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Psyk0Sith

Latest Posts

Page: 3 of 19
Posted in: How to skin
 Psyk0Sith
05-28-2008, 10:48 PM
#3
-Using winzip or winrar, extract the big pk3 files found in JO's base directory. Once extracted, browse the models directory you will find original textures (in jpeg or tga format) for every character/object/weapon. -Open the jpeg or tga file you wi...  [Read More]
Posted in: XZMOD Order Of The Jedi, Saga
 Psyk0Sith
08-26-2007, 6:09 PM
#2
How about some screens to get us more interested? ;)...  [Read More]
Posted in: Problem...
 Psyk0Sith
01-11-2007, 4:50 PM
#2
Check if this requires an additional mod like JA+?...  [Read More]
Posted in: Error when Using Modview
 Psyk0Sith
06-16-2007, 11:34 AM
#4
Yes that is correct, there's a limit on vertex count and you can split the object into separate pieces. The object should still work in JA, just wont have shadows calculated i think (too complex). Honestly if you have 1k on a hilt that means you're...  [Read More]
Posted in: Model request
 Psyk0Sith
08-17-2006, 1:36 PM
#11
LOL, no problem! :D....  [Read More]
Posted in: Model request
 Psyk0Sith
08-16-2006, 9:40 PM
#9
You can download the md3 here (http://www3.sympatico.ca/psykopat/downloads/gunshipmd3.zip) If the textures dont show up in-game, just edit the .skin file to point to your desired path, load up the .md3 in md3view and click import skin, select your u...  [Read More]
Posted in: Model request
 Psyk0Sith
08-16-2006, 1:56 PM
#7
Yeah, i'll see if i can do it....  [Read More]
Posted in: Model request
 Psyk0Sith
08-15-2006, 4:20 PM
#4
Did it work or not?...  [Read More]
Posted in: Model request
 Psyk0Sith
08-15-2006, 12:13 PM
#2
Here's max 6 .md3 exporter: http://psyko3d.50webs.com/tools/Max6ExportMD3.zip If you're lucky it'll still work for your max version, if it doesnt work i'll see what i can do....  [Read More]
Posted in: Making our own game!
 Psyk0Sith
07-14-2006, 7:30 PM
#4
Link is broken...(URL is incomplete)...  [Read More]
Posted in: Names of animations
 Psyk0Sith
07-08-2006, 12:34 PM
#3
Uh cant you find the names in the original _humanoid .cfg files?...  [Read More]
Posted in: Needing Some Help...
 Psyk0Sith
05-14-2006, 1:59 PM
#2
Might wanna try the request forum, just specify its for JO. Showing images of your concept would also help. http://www.lucasforums.com/forumdisplay.php?f=402...  [Read More]
Posted in: What you use?
 Psyk0Sith
04-11-2006, 1:27 AM
#7
DOS 6.0 was better. It had FAT32, which didn't appear again in a MS OS til Windows 98. Oh thanks! i'll upgrade asap! lol ;)...  [Read More]
Posted in: What you use?
 Psyk0Sith
04-07-2006, 4:07 AM
#4
Good 'ol DOS 5.0, stable and fast....  [Read More]
Posted in: converting XSI. to glm. error
 Psyk0Sith
03-09-2006, 4:02 PM
#15
LOL, just take one step at a time, i agree, carcass is a real bitch...but the process is a big part of the problem. If not already done, you should do the following: -Rename the "lhand_tag_bone" to "lhang_tag_bone". -The l_hand...  [Read More]
Posted in: converting XSI. to glm. error
 Psyk0Sith
03-09-2006, 3:54 PM
#13
You CANNOT delete tags! Simply reweight the tag to another bone :P The reason you see same errors is because carcass will keep showing one type of error at a time, once you fix something you will see other "stages" of errors until you fix...  [Read More]
Posted in: converting XSI. to glm. error
 Psyk0Sith
03-09-2006, 12:55 PM
#11
-Make sure none of the tags are weighted to some of these bones. -Try deleting some of them from the skeleton, see if the error message changes...if so then delete all found in the list. (I simply left them out of the skin modifier and it compiled f...  [Read More]
Posted in: converting XSI. to glm. error
 Psyk0Sith
03-05-2006, 7:01 PM
#9
-Use maxscript tool in 3D Max, -The tutorials are located right here (http://www3.sympatico.ca/psykopat) -It doesnt matter, Jedi Outcast and Academy use the same process for rigging player models. -No problem ;)...  [Read More]
Posted in: converting XSI. to glm. error
 Psyk0Sith
03-05-2006, 1:34 PM
#7
Ok obviously you didnt read any of the tutorials on my website :P, That error message is very common and easy to fix, you have to link a bunch of crap together (aka the hierarchy, for when you saber body parts) Thankfully there's a script that will...  [Read More]
Posted in: converting XSI. to glm. error
 Psyk0Sith
03-05-2006, 1:12 AM
#5
Im guessing you want to rig the "face anims"? Usually you only need 9 of the facial bones, so keep only the bones in this list: "cranium" "ltlip2", "lblip2", "leye", "reye", "rtlip2&...  [Read More]
Posted in: converting XSI. to glm. error
 Psyk0Sith
03-04-2006, 1:52 PM
#2
Remove mc5 bone from the skin modifier, its not in the new skeleton structure and carcass reports this bone as missing in the .gla....  [Read More]
Posted in: Modding Help
 Psyk0Sith
03-01-2006, 1:24 PM
#4
A .pk3 is just a zipped file renamed to .pk3 (with proper directory structure)....  [Read More]
Posted in: Beginner needs help with animation
 Psyk0Sith
02-18-2006, 2:18 PM
#17
Sure, if im still alive i'll most likely reply back ;), happy modding!....  [Read More]
Posted in: How do you create your own skin/saber hilt?
 Psyk0Sith
11-04-2006, 3:26 PM
#3
If by "skin" you mean a new 3d character model (which is not the same thing as re-texturing an existing one), then you can find some tutorials on my website. (http://www3.sympatico.ca/psykopat/) My tutorials are for 3D studio max 4.x+ tho,...  [Read More]
Posted in: Knights Of The Force TC new Screenshots
 Psyk0Sith
04-25-2007, 12:54 AM
#80
It's illegal to modify the single player code, period. You shouldnt wake up the dead, a 2004 thread?...come on! ;)...  [Read More]
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