View Full Version : WIP: Jabba's palace guards

06-16-2002, 07:41 PM
I am working on a Gamorrean, these piglike Jabba's palace guards from Episode VI. I am nearly finished with it and could need some suggestions and feed back.

Some pictures:


But I have also a problem. I work on 3ds max and every time i export my model to XSI format, i get an improper file. That means i get an error with the assimilate tool from the SDK.

error: code 13050

I followed the tutorial by Tim Appleby but i must have missed something. Or do i need to set something in 3ds max to make it work properly?

I also cant reimport my XSI file of my model. I get an improper file error. Does someone know my problem?

Thx for any help!


I got assililate to work, my problem is solved!!!


I uploaded a first beta of my model at the link above. its at the top of the page. Have a look and post what you think of it.

Lord -=[FBF]=-
06-16-2002, 07:55 PM
nice model! like the skin too. i dunno about ur problems, i dont use 3dsmax and ive never played around with XSIs to date, but it sounds like ur exporter isnt working properly. is it the one from the Raven pack?

06-16-2002, 08:02 PM
Yes, it is the exporter from the Raven pack. But perhaps it doesnt work with my 3ds max 4.2 version. Does somebody know?

aL BeasTie
06-16-2002, 08:25 PM
first of your model is looking great, do have access to another computer with 3dsmax? if send me the file in .3ds or .max and i'll try and convert it and send it back to you.


06-16-2002, 11:44 PM
Because I cant convert my model, it is very difficult to weigth the skin correctly.

I am also not sure about the body proportions, are they more or less correct?

06-17-2002, 12:28 AM
The pb can be that the xsi exporter work only with the american windows and not european, u must replace in windows the coma by the point and normally it will work

06-17-2002, 12:42 AM
It looks good, but the face seems kind of blocky and the textures look blurry.

06-17-2002, 04:46 AM
I took these pics directly from 3ds max, so the model isnt smoothed yet and the textures have not one to one imported.

I d'liked to do that but i was not sure if that was part of my problem to convert my model to XSI format.

I realy need some help.

06-17-2002, 01:03 PM
The only way I can help you is to BUMP this up, so that you can catch enough attention.
Your model looks like it has a lot of promise to me, so lets get this guy some help :)


06-17-2002, 06:30 PM
So I BUMP too.

AWY Master

06-17-2002, 06:34 PM
Will someone please help this guy??

06-18-2002, 01:34 AM
i honestly can't remember what that error is, i think i have come across it before but not sure. could have to do with heirarchy linking, does it give you any other messages after it, or does it simply say error: 13050.
what options do you select when you export your model from 3d studio max? i simply leave it at defaults

06-18-2002, 03:57 AM
Please help him :*(

06-18-2002, 05:28 AM
Finally some point to start of solving my problem.

To your questions sithlord-II,
there is no other message then 'code 13050' in the dos window and after striking a key the 'process returnd error: 1' message.

My heirarchy is built like the ones from the original XSI models from the Raven pack. the only thing i dont know is about the textures in the heirarchy. to every mesh there is brown box binded with the texture i supose. in the original there is for every mesh a single one. in my model some meshes share the same texture, because i have not enough place in the material window.

When i export my model i have checked the boxes
Point Weights
Use Locale Filenames for Textures

('Lights' and 'IK Chains' are not possible)

Basepose Transformations
SRT Transformations
Generate Shader