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Marker0077

Latest Posts

Page: 5 of 11
Posted in: .GLA Importer
 Marker0077
12-24-2003, 11:45 AM
#1
Anyone know where I can find a .GLA importer for Milkshape, GMax, or 3DS Max 5 or 6? I'd prefer 3DS Max 5. Any info would be great, thanks....  [Read More]
Posted in: Getting Weapons In-Game via 3DS Max... Anyone?
 Marker0077
12-24-2003, 11:43 AM
#1
First off, I don't want to export to .md3 for 2 reasons... #1) The current md3 exporter is not saving the tag_ tags. #2) I'm sure there is another way to do this but not exactly sure what that format is. I also think that this will come out better...  [Read More]
Currently I've been using this pop'n'fresh 2.01 md3 exporter & the problem with it is it moves the tags (tag_blade1, tag_blade2, etc; etc.) on export to a different place then where I have them positioned. I know how to do all this in MS3D but 3...  [Read More]
Posted in: Saber Modeling...
 Marker0077
12-23-2003, 10:06 PM
#14
Appearently not because the majority of the people out there use Milkshape. Go look at some weapon models under tools used, I bet you won't find GMax anywhere. The only reason why most people use Milkshape over 3DS Max is because of the price. Max is...  [Read More]
Posted in: Saber Modeling...
 Marker0077
12-23-2003, 9:58 PM
#12
I have 3DS Max & have used GMax, there's tons of stuff in 3DS Max that's not in GMax & you *have* to use tempest for import/export to work with GMax (at least for MD3 which you would need since GMax doesn't cover .XSI) = gh3y. GMax *is* a sh...  [Read More]
Posted in: Saber Modeling...
 Marker0077
12-23-2003, 8:36 PM
#10
There are certain things Adobe Photoshop can do that Jasc Paint Shop Pro can't & vice versa. Adobe has better graphics quality & a variety of colors that Jasc does not support. The same concept applies to 3DS Max & Milkshape 3D. 3DS Max i...  [Read More]
Posted in: Can anyone import the JK3 .XSI into Max 5?
 Marker0077
12-23-2003, 7:40 PM
#3
Ya I found another plugin & that worked. Why the plugin that comes with the jk2 sdk didn't work is beyond me but woteva. Thanks for your time tho. I do apreciate it....  [Read More]
Posted in: Can anyone import the JK3 .XSI into Max 5?
 Marker0077
12-20-2003, 8:46 AM
#1
So I get Max 5 & I go to import. I can import the JK2 .XSI files fine but I can't import the JK3 one, anyone have a fix for this problem?...  [Read More]
Posted in: Basic Idea: Cycle to the Next Map
 Marker0077
12-20-2003, 6:56 AM
#3
Very seldom do I see the map stick at this point. Normally, it takes under 10 seconds or so for the map to change or everyone can hit ready & make it change faster. I have seen it stick from time to time but it's not something I see happen often....  [Read More]
Posted in: Enhanced Idea: Custom Firearm Weapons
 Marker0077
12-20-2003, 6:34 PM
#6
What I meant by weapon classes is, the pistol is class 1, so you would bind a key to "weapon 1" in order to use it, 2 would be 2, etc; etc. I'm not referring to any Siege mode stuff with any of my concepts....  [Read More]
Posted in: Enhanced Idea: Custom Firearm Weapons
 Marker0077
12-20-2003, 6:21 AM
#3
Originally posted by Samuel Dravis Another thing I would like is that if the weapon I'm currently weilding doesn't require two hands (ie disruptor, merr-sonn, etc), it would let you have two of them.Weapons like the dual pistols are not done so dyna...  [Read More]
Posted in: Enhanced Idea: Custom Firearm Weapons
 Marker0077
12-19-2003, 11:46 PM
#1
RA & I were discussing the possibility of setting up firearm weapons like the sabers are setup. Instead of there being .sab files there would be .gun files & that's where all the configs for each weapon would be stored. This would be various...  [Read More]
Posted in: Enchanced idea -- the hidden weapons/other stuff
 Marker0077
12-19-2003, 11:51 PM
#7
There's a few different ways of making this happen. With what you have in mind there should be a tattooine map & the tusken raider class would obviously use their 2 weapons (rifle & gaffi). Another way is you could make a client side mod out...  [Read More]
