need someonewith max 7 to make me this little test, try to compile a working model (a player model you already know that works fine) using Psyk0's skeleton into carcass without the gla file
creat a new folder, put your root.xsi in it
on assimilate set add file: root.xsi (instead of the _humanoid.gla), double click the file that shows on assimilate's list, check "creat it's own skeleton", remove anything it puts before .../models/play... (on the space with a path it shows) compile it and tell me if the model looks fine on Mod Viewer.
if you can import the model with the animations to xsi mod tool and erase the MaxSceneRoot do it
To do that in Mod Tool, open the explorer with the "8" button, select everything under your MaxSceneRoot, click the "Cut" button. then make sure nothing is under the MaxSceneRoot and you should be able to delete it without issue.
Let me know if you want me to take a look at it as well, Manganiac. I've made a couple animations with minilogo's biped rig in Mod Tool, but I haven't been able to compile them into animations yet, so maybe we can help each other I would just be curious to see what sort of model.car file you were using to compile with.
SWEET JESUS!!! sorry, but if you don't mind me asking, is this for JKA or a different game. it looks like a different game. oh yeah, any updates on Laguna?
It is the impermanence of things which make life truly beautiful.
yes, well, thats what you can do when you make something that hi rez. It cant go into any known game atm though. It COULD be used to make a normal map though. I think nothing could handle a displacement map based from that though... Btw, did you use any sculpting programs for that? or just 3ds/whatever you used?
92% of teens have moved onto rap. If you are part of the very low percentage that doesn't disciminate against others choices in music, feel good about yourself.
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