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svцsh

Latest Activity

Posted in: Reskinning HK-47
 svцsh
02-22-2009, 12:25 AM
#2
The glance as you call it is what's normally called shader effect but most of us just call it shine ;) It's controlled by the textures alpha channel by looking at your screen shots i assume you either accidentally removed the alpha while saving, or...  [Read More]
Posted in: *Chubby* model
 svцsh
12-24-2008, 3:38 PM
#2
One of the commoners clothing is, if you have darth333's warpband go to the hidden section of the vulkar base, there's a mechanic that wants spice, he's pretty big. It looks alot like the PC male clothes you have in TSL they did make the Exile a bit...  [Read More]
Posted in: TXI help
 svцsh
12-19-2008, 11:46 PM
#2
For the head I would use envmaptexture CM_specmap and if your model is appearing transparent it's usually due to no txi or a badly named txi. Specmap is just a specular map so it won't appear metallic like baremetal would and give you a better shine...  [Read More]
Posted in: Getting "Close-up" portraits?
 svцsh
12-20-2008, 12:21 AM
#4
^So did I back in the day, nothing beats getting in to a conversation with anyone for mask shots anyways. In kotor or tsl you can also go to solo mode then use an npc in first person mode. Note t3 m4 has a shader effect so you will want to turn off...  [Read More]
new bug's or features ;) there was one when nmmax 0.8 first came out that added a check to Weld To Nearest cm, and it would always cause a sanity error on export. So I just reverted back to 0.7 it was one more little thing to check every time while e...  [Read More]
I use max 8 and never encountered this issue before, perhaps the problem is caused by the version of nwmax 0.8 b60 ? I still use nwmax0.7 myself. So it's just a thought. LordRevan999 If it's female scout undies for k1 ? Then I recently had that mode...  [Read More]
Posted in: Replacing a UV-Map
 svцsh
11-23-2008, 8:27 PM
#7
Redrob I think settoken uses mdlops 0.6.1 or 0.6.4 decompiles and imports with animations on. I normally don't so that could explain my no animations problem. I also normally use mdlops 0.5 on bodys so i used it on the head too. When I tried mdlops 0...  [Read More]
Posted in: [Blaster] in-game/export issues...
 svцsh
11-19-2008, 9:13 PM
#4
All models have to be linked to the Aurora base in one of two ways either you manually link your pieces up with the link tool or use "fast linker" under the General Utils in the nwmax rollout. Hide the old model then area select everythin...  [Read More]
Posted in: Changing the collor of a saber hilt?
 svцsh
11-09-2008, 1:02 PM
#11
^^Yes use mdlops renamer function for it, then rename the final model to replace the cyan w_dblsbr_008 in k1....  [Read More]
Posted in: DarthParametric's WIPs
 svцsh
11-05-2008, 2:50 PM
#2
Great sabers :) keep up the good work!! svösh...  [Read More]
Posted in: gmax error
 svцsh
11-05-2008, 1:40 PM
#2
I never heard of zango before ? is tubosquid bundling gmax with other junk now ? or did you download it from another source ? http://www.pchell.com/support/zango.shtml get rid of zango download gmax here http://www.turbosquid.com/gmax and if you...  [Read More]
Posted in: Creating Icons
 svцsh
11-03-2008, 1:24 AM
#10
No .txi's for icons they just use alpha transparency from the texture. txi's are shader files they replace transparency with one of the many in game shader effects or force transparency like saber blades open one up and you'll see it's a full white...  [Read More]
Posted in: Creating Icons
 svцsh
11-02-2008, 10:18 PM
#6
No that plug in fix is just for ps 7, i looked at your file it appears ok to me is your .uti set to 5 for mod var ? and are you running the game on the high texture settting ?...  [Read More]
Posted in: Creating Icons
 svцsh
11-02-2008, 8:58 PM
#4
For an alpha to have any transparency basically black in the alpha is transparent white is opaque. Any levels of grey between the two are varying degrees of transparency let's say you added a glow effect behind the robe or whatever your icon is for ....  [Read More]
Posted in: Anakin Skywalker head TSL
 svцsh
11-05-2008, 2:30 PM
#32
I never said your head was female? But the one I tested with was. It's supposedly more difficult for some reason to hex the female head then the males , and my animations where lost in the process on my test at least. No the mdx issue was with Taina...  [Read More]
Posted in: Anakin Skywalker head TSL
 svцsh
11-04-2008, 3:16 PM
#29
Sithspecter I see thats very interesting and good news:) well I found his hex edit pic on the last page of the thread and copied it but I'm unsure if I replaced all the hex code to fully replace or not. A more complete tut would have helped alot more...  [Read More]
Posted in: Anakin Skywalker head TSL
 svцsh
11-04-2008, 1:13 PM
#26
Unfortunately you can't change the number of verts on your new head from the binary models used to compile with :( a major roadblock in new head editing. I have tried to trick Taina's replacer, by using an edited ascii head to build me new binary md...  [Read More]
Posted in: Starkillers Lightsaber a idea
 svцsh
11-05-2008, 7:12 AM
#28
Ha good job!!! I knew something would give in eventually and force the rig to do your will :smash: Np mate happy to help. If I recall when cchargin was cracking the sabers he came across some funky animated mesh he didn't know how to process. So I...  [Read More]
Posted in: Starkillers Lightsaber a idea
 svцsh
11-04-2008, 9:21 PM
#26
@DarthParametric yes link all 4 blades = the 2 planes and 2 helpers named plane I see the dilemma now from the pics of your rig, basically I would treat this saber like you would any other except unlink the 4 blades from the old hilt and move them d...  [Read More]
Posted in: Starkillers Lightsaber a idea
 svцsh
11-04-2008, 1:20 PM
#22
Hummm make sure if you keep mdlops open to re-replacer multiple times with. That you browse to your newest ascii export to replacer with each time. Even though the name hasn't changed. Are you turning off "affect pivot only" once you have...  [Read More]
Posted in: Starkillers Lightsaber a idea
 svцsh
11-04-2008, 9:17 AM
#20
It's the same steps as t7's tut more or less, once I complete any of my hilts "unlinked" I align pivot hit reset Xform then I go to: File> export selected as .3ds File > reset [g]max , nwmax >set environ re-import w_lghtsbr_001 S...  [Read More]
Posted in: Starkillers Lightsaber a idea
 svцsh
11-03-2008, 7:25 PM
#18
It might, I had success by moving it up after linking it my self. With it all linked it should force her grip up and constrain the blades planes since the hilt is parent to the 4 blades = 2 blades 2 helpers. It's a bit finicky if it doesn't work st...  [Read More]
Posted in: Starkillers Lightsaber a idea
 svцsh
11-03-2008, 1:43 PM
#16
^^^link your blades to your hilt then under the hierarchy tab " affect pivot only" move your pivot up on z so she's holding the hilt further up, then switch " affect pivot only" off and re-export, compile and test. pretty cool ar...  [Read More]
Posted in:  Cheesy Xmas pack by svцsh &T7
 svцsh
12-24-2008, 3:12 PM
#14
That time of year is here again, so if you want to make your game more festive try out this old mod. Happy Holidays everyone :noel: :frosty:...  [Read More]
Posted in:  Cheesy Xmas Pack By svцsh & T7nowhere
 svцsh
12-24-2008, 3:14 PM
#20
That time of year is here again, so if you want to make your game more festive try out this old mod. Happy Holidays everyone :rudolph: :noel:...  [Read More]