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Psyk0Sith

Latest Posts

Page: 1 of 19
Posted in: Galak Fayar to Thrawn conversion mod 2.0 for JKO ll
 Psyk0Sith
01-27-2013, 11:32 PM
#13
You can submit your files to jkhub: http://jkhub.org...  [Read More]
Posted in: Skins for JKO by battle111
 Psyk0Sith
01-11-2013, 12:00 PM
#9
Oh come on people no one saw my thread just duster ?? This place has been empty for a while so don't expect much feedback ;) Galak looks much better, way to go. The problem i see now is that you're losing definition on your black tinted garments,...  [Read More]
I hope i didn't sound too harsh, that was not my intention, just an honest opinion ;) . If you're going for a white suit, you should look at how mon mothma was painted, the shadows would make more sense being tinted in blue For the head, simply sele...  [Read More]
Well the colors on the outfits make no sense...it just looks like an inverted texture. The blue on the head is too harsh, there's ways to change the hue of a texture without it being a "solid" color....  [Read More]
Posted in: Death Star (JA SP) WIP
 Psyk0Sith
11-28-2012, 11:23 AM
#36
This is getting too good for JA XD, impressive!...  [Read More]
Posted in: Death Star (JA SP) WIP
 Psyk0Sith
09-29-2012, 10:48 AM
#3
Great work, keep it up!...  [Read More]
Posted in: Map object model deforms itself after md3 export
 Psyk0Sith
06-16-2012, 10:21 AM
#5
Cool, glad you were able to fix it. A bit annoying to not be able to do it in one click, but at least it works!...  [Read More]
Posted in: Map object model deforms itself after md3 export
 Psyk0Sith
06-15-2012, 6:51 PM
#3
Depending on your max version you should be able to export a .md3 straight from max...i would try that and see what happens. I still have Max 7 and exporting to .md3 works fine for hilt models, i'd assume map objects would turn out ok. Just a hunch,...  [Read More]
Posted in: The final texturing - run into a little bump
 Psyk0Sith
03-15-2012, 11:55 AM
#9
Great, glad it worked....  [Read More]
Posted in: The final texturing - run into a little bump
 Psyk0Sith
03-14-2012, 11:32 PM
#7
Yeah same deal in 3d max, because that's how vertex normals shade polygons, it won't be visible when your texture is 100% lit like in modview. Try this when compiling in assimilite: Double click on humanoid, it should open a window with build parame...  [Read More]
Posted in: The final texturing - run into a little bump
 Psyk0Sith
03-13-2012, 5:59 PM
#4
The first thing on your mind when you unwrap: always hide your seams in spots that won't be noticeable. There's a photoshop filter for the downsamplng issue, but it requires to install a standalone app called xnormal. To make sure it doesn't happen...  [Read More]
Posted in: The final texturing - run into a little bump
 Psyk0Sith
03-13-2012, 1:58 AM
#2
The problem you are seeing is called downsampling or texture filtering. What's happening is the empty or black areas of your texture (gutters) are being "bled" into your colored areas (UV shells). The fix is pretty simple, you need edge pa...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
02-19-2012, 10:36 AM
#19
Excellent! Just check for unwanted bones deforming the problem areas, and fix the weights, it's difficult to always have it perfect on first try, but you're almost there!...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
02-15-2012, 12:09 AM
#17
Yes, collapse xform before messing around with anything else!...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
02-13-2012, 10:59 AM
#15
The bolts should not be doing that, they have their own skin modifier and are already weighted corectly, don't modify or delete their skin modifier, if you are using my JA skeleton of course. If you have linked the bolts to your mesh already, DON'T!...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
02-11-2012, 10:56 AM
#13
Hard to tell without having the file but... -Did you apply a reset x-form to your meshes before doing the weights? -Having all bones in the skin modifier won't be a problem, only the bones needed will be used -When you copy the skin modifier make...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
01-22-2012, 11:53 PM
#10
There should be correspondance between all of you meshes, i mean if you modeled your character as one piece. The thing is, you need to distribute your weights the same way you did to the other corresponding part. The logical thing to do would be to...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
01-21-2012, 10:50 AM
#8
No problem, congrats on your first! :)...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
01-21-2012, 12:48 AM
#6
-If you are using the correct skeleton, you should not rename any bones. If you did, change them back to their original name. (it should in fact be lhang_tag_bone and not lhand) lhand_ is used for Jedi Academy only. -Do not assign any vertex weight...  [Read More]
Posted in: Finished model in Gmax - want it in JK2.
 Psyk0Sith
01-18-2012, 10:41 AM
#4
No, you do not need caps for the model to work....  [Read More]
Posted in: Sith Stalker
 Psyk0Sith
05-31-2011, 6:11 PM
#7
Damn good model and lots of fun!...  [Read More]
Posted in: Saberbuilder Kit
 Psyk0Sith
05-03-2011, 12:26 PM
#2
What a clever addition, Raven could easily have included that into the game. Well done!...  [Read More]
Posted in: Mixed up 2 Skins to 1 Skin
 Psyk0Sith
02-11-2011, 11:17 PM
#2
Sadly not many active modders (ie: none) left here, you might wanna try: http://forums.filefront.com/sw-jk3-modding-mapping-editing-528/...  [Read More]
Posted in: New sp mod needs testers
 Psyk0Sith
05-10-2011, 11:15 PM
#26
This thread has been quiet (dead) since 2008...i don't think you'll be able to test it....  [Read More]
Posted in: Getting modeling program(s) to open glm files...
 Psyk0Sith
04-06-2013, 11:53 PM
#4
Which software are you using and what are you trying to do?...  [Read More]
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