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Help, I screwed up my head model


Hexiva

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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.

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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

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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.

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