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Help, I screwed up my head model


Hexiva

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Posted

620CAE0EAACC9CB62075AE16F1E9A96EC2F7B36E

 

While I'm happy that I managed to get the thing imported into the game at all, there . . . um . . . seems to be a problem with his head. To the best of my knowledge the glitched part of the head isn't even the part I edited. Could a more experienced modder tell me which part of the process the problem is likely to be in, so I can un-explode his head?

 

I followed this tutorial, if that helps any, and this is KOTOR 1 on a Windows 7 machine.

Posted

I remember this problem when following Trex's head tutorial. I've answered it on a couple of other threads and over the years I seem to have forgotten the answer but...

 

When using Taina's replacer to get your final mdl/mdx's, you either need to ONLY check the boxes that end with "_g" or you need to UNCHECK the boxes that end with "_G".

 

Sorry I can't remember which one but I promise if you try both it'll solve your problem!

 

EDIT: Here, might as well try doing what I said in this thread: http://www.lucasforums.com/showthread.php?t=204287&highlight=head+modeling+problem

Posted
Does that actually matter? I thought GMax's only problem (besides lower quality) was when creating walkmesh's?

 

Well since Gmax is based on 2005 3DS software I would suspect the code base between the two is quite different. I know from experience that different versions of 3DS handle NWmax differently, so I would say that yes it does matter.

 

These kind of problems tend to be caused when compiling the model from ascii to binary though, so I doubt in this case it matters too much, though I admit I'm not an expert.

Posted
Does that actually matter? I thought GMax's only problem (besides lower quality) was when creating walkmesh's?

 

Yes. Gmax loses vertex weight information when you combine meshes. Quite annoying. Never got any body meshing done with that software.

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