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The reset Xform modifier will "work" when: 1. A pivot point has been moved. 2. The object has been mirrored. 3. The object has been scaled (happens rarely) 4. Object A is linked to an "un-xformed" B object (in other words the... [Read More]
If they are not flipped then you dont need to flip them the wrong way! Turn off show textures as double sided in modview, if you have some flipped meshes you wont be able to see them when this option is turned on (it's always on by default). Also,... [Read More]
It's pretty straight forward, you apply the modifier, the faces get flipped and you flip them back the right way...but sometimes it screw things up even worse. Could also be a problem related to another mesh, probably the hips. What happens when you... [Read More]
Sure you can model everything (including player models and vehicles) but you wont be able to compile the player models or vehicles into a .glm. So the problem is the compiling ;).... [Read More]
Sure you can use whatever you want, the question is, what are you modelling? Player models, map objects, saber hilts, vehicles? Gmax cannot be used to compile a player model or a vehicle.... [Read More]
You need 3D studio max 4.x or 5 to get your hybrid model in-game. Texture problem is probably a .skin file error, check that the names and paths are correct in the .skin file.... [Read More]
If this was made for Jedi Outcast then you need to change the sounds.cfg file and leave only the player model's path: "chars/yarael/misc" Would become: "yarael" Maybe that's not the problem but i gave it a shot :).... [Read More]
Because the file is in the assets pk3, it doesnt matter: they're just cap textures, if your skin file is correct then you will see them in-game.... [Read More]
UVW mapping is required to give details to an object because a 3D model isnt much without a good skin! (and vice versa). Some game engines will not accept un-mapped objects, so you gotta assign some UVW even if it's a sloppy job.... [Read More]
I understood what you meant in the first few lines ;) You can blame the skin modifier for being a lousy piece of crap. This also happens with max 5, tho i never used the weight table because i usually dont assign more than 4. There's a rollout whe... [Read More]
Oh then follow the tutorial, ignore the JK3 FAQ. Have you tried removing the bone and exporting? Have you tried removing the bone and adding it back to the mesh? (sometimes weights are left behind). Also make sure that nothing is weighted to that... [Read More]
Are you weighting a model for Academy? If so, read the JK3 FAQ: some bones need to be renamed or are not added to the skin modifier (mostly talus and finger bones).... [Read More]
Go there and read the tutorials section: http://www3.sympatico.ca/psykopat/ Espcially the part where it says: "only 9 bones need to be weighted. Add and weight the following to the "head_face" mesh: "cranium" "ltlip2&... [Read More]
Geez and i thought i saw it all with this damn carcass, i dont recall anyone having this error. Might not be the problem, but how big is your swap file? I can try to compile it if you want, just drop it in my box. Your english if fine :p... [Read More]