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Psyk0Sith

Latest Posts

Page: 6 of 19
Posted in: Need help with the assimilate program
 Psyk0Sith
06-27-2004, 5:46 PM
#10
Ok so i managed to import the .XSI with an updated version of the plugin but something's wrong, there are no bones (except some eff helpers) which means it's useless. and you didnt send the .3ds, it's another .max file :confused:...  [Read More]
Posted in: Need help with the assimilate program
 Psyk0Sith
06-27-2004, 1:03 PM
#8
Have you read the tutorials? i explain each step and which order they need to be done. Read the SKIN MODIFIER tutorial, and you can use the JA skeleton on my webpage. http://www3.sympatico.ca/psykopat/ I'll check the XSI file you sent, bu i doubt...  [Read More]
Posted in: Need help with the assimilate program
 Psyk0Sith
06-26-2004, 8:50 PM
#6
Ah damnit, i use max 5 and i cant open your scene. Make sure you weighted the tags to the skeleton....  [Read More]
Posted in: Need help with the assimilate program
 Psyk0Sith
06-26-2004, 11:12 AM
#4
1.Which version of max are you using? 2.I could try and export it for you if you send your .max scene to: psykopat.geo@yahoo.com...  [Read More]
Have you tried this one? http://sourceforge.net/projects/dotxsi4max/...  [Read More]
3D max 5 aint free. :rolleyes:...  [Read More]
Posted in: Custom Hilt Positioning?
 Psyk0Sith
06-21-2004, 4:43 PM
#4
Taking a wild guess...he used a 3d modelling program like milkshape, gmax, 3d max, softimage...etc MajikMyst: Just align your hilt on top of kyle's, usually positioned at the origin....  [Read More]
Posted in: GLM Error Message
 Psyk0Sith
04-12-2004, 6:08 AM
#6
I use 3D max so i'm not sure... There's a tool called polycounter...check the "hammer" tab and click more you should see it in the list, unless Gmax is different....  [Read More]
Posted in: GLM Error Message
 Psyk0Sith
04-12-2004, 2:15 AM
#4
Maybe detaching a piece will fix the problem (like detaching the handle) how many polys you have in total?...  [Read More]
Posted in: GLM Error Message
 Psyk0Sith
04-11-2004, 6:26 PM
#2
It means the mesh has too many verts...the geometry is a bit too high so get rid of unecessary faces (aka optimize)....  [Read More]
Posted in: ModView not working
 Psyk0Sith
04-08-2004, 7:44 AM
#4
You're welcome :)...  [Read More]
Posted in: ModView not working
 Psyk0Sith
04-07-2004, 6:09 AM
#2
Here's what works for me: "Since Jk2 is based on the Quake 3 engine, we need to create a base folder to hold the player model. -So go ahead and create this directory structure: "c:\base\models\players\"your player model" -the...  [Read More]
Posted in: Tag problems ... seem to be mirrored
 Psyk0Sith
04-06-2004, 5:38 AM
#2
This is really weird, and i have seen some pretty weird stuff... I cant say for sure what is the exact problem because i havent seen the max file. Mirroring tags is a bad idea, personally i wouldnt do this. I would suggest using the skeleton fro...  [Read More]
Posted in: How I can export 3dsmax format models to glm?
 Psyk0Sith
04-03-2004, 5:09 PM
#2
There's some rigging involved, it cant be done by simply exporting the model. See tutorials section of my website: http://www3.sympatico.ca/psykopat/ Also the player models need to be around 3000 polys...i think the model you showed is way too comp...  [Read More]
Posted in: Getting modeling program(s) to open glm files...
 Psyk0Sith
04-03-2004, 4:56 AM
#2
1.Find a plugin for these programs (which seems unlikely for now) 2.Download and install milkshape, then export glm to a format supported by those programs....  [Read More]
Posted in: Invisible Caps!?!
 Psyk0Sith
03-26-2004, 7:23 PM
#6
You might need to unlink the cap first...or just re-do it, just takes a few seconds....  [Read More]
Posted in: Assimilate Giving "_humanoid.gla" Error
 Psyk0Sith
03-28-2004, 5:23 PM
#14
Maybe he's not using the export plugin v3.0 or somthin?....  [Read More]
Posted in: Assimilate Giving "_humanoid.gla" Error
 Psyk0Sith
03-27-2004, 5:34 PM
#10
Wow, first time i've ever seen these error codes...:eek: Maybe if i see the max file i can tell you whats wrong. By the way, you should build your GLM using the standard "model.glm" name....  [Read More]
Posted in: Need help with Changing Hairstyle (Female)
 Psyk0Sith
03-11-2004, 5:09 PM
#2
You'd have to import the hair mesh(es) from the glm and merge it with the character model and re-weight the whole thing...that requires 3D max 4.x+...  [Read More]
Posted in: Modelling Porgrams
 Psyk0Sith
03-08-2004, 12:47 AM
#2
milkshape gmax (discreet.com) i think blender is free too (blender.org)...  [Read More]
Posted in: JK2 of JA engine for CTS MOD?
 Psyk0Sith
02-27-2004, 5:08 PM
#3
I have no clue who these characters are (because i've never seen penny arcade) but i'll keep an eye on this MOD. Looks very "professional" the models are just so great! Best of luck!. Yeah mm sorry for being off topic... I think you coul...  [Read More]
Posted in: 'assimilate error'
 Psyk0Sith
03-03-2004, 2:13 AM
#9
Yeah tags are weighted to the skeleton but i havent had any problems myself just check the ones that dont follow when you move the skeleton around. Tags are also linked to their corresponding body part in the hierarchy....  [Read More]
Posted in: 'assimilate error'
 Psyk0Sith
03-02-2004, 5:01 PM
#7
I'll take a look at it, i know it works because it comes from my Kel-Dor solider i also re-tested it last month: someone thought it had errors but then confirmed it was working right...  [Read More]
Posted in: 'assimilate error'
 Psyk0Sith
03-01-2004, 4:56 PM
#5
Here's a quote from my JK2 editing guide: "If you get an error message saying some "bone" cannot be found, it means that bone shouldnt have any weights assigned to it, BUT it is still included in the bones list, carcass will not find...  [Read More]
Posted in: map models
 Psyk0Sith
03-05-2004, 5:59 PM
#4
You cant rig player models with milkshape at least not yet. You can make the model but it's useless without 3D Max. Milkshape can do sabers and other map objects....  [Read More]
Page: 6 of 19