, and it seems fine until I export it as md3, where it messes itself up bigtime. For example, after importing to...  [Read More]
Posted in: The final texturing - run into a little bump
 FarbrorGnur
03-15-2012, 11:17 AM
#8
It was definitely worth a shot, it worked!! Simply checking Smooth all surfaces worked, so I'll keep that in mind for future compiles :) Thanks a lot! http://dl.dropbox.com/u/58757568/itwooorks.jpg...  [Read More]
Posted in: The final texturing - run into a little bump
 FarbrorGnur
03-14-2012, 3:50 PM
#6
Might be assimilate isn't guilty of it though. Even in 3DS Max, it looks very segmented when it is segmented. http://dl.dropbox.com/u/58757568/visible%20segments.jpg I don't know if there is a way a model can be segmented and still look like one p...  [Read More]
Posted in: The final texturing - run into a little bump
 FarbrorGnur
03-14-2012, 2:50 PM
#5
The Xnormal tool worked great! Thanks a lot! I'm happy with the skinning of my model. I can't find any such settings in Assimilate though. There's only build tools, preferences and such (version 2.1... don't suppose there's a newer)....  [Read More]
Posted in: The final texturing - run into a little bump
 FarbrorGnur
03-13-2012, 5:47 PM
#3
I see! It does leave some challenges to making it seamless yet, though. I suppose I'll have to generate some new and bigger texture files if I want one part at a time. Thanks for the tip though! Still there's one strange issue. There's not a very ca...  [Read More]
Posted in: The final texturing - run into a little bump
 FarbrorGnur
03-12-2012, 2:42 PM
#1
I hope it's okay I created a new thread for this, because it's no longer about getting the model into jk2, but about texturing. I textured my model while it was still in one piece, and it looks nice and seamless in 3DS max: https://photos-1.dropbox...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
02-24-2012, 7:47 AM
#21
And just one more question... since the left and right tarsal bone isn't really there, that bone isn't there to animate the tip of the foot. Is it supposed to be that way for JK2? To make it correct ingame, I would have to position it in another way...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
02-20-2012, 3:58 AM
#20
I've fixed it now :) Looks nice. Learning how to skin and texture now. I've got some results so far. But, do you know what to do if I want one jpg file for just the face and another jpg file for the beak and back head and so on? I could map it out in...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
02-19-2012, 9:56 AM
#18
Yes! It works! Thank you again :) It's almost perfect, and I think I know what's wrong with the parts that went wrong. Hehehe the beak subtly follows the body's general movement, it's hilarious. If I hit to the sides, the beak sort of deforms a bit...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
02-14-2012, 12:36 PM
#16
Went fine after unlinking everything. But should I collapse a reset xform modifier? Because if I select Editable poly, the body flips sideways and into a strange position, because of the Xform not being selected. And I have to select editable poly t...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
02-12-2012, 5:03 AM
#14
Hmm, well so far in the process: Deleted the duplicate model, deleted the skin modifier on the one-piece model. Reset X-form. Something happens... Before: http://img560.imageshack.us/img560/9908/beforeq.jpg After: http://img215.imageshack.us/img21...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
02-10-2012, 4:09 PM
#12
Update (still a problem): Redid it without changing the pivot point. The different body parts line up perfectly in proportion with each other, like they're supposed to, but I still can't move the body. If I delete the one-piece model, and move the ne...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
02-10-2012, 3:53 PM
#11
Hey, wasn't able to try this until now. But anyway, it's driving me nuts and flowers. After weighting the one piece model, I duplicate it (and delete the skin modifier that was duplicated along with it), and I detach and rename body parts. When I pa...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
01-22-2012, 3:53 PM
#9
I've got my bird in. But there's one problem I don't see in any other models, but which is there in my models, and it's really logical too. Since you're required to segment your model, there is really no correspondance between the arm and the torso,...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
01-21-2012, 5:55 AM
#7
LOL it works :D Thank you so much! The character animates and deforms perfectly! Brilliant. Now, I'll try to make the bird. Thanks again! http://img688.imageshack.us/img688/1825/shot0001kp.jpg...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
01-19-2012, 6:14 PM
#5
Okay! I have run into the lhang_tag_bone problem, it wouldn't compile even after I renamed it to lhand_tag_bone. No bone or mesh moves along with it when I move it, it was never included in any weighting process (no tutorial told me to..). I tried si...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
01-17-2012, 3:28 PM
#3
I've downloaded a bunch of stuff, including ModTool 7.5, using a mixture of these two tutorials/informers http://forums.filefront.com/sw-jk3-modding-mapping-editing/419013-xsi-mod-tool-jo-ja-skeleton-bones-tags-compiling-guide.html and http://psyko3...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 FarbrorGnur
01-08-2012, 4:00 PM
#1
Hello, I hope someone here's still active. The circumstances are: -I don't have 3DS Max or Softimage XSI (it's expensive). -I've finished my model, but I can't line it up to the bones and all since I have Gmax. -People make models all the time, I ju...  [Read More]
Posted in: Shader complicates amazing .efx file - help!
 FarbrorGnur
09-13-2011, 11:27 AM
#1
Hey! Ok, what I have done is that I've created a very nice .efx file, it looks just right in EffectsEd. It's small floating glowing white balls of light (SPRITES), and very many of them. I have a .tga file with an alpha channel, and a shader that m...  [Read More]
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