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Psyk0Sith

Latest Posts

Page: 2 of 19
Posted in: model details for jo
 Psyk0Sith
08-17-2010, 6:41 PM
#6
Pick one from here: http://en.wikipedia.org/wiki/Comparison_of_hex_editors Or google search ;)...  [Read More]
Posted in: model details for jo
 Psyk0Sith
08-16-2010, 6:51 PM
#2
Hmm thats an interesting idea...i tried to edit .glm files for other reasons but they always ended up corrupted and my PC froze when loading them. I'm no programmer so i have no idea which software could do this without "damaging" the files...  [Read More]
Posted in: JK2 Modeling
 Psyk0Sith
07-01-2010, 6:59 PM
#4
I have max 9 installed too, i can still open the max 7 scene and see what's going on with the weighting. You can also add the .xsi so i can replicate the same error....  [Read More]
Posted in: JK2 Modeling
 Psyk0Sith
06-30-2010, 11:29 PM
#2
Drop all your files in a .rar and send it to psykopat(at)geocities.com, i'll probably need the max scene if it's rigging problem (preferably in max 7 or earlier)....  [Read More]
Posted in: Oh, For ****'s Sake! (*spoilers*)
 Psyk0Sith
05-14-2010, 6:36 PM
#46
I would have prefered a sequel with Kota, he was broken down after his fight with SK, maybe he could've asked Yoda's help to reconnect with the force and overcome his blindness (sense the world through the force instead of relying on his eyes)....  [Read More]
Posted in: Decompressing using Quick BMS
 Psyk0Sith
01-24-2010, 1:36 PM
#15
I think the chances of putting in new content are slim, custom models usually need an SDK/exporters/compilers....  [Read More]
Posted in: Unable to save
 Psyk0Sith
12-13-2009, 1:05 PM
#31
Just curious, because perhaps Purifier is right, do some people have this game running and saving on Win XP Prof? I'm on XP 64bit Pro and TFU works/saves without any problems, my firewall is comodo 64bit and i use avast anti virus. I've seen softw...  [Read More]
Posted in: Unable to save
 Psyk0Sith
12-10-2009, 11:32 AM
#21
That's great news from Aspyr :) Comodo firewall is a great alternative to zonealarm if you want to switch, plus it has 64bit support if you're on a x64 machine....  [Read More]
Posted in: Unable to save
 Psyk0Sith
12-08-2009, 8:08 PM
#16
Did you guys try to save games before installing the patch? I've rarely seen an OS installation prevent a game from running...so i wouldnt try that just yet. At least make a ghost/backup of the root drive if you choose to do so. On my initial instal...  [Read More]
Posted in: JK3 Bones to JK2
 Psyk0Sith
12-03-2009, 11:15 AM
#14
Awesome, glad i could help :)....  [Read More]
Posted in: JK3 Bones to JK2
 Psyk0Sith
11-30-2009, 12:40 PM
#12
Check your e-mail. Fixed. Since i dont have Jedi Outcast anymore i cant test it in-game, it worked fine in modview tho. Problem 1: You didnt rename the bone (at least not in the file you sent) Problem 2: The bone is not in the skin modifier list. P...  [Read More]
Posted in: JK3 Bones to JK2
 Psyk0Sith
11-29-2009, 9:43 PM
#10
Strange, i can take a look at the max file if you want, psykopat(at)geocities.com....  [Read More]
Posted in: JK3 Bones to JK2
 Psyk0Sith
11-29-2009, 9:43 AM
#8
When you pick the lhand_tag bone from the skin modifier list, there shouldnt be any colored verts showing up. To be sure, select all of the verts of the hand and change their weights to 0 (for that bone only!)....  [Read More]
Posted in: JK3 Bones to JK2
 Psyk0Sith
11-27-2009, 10:56 AM
#6
No need to reweight...the "lhand_tag" is not deforming any vertices, but it is still added to the bones list, remove any verts that are influenced by it....  [Read More]
Posted in: JK3 Bones to JK2
 Psyk0Sith
11-26-2009, 1:37 PM
#4
Are you recompiling with the Jedi Outcast GLA? If you aren't, it won't work......  [Read More]
Posted in: JK3 Bones to JK2
 Psyk0Sith
11-22-2009, 5:04 PM
#2
-You could probably get away with your current setup, however, you will need to rename "lhang_tag_bone" to "lhand_tag_bone" -It's possible the mc5 bone prevents compiling if it's missing. -The bones that were removed from the o...  [Read More]
Posted in: Face bone - how?
 Psyk0Sith
05-11-2009, 3:11 AM
#4
You'll have more chances of having a bones mismatch by adding anything that is not present in the default skeleton that comes with the SDK....  [Read More]
Posted in: Face bone - how?
 Psyk0Sith
05-10-2009, 5:38 PM
#2
The face bone doesnt really exist, it's more of a group of bones that is created at compiling stage (could be way the GLA handles the face hierarchy?), that is based on what i see in max and the compiling log. This is what the compiling log shows: B...  [Read More]
Posted in: Dash Rendar Resurgence BETA TESTING
 Psyk0Sith
01-15-2009, 3:37 PM
#6
Anybody??? lol This isn't very encouraging. Beta testing starts this weekend. This community is pretty much dead, aside from a few relics like myself and neon :P...  [Read More]
Posted in: How to make new character models
 Psyk0Sith
02-07-2009, 2:14 AM
#5
Gmax will work for modeling but you wont be able to get the model in the game. Softimage XSI or 3D studio max are the only ones that will export a JK2 model. character tutorial for 3d max (gmax should be similar) http://www.bakaneko.com/howto/compu...  [Read More]
Posted in: How to make new character models
 Psyk0Sith
08-12-2008, 6:19 PM
#2
Gmax will not work for player models, well you can model them but there wont be any way to compile them to .glm from a gmax file format, add on top of that the fact that gmax doesnt have any skin modifier to rig the mesh to the bones. video tutorial...  [Read More]
Posted in: New Omeewan Skins :)
 Psyk0Sith
07-02-2008, 6:41 PM
#17
To activate cheats you have to start the map with the console (or add it to the shortcut when launching game): example: /devmap mp_duel or whatever the map's called....  [Read More]
Posted in: Starkiller
 Psyk0Sith
06-11-2008, 7:27 PM
#23
That looks about right, it would be easier for me to troubleshoot with the actual pk3. This is for Jedi Outcast correct? Let's start with the basics, make sure you setup your work directory like this: Setting up the work path Since Jk2 is based o...  [Read More]
Posted in: Starkiller
 Psyk0Sith
06-09-2008, 8:12 PM
#20
Open the .skn file with notepad and select everything, hit ctrl-c (this will copy the selected text to windows "clipboard") and then hit ctrl-v in your LF message....  [Read More]
Posted in: Starkiller
 Psyk0Sith
06-07-2008, 8:02 PM
#18
If you are still stuck with modview not updating/displaying the proper textures, copy paste the content of your .skn file in here. Also make a printscreen of the character's folder (or type the name of the files in here too)....  [Read More]
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