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Sithspecter

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Status Updates posted by Sithspecter

  1. Thanks, Ferc. *Sigh* Destarching is such a tough job too...

  2. Thanks, it's been rough, I'm really glad it's over with.

  3. Thanks, man. I'm sorry I couldn't stick around longer, and I enjoyed it while it lasted.

  4. Thanks! And don't be shy if you want to come back to modding sometime. Holowan needs good modders like yourself.

  5. Thanks! It is appreciated.

  6. Thanks! It was really an honor, after coming in 2nd place for 2 years!

  7. Thanks! It's perfectly fine not voting for me. All of them were excellent mods, and mine was kind of unfinished anyways.

  8. Thanks! Which one did you not recognize? I only posted pictures of four of them.

  9. Thanks. I might change it to 'Banned' as a joke. Not sure if that's allowed though.

  10. That placeable works great. Thanks!

  11. That's a good question.

  12. That's a nice Lego Revan you have there as your avvy, I saw a website that had lots of Lego Star Wars stuff, including Revan, you wouldn't happen to have created it would you?

  13. That's odd. I can't add him since I'm not in control anymore. Maybe try editing some of the privacy settings, add him, and then change the privacy back?

  14. The first time I tried to export them from Max, NWMax didn't like them. So, I made a test area, with only a box. These are the steps that I took on it: Created it, ResetXForm, UV Mapped, Did the lightmap steps, Converted to mesh to "Bake" it all in, added Aurora Trimesh modifier, then exported. It exported okay, but KAurora doesn't like it. Tried a to put a few other things that have worked in previous versions of KAurora through it, but it didn't like those either. I did not try to export with a walkmesh, I seem to remember somebody saying that bugged the new version. Maybe my version is corrupted, or I have the wrong one.

  15. The flamethrower looks great, man! I'm working on the flame emitter now.

  16. The link for the MOD doesn't work. :(

  17. The reason that it's being held straight up is becasue that's the orientation for melee weapons. If you wanted to change that, you'd have to open it up with GMax, and rotate it like a normal blaster rifle. You'd probably want to import a blaster rifle, and then rotate it to suit what you want. Then, move the bullethook to the staff's head and export.

  18. The walkmesh should be fine.

  19. To export it out, you need to use the aurora base to add a default animation. Then set it up with the timeframe and all that good stuff (I can help with this if you have questions). Next, hit "Geom and Animations", and use MDLOps 6.0 to compile, with animations checked.

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