I have no idea what was wrong with your scene Unsunghero, but I re-imported your model (minus the caps) into Corto's rig file (which I then weighted all tags and fixed one that was waaaay out of place lol) and exported it and the model loaded fine in Modview although white.
Now, I have no clue if your model had any UVW mapping but carcass spits out the "No texture Co-ords" warning.
Just a heads up, the link for Mod Tool 6 is broken.
DT24;5357822...One thing I hate about XSI is that evertime I export out an animation, carcass keeps spitting out that cubic keys error when my language settings are fine. This is where Max wins lol..
This Cubic Keys error is also generated (I think*) if you animate/key the Scale of an object-- you should never do this for this game anyway... just key Positions & Rotations. Also, when exporting from Mod Tool I think you need to "uncheck" the NURBs options or it'll fail to compile in Carcass (at least it did on a test I made a long time ago...). Finally, Corto I say go for it! Your new rig will be awesome! I am planning to do the same thing for us 3dsMax holdouts :uhoh:.
I already posted an initial release, and it works good. Just that simple rig is much better than the nullified skeleton you have been working with so far.
DT24;5361765Just a heads up, the link for Mod Tool 6 is broken.
Isn't really a big deal, the main reason why I posted it was because I was unsure if the newer version would work or not since the dotXSI 3.x file type is pretty old and they might have just removed it.
For all you need to mod Jedi Outcast/Jedi Academy any version of Mod Tool of Softimage is enough. What I did to par with the ease of use of Softimage and the direct export then compile pipeline, is create a series of batch files which do all the compiling and pk3 file updating for me (it compiles the root.xsi file and then packs again any shader, glm, bot or texture files I need for that particular model). So basically when I need to test something new in game I just have to export from Softimage, execute a batch file and then fire up the game. I recomend you to do the same. I'll post an example I use for Boba Fett later.
That sounds very handy, might have to get my hands on that.
Yeah you need to get those files with documentation up for download because that just cuts so much time off of getting a model in game. =]
I posted a small tutorial on how to set up a quick way to compile and pack all the files corresponding to the model you are working on.