Posted in: Basic Idea: Inverse Kinematics
 Marker0077
12-18-2003, 2:42 AM
#5
Ahh, ya something like this would require a new .gla compilation. Not sure how feasable doing that is, I would think it wouldn't be that tough. Time consuming as hell, but not tough....  [Read More]
Posted in: Basic Idea: Inverse Kinematics
 Marker0077
12-18-2003, 1:54 AM
#2
First of all, I'm not exactly sure what you are looking to do, are you looking to reverse the kata animations (like blue lunge but in dual stance) or what? Secondly, all gameplay changes belong in enhanced but since I am not sure what you are lookin...  [Read More]
Posted in: Client-side only version of Basic
 Marker0077
12-18-2003, 2:52 AM
#5
Originally posted by razorace Like I stated before, it doesn't work right unless you're on unpure servers. The pure server stuff extends to menu files.If this mod was in the pure servers "base" folder, it would work fine. This is where I w...  [Read More]
Posted in: Client-side only version of Basic
 Marker0077
12-18-2003, 1:41 AM
#3
Most of the mods in Cool Mods are client side only. This will all be via an installer so if people choose that the computer that they are installing it on is a server only computer, it will install all mods to the servers "base" directory s...  [Read More]
Posted in: Client-side only version of Basic
 Marker0077
12-17-2003, 4:03 PM
#1
There's some cool stuff in Basic that are client-side only. With Basic being a client & server-side mod, it needs to be in a custom folder. Stuff like the CPC RGB slider & whatnot do not need to be in a custom folder, so I think that the clie...  [Read More]
Posted in: Basic Ideas: Voice Chat
 Marker0077
12-19-2003, 1:46 AM
#7
#1 Scripting isn't tough, all you need to know are the commands. For stuff like binding the running up walls its bind q "+moveup; wait; wait; -moveup; wait; wait; +moveup" But sometimes you don't need to even use "wait" at all l...  [Read More]
Posted in: Basic Ideas: Voice Chat
 Marker0077
12-18-2003, 1:59 AM
#4
I'm sure you can script that easily. Not via actual .cfg files, I'm sure you could do it all via 1 bind to 1 button. Isn't there an actual talking system in JK3 now? I thought there was one for Siege. This would be kickass if it was available in all...  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 Marker0077
12-17-2003, 4:18 PM
#46
Bloodriot: That goes along with the "Fear" force power concept IMO, meaning it would only be of use in the Jedi vs Merc gametype (which after I do (hopefully) AJK & put these firearm weapons where they belong, I will bring this gametype...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 Marker0077
12-19-2003, 6:59 PM
#207
Well I don't really think your running & blocking system is the best way to go but I have been wrong in the past, on occasion :). Either way, this gives the community an opportunity to try out 2 different ways of figuring out what the best runnin...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 Marker0077
12-18-2003, 2:38 AM
#204
Originally posted by RenegadeOfPhunk Also, there is a section where Mace Windu very clearly blocks a shot while running. Not only this, it's from behind, AND he directs it back at his attacker!You see alot of things in the movies, I wouldn't make th...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 Marker0077
12-17-2003, 4:00 PM
#202
Originally posted by razorace I like that idea, but I see there being a problem with the way the manual blocking will work. You can't simply hold down the button to block. However, it could work based on when you last set a blocking position or som...  [Read More]
Posted in: OJP website
 Marker0077
12-21-2003, 6:45 AM
#24
Sam, I need to chat with you about something related to this but I don't want it public. You have any other IM other than AIM? My contact info is in my sig. E-Mail would work as well but plz don't PM me via these forums. I hate PMs....  [Read More]
Page: 5 of 11