Kaidon Jorn

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Everything posted by Kaidon Jorn

  1. I did have to shorten it at the grip section by 4cm a side. Looks ok though. ...orange is going to be a *****.
  2. I might, but it wouldn't be for a little while as I'm still going through it and deciding on what I really want to use and not use texture wise. I was even thinking about just kind of redoing the mod itself to add or subtract different things to make it not just seem like just a big cheat box. You can test it out first if you want. Thank you very much.
  3. Success!!! Now you can tell it's there. woot. So I'm thinkin' this'll be a cool double bladed...default purple... Thankyou DP.
  4. Wow..ok. Alright, would I be able to import my old models into Blender to tinker with them? Also, all these mapping groups (UV islands) that are showing all the crazy lines are the ones I need to detach, correct? Thanks a bunch DP. Was totally clueless. But I remember now something about having to detach to element from years ago that I just forgot about and stopped doing.
  5. It is. I didn't change anything. But yeah let me get the model and texture posted tonight. EDIT: here is the model in question. Again, it just doesn't seem like Gmax will accept even slight changes to the map. I remapped the parts that don't show up, then saved it under a new name, rigged and exported again (rescaled it beforehand), but its still doing the same thing. KJ_YeloDbl.zip
  6. Alrighty. Let me get those to you tonight. If you could figure out what I'm doing wrong I could apply that info the next time it might happen.
  7. You mean....?? red green and blue are muted so its just the alpha (?)
  8. You mean like.. Like size matters? Naaaaaaaah that cant be it.
  9. Aight so....Remapped it one more time after the initial rig and export. Still no black indentions at the top of the body as shown here.... ,,,but this is what came out as the ASCII file which I converted to the new blade models and put them in override (this one is still messed up a bit because I scaled it down a bit too much while rigging) What gives? It did this with another hilt from SLM where it just would absolutely not accept a new map...what do I do?
  10. Why is Gmax such a P.O.S?!?!?😡

    1. LoneWanderer

      LoneWanderer

      Because that's its main purpose - to make users suffer so much that people are willing to buy 3ds max at any price, just to be free of GMax.

    2. Kaidon Jorn
    3. DarthParametric

      DarthParametric

      Humorous, to be sure, but not entirely accurate. The primary reason is because it's a cut down version of 3DS Max 4 from circa 2000. It lacks many of the basic features seen in modern Max because the full fat v4 lacked them as well.

  11. Got a working red double bladed.... ...and this is the new red single blade hilt ...on to yellow purple orange silver viridian and bronze.
  12. Here is the small change I had made to Atton's Shadowblade texture that was supposed to be included in this version - but i accidentally deleted it when I reinstalled everything before releasing it. It's just turning the bottom pommel piece silver instead of black. shadowblade.tga
  13. Okaaay. I didn't install his mod. Copied the override stuff to override then found the Coruscant skyboxes and put those in by themselves. Guessing you have to install the whole mod?
  14. For the moment I'm just using the old Nar Shaddaa skybox we all know and love, (Sharen Thrawn's?) The landing pad texture is a polished granite I found online and I'm using it all over the place, but I wasn't even thinking about loading screens yet.
  15. Ok i got a preliminary reskin of DeathDisco's Jedi Temple mod. Still a few things to fix or add. Just wondering if I should release it or keep it to myself. Take a look. Let me know what you think...
  16. Yeah that does partially answer it. I was just looking for the red/silver rug design from the Jedi council chambers. But I may have something better than that already.
  17. KSR 2022 is what you are looking for. You will craft Revans TOR hilt as your personal hilt.
  18. Ok. Does anyone know where the actual textures for 950COR are? Think I'm going burgundy and gold regal look. Even if i started all white marble and brown polished granite.
  19. Alright cool. Thank you. I think i might have already downloaded the model viewer awhile ago so I'm going to go find it and give it a try. Also going to try to load one of the models into Gmax as well. Thanks! Edit: Making some good progress now with the model viewer approach.
  20. Ok I changed all the texture name prefixes to be COR_something. But I'm guessing Im nowhere near done. Still need .lyt's, .are's and .git's I suppose? And do I need to worry about changing all the (what I think are lightmap) files? Also do the .wok files need to be edited?
  21. Ok so if I just use MDLEdit to load in all the 952COR room models (there's 32 of them) and then renamed all the DAN/MAL/NAR/ TEL textures to be all COR_ textures and recompiled those models to binary then put them back in override that should work? Or no? So then I would have to rename all the textures that COR uses from other planets to also be COR texture......oh no my head just exploded.
  22. Wow ok. Now we're getting somewhere... Unfortunately there's no 953cor .mdl and .mdx, just the ones from 952 and 954. I will keep referring to this post and try to figure it all out So do I just decompile 610dan mdl/mdx? That and I don't have Blender installed because I still don't know how to use it🥴
  23. So Im getting sidetracked into retexturing Dantooine and Coruscant and need to know where the textures for Coruscant can be found so I can seperate them from each other. As you probably know, Coruscant is made from Dantooine enclave, so how could I rename Coruscants textures to make them "COR_" rather than "DAN_"?? Do I need to decompile the .mdl/.mdx??