weirderwest

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About weirderwest

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    Jedi Initiate
  1. & here we are. I was overriding existing skin weighting when I 'converted to editable object' - it seems really silly now that I know what it was, but thank you all the same! I'm now fully ready for a KOTOR2 replay :^)
  2. Ah!!! You mentioning the weights made me remember something I was doing without thinking about it, but I just figured out what I was doing wrong and my test run seems to be working properly! Which is more than I can say for the past 10ish test runs. Thank you!
  3. We love a floating eye & mouth with hair & skin floating motionless behind them. Iconic. And yeah, I was wondering! I'm used to Maya, so trying to very quickly acquire a functional knowledge of Gmax hasn't included me learning how it deals with weighting at all. I was following a tutorial for something that wasn't quite the same as what I was working on that mentioned that I should import/export with geometry only, but should I disregard that and use the Model+Anim import/export option instead? Thank you for the original mod, by the way!!
  4. Hello! I'm using DarthParametric's excellent work on importing Kira's SWTOR head to KOTOR2 to quickly (or so I thought) make myself a custom exile head, since I always had a very particular vision for her appearance and would like to do a KOTOR2 replay - I have mucked around with extracting files from the game code via KotorTool in the past, but ultimately wanted the higher-poly version that DarthParametric had made (+ a non-symmetry-reliant UV map, since this character has asymmetrical scarring, etc.) (EDIT: I have no intention of ever releasing this mod for anyone else's use, since it's highly specific to my exile - I hope that it's alright that I'm building off of someone else's mod!!) So! I read a few tutorials and made an .ascii file from the existing .mdl files with MDLOps; I imported that into Gmax, edited the head and hair a bit, and then exported back to .ascii, rewrote it to .mdl & .mdx with MDLOps, and popped it into my overwrite folder. However. There's clearly something I'm missing in the exporting/importing/editing, as I've now done this routine threeish times over the past week, and have grown increasingly frustrated that No Matter What, I've somehow mucked up the animations/how they're applied to the head somewhere in Gmax, resulting in abominations. Photos below show some of my previous attempts 😕 (texture & modeling are both WIPs, ofc, and I've now started From Scratch on the modeling like three times) I think that the mesh is getting disconnected from its anchor points (for lack of a better descriptor) when I use the "convert to editable object" option in Gmax (since i've tried importing/exporting both with and without using that option, and it only acts up when I use that), but I don't know how to actually edit the mesh without using that. Is there any advice that anyone can pass on for working with models directly in Gmax, or for importing/exporting? I'm not quite familiar enough with KOTOR2's guts to solve this problem on my own, I think. Thank you!