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svцsh

Latest Posts

Page: 2 of 18
I thought we should have a thread with some handy tools for gmax and Max This site has some nice plug-ins for gmax I forgot gmax has native .3ds import but can't export as .3ds http://www.scenery.org/design_utilities_gmax.htm Gmax v1.2 Registratio...  [Read More]
Posted in: Importing an obj file into g-max?
 svцsh
10-28-2008, 3:10 AM
#11
It pretty common to have flipped normals from an .obj in max, just select the inverted normals and hit flip normals under poly sub editing. There's also a button Unify Normals is found on the Surface Properties rollout while in editable mesh. Change...  [Read More]
Posted in: Griff unique appearance? K1 module name list?
 svцsh
10-21-2008, 11:22 PM
#8
Actually just turn the feature on in kotor tool to see module names .. Tools> options > check on show module descriptions and module locations hit OK then exit KT then open it up again and now you see the planets location next to tar_m02ab ect....  [Read More]
Posted in: Reskinned Robes Problem
 svцsh
10-18-2008, 7:05 PM
#5
Then maybe you have 2 copy's of your skin or uti's in override one overriding the default the other working in your mod ?...  [Read More]
Posted in: Reskinned Robes Problem
 svцsh
10-18-2008, 1:22 PM
#3
Give your new texture a new number ex: PMBI40 then change "texture variation" to 40 in your new custom named .uti then make a new icon with the same number you gave the texture ia_jediRobe_040. Sorry i don't have TSL installed now so this m...  [Read More]
Posted in: Problem with take sith Printing the Screen
 svцsh
10-14-2008, 11:33 AM
#2
try these apps instead http://www.lucasforums.com/showpost.php?p=2537752&postcount=7 that way you don't have to alt tab out and paste each shot to paint...  [Read More]
Posted in: Handmaiden clothing problems
 svцsh
10-12-2008, 9:56 PM
#10
Head_g is a bone, all the tri mesh with *_g prefex are bones , except for the breastbone you can hide them all in one shot in [g]max right click an active viewport then hit "hide by name" use the * wild card > like *_g ,hit ok . then you...  [Read More]
Posted in: Bao-Dur's Head for PC - Size/Position Issues
 svцsh
10-13-2008, 2:21 PM
#7
The skin error you are getting is because somewhere along the line you must have added an other modifier above skin in your modifier stack . Skin mesh will only export if it's at the top of the stack , for all parts of your model that are SKIN. If fo...  [Read More]
Posted in: some questions about modding...
 svцsh
09-25-2008, 3:58 PM
#7
Use nwmax version 7 for 3ds max 8. Nwmax 8 has extra sanity checks that often cause problems while exporting. Body editing is more involved then weapons, there are specific steps you must fallow. Same with heads if you can find Taina's replacer to co...  [Read More]
Posted in: [Kotor] Play with models
 svцsh
10-13-2008, 9:54 PM
#39
Great work oldflash, keep it up man ! I like your revamped R2 skin very nice, might I suggest some carbon scoring and oil dripping on it in a few areas. Just make it on a new layer so you have more flexibility and control over it's blending. sv...  [Read More]
Posted in: [Kotor] Play with models
 svцsh
09-10-2008, 10:21 AM
#5
Nice work as always Oldflash :) Great to see you back. pic's 1 and 2 caught my eye is it the same model ? they look different but similar I was wondering if you manged to edit saber blade mesh in to that ? with the new mdlops or is it a short sword,...  [Read More]
Posted in: Inyri's WIP's
 svцsh
09-05-2008, 12:15 PM
#19
Thats a very nice sword model you made there :) great texture too, highly detailed. Stay away from mdlops 0.5 if it's going in to k1 use 0.6 instead. For TSL 0.5 should be fine, but I learned the hard way just yesterday that 0.5 hates k1 btw what's...  [Read More]
Posted in: how can you tell what part of a robe is what?
 svцsh
05-16-2007, 3:42 PM
#3
Take a look at this http://www.lucasforums.com/showthread.php?t=143301 Skinning without the UV maps is like skinning blind, and a waist of your time. Note* you don't have to [weld] all parts but use [attach] while in editable mesh so the mesh become...  [Read More]
Posted in: Error Exporting from Gmax
 svцsh
05-16-2007, 4:07 PM
#4
Like old flash said use nwmax v0.7 ;) , nwmax v0.8 causes too many Sanity errors. Also rename the AuroraBase I_Mask_001 to something like ex: I_Mask_029 unless you want to Overwrite I_Mask_001. You would have to update the number on your custom .UTI...  [Read More]
Posted in: Help with Visas Appearance editing
 svцsh
01-11-2007, 8:04 AM
#5
Mask only show on heads that have either the goggle hook or mask hook dummy in the model. You can try to use Taina's replacer tool to insert one but I've never tried on a head, only moved verts and edited uv cords. Head editing is still very limite...  [Read More]
Posted in:  WotOR
 svцsh
12-21-2006, 7:18 PM
#31
Excellent work as always T7 no matter how long it took you still got it done and out for everyone, that's a lot more then i can say for myself.... occasionally lurking on HL ;) svцsh...  [Read More]
Posted in: Imported Lightsaber
 svцsh
11-27-2006, 9:24 PM
#5
I was affraid of asking. Don't worry, this is for personal use only. Glad to hear it, since that's my model. But i'm happy to see it's being enjoyed still. svцsh...  [Read More]
Posted in: Tutorial of T7nowhere on modeling : Question
 svцsh
07-03-2006, 8:26 PM
#24
No problem oldflash :) it really is handy I rarely model without it. I forgot to mention you can change the quality that the transparency is displayed in the view port, by right clicking the viewport label and changing transparency from; best / simpl...  [Read More]
Posted in: Tutorial of T7nowhere on modeling : Question
 svцsh
06-30-2006, 4:34 AM
#16
Yoda121 T7's tut is very precise you will find it hard to get anything better with pictures included for modeling in kotor To zoom in max or Gmax The easy way click the view port label in the top left of any view you want, front / right / left...  [Read More]
Posted in: Problem when exporting from gmax
 svцsh
06-05-2006, 5:59 PM
#2
The hierarchy of the models stack is important. Skin:skin means you have a modifier on the top of of the stack that is not SKIN, to remedy this simply drag whatever it is just below SKIN and try again. The skin modifier must be on the top of your st...  [Read More]
Lol Readme_or_don't.txt I love it :p unfortunately as we know it’s the later of the two. Good of you to make this, and great job way to keep the poly count down. Not my choice of colours but you stayed true to the concept nice icon too. :) svцsh...  [Read More]
Just a reminder of an old mod it has a new home, and that time of year is coming around again. I'm searching my hard drive for the lost scrieenies but so far no luck. Anyways maybe this old mod is new to some of you. So enjoy svösh...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 svцsh
10-19-2008, 10:34 AM
#202
No problem DarthParametric. Just split up your pre game version so you don't have any stitching on your UV at all. Not on your decompiled ascii, we just re import the new ascii to check for stitching if something looks off in game. If there is I jsut...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 svцsh
10-18-2008, 6:43 PM
#200
Just select logical groups of ploys like in your pic above but in polygon sub selection mode. Then hit detach and check on "detach to element" Since our sabers have to be one mesh object. This will create the seams for your uv map :) Then m...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 svцsh
10-18-2008, 1:50 PM
#196
^^^ It's from sloppy hand helpers on the body models . Try your saber in single wield stance as well, males and females hold their sabers differently. I try to make my hilts thinner then the stock hilts to minimize the clipping , but there is nothing...  [Read More]
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