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CortoCG

Latest Posts

Page: 10 of 16
Posted in: ARIOCHE terrain system
 CortoCG
10-14-2003, 5:46 PM
#7
I thought it was a new kind of KARAOKE, lol. Anyway, would be cool to see how it works, for open doors maps....  [Read More]
Posted in: Skin Name Exceeds MAX_QPATH?
 CortoCG
10-08-2003, 7:30 PM
#4
Ok, no prob, I'm at work too. Btw, here's my icq 39894605, this will make our communication a lot easier....  [Read More]
Posted in: Skin Name Exceeds MAX_QPATH?
 CortoCG
10-08-2003, 6:22 PM
#2
could you post the skin file pls?...  [Read More]
Posted in: jet pack troopers in df and df2e mods
 CortoCG
10-09-2003, 7:52 PM
#16
We don't know Algar, our team lead if kinda special with heavy changes, but I think that we are gonna see snowies and sandies on the mod, yes....  [Read More]
Posted in: jet pack troopers in df and df2e mods
 CortoCG
10-09-2003, 3:06 PM
#10
They should be and they will be. :dev7: If you get what I mean....  [Read More]
Posted in: jet pack troopers in df and df2e mods
 CortoCG
10-08-2003, 11:52 PM
#7
Ok Algar. We ar enot gonna include jetpack troopers on the Dark Forces mod, the only two foes with jetpacks are gonna be Boba Fett and the Phase 2....  [Read More]
Posted in: jet pack troopers in df and df2e mods
 CortoCG
10-07-2003, 7:22 PM
#2
The dark troopers phase 2 will have a jetpack....  [Read More]
Posted in: 1 year ago....
 CortoCG
10-13-2003, 12:17 AM
#8
Heh, that is so cool!...  [Read More]
Posted in: MS3D Skeleton for JO & JA PLEASE PLEASE PLEASE
 CortoCG
10-07-2003, 7:21 AM
#4
the .glm file does not contain the skeleton, just vertex weight data. As for the tutorials, I think it is bcuz there is no way to make JO player models with MS3D yet. Unless a proper .xsi exporter is created....  [Read More]
Posted in: X-Wing Pilot model,...
 CortoCG
10-10-2003, 1:54 AM
#28
Indeed they look. I'd say that they look as well detailed as Factor 5 Rogue Leader's rebel pilot....  [Read More]
Posted in: JA humanoid skeleton
 CortoCG
10-08-2003, 5:07 PM
#16
Bitte Wa'es, =)....  [Read More]
Posted in: JA humanoid skeleton
 CortoCG
10-08-2003, 2:46 AM
#14
You're perfectly right Psyk0, atmof I grabbed and good ol' JO skeleton and erased the bones that will scr00 your model if you use them. So it's perfectly safe to use the one I posted now, it has the bone meshes and all....  [Read More]
Posted in: Importing .GLM files into Milkshape
 CortoCG
10-11-2003, 5:07 AM
#25
I you worked it out don't send me anything. But if you're still having problems with it, drop me a mail....  [Read More]
Posted in: Importing .GLM files into Milkshape
 CortoCG
10-11-2003, 1:05 AM
#23
It spawns invisible cuz no textures are being loaded for that particular model, you got yourselves a pretty nasty problem =). Would you mind to send me the whole pack so I can test everything I know and get back to you?....  [Read More]
Posted in: Importing .GLM files into Milkshape
 CortoCG
10-10-2003, 5:52 AM
#20
Yeah, some Microsoft hot****... err... hotfix, fooks things up big time with Gmax and corrupts the files (it happened the same to me). Don't panic, since there's an even hotterfix that fixes that problem. I got an email from Discreet telling me about...  [Read More]
Posted in: Importing .GLM files into Milkshape
 CortoCG
10-08-2003, 5:12 PM
#17
Originally posted by monsoontide I'm already trying to work with Duncan_10158 on this, I was just trying to see if anyone else had a solution for this problem I'll check it out tonigh how the swoop bike was made. But the guy who added the ROTJ spee...  [Read More]
Posted in: Importing .GLM files into Milkshape
 CortoCG
10-08-2003, 5:01 PM
#15
Originally posted by Wa'es But that's not gonna work for character models, is it? It won't work with player models. Originally posted by monsoontide Would the same problem apply to using milkshape to make vehicle models and export them as md3 then...  [Read More]
Posted in: Importing .GLM files into Milkshape
 CortoCG
10-08-2003, 2:29 PM
#12
Gmax can be good to model stuff and then export them to md3, cuz it is much like 3dsmax, but it's a pain in the ass cuz the md3 exporter is not perfect. You could model in gmax and finish it in Milkshape....  [Read More]
Posted in: Importing .GLM files into Milkshape
 CortoCG
10-07-2003, 2:39 PM
#10
Importing models is a one way ticket. I'm not talking about that. The main issue is exporting them to a format that can indirectly be put in the game, ie: .xsi file. If someone already made a player model, following the milkshape -> .md3, .md3 -&...  [Read More]
Posted in: JKII model to JA model...
 CortoCG
10-11-2003, 6:12 AM
#23
I tried with a model of mine and it doesn't work correct. And yes, there's a l_hang bone in the original JO skeleton provided with the stormie's .xsi file. The fact is that it is not used in JO....  [Read More]
Posted in: JKII model to JA model...
 CortoCG
10-11-2003, 5:26 AM
#21
Just weight the bolt_lhand to the l_hang_bone. That trick should do. If not, well, some of us are sc00ed....  [Read More]
Posted in: JKII model to JA model...
 CortoCG
10-10-2003, 2:01 AM
#16
The left hand problem is solved by weighting the 'bolt_l_hand" tag to the "l_hang_bone" bone which was not used in JO. After that you'll have to recompile the model using JA's _humanoid.gla and pray that you haven't used a bone that is...  [Read More]
Posted in: New JA Editing Tools Released!
 CortoCG
10-08-2003, 11:15 PM
#31
Check other threads that treat the subject or head this way CortoCg.com (http://www.cortocg.com)...  [Read More]
Posted in: Something I just HAVE to know!
 CortoCG
10-07-2003, 5:46 AM
#34
The navy trooper mesh is done and weighted, I'm now waiting for StormHammer's skin and the navy trooper is ready. LODs and team support will come later, since is not critical. At least is not necessary to show you the new one, =P....  [Read More]
Posted in: The Future of MotF
 CortoCG
10-12-2003, 5:16 PM
#7
Cool stuff I read here. I would like to know soem more of that in the future Ace, perhaps we could speak about it on IRC....  [Read More]
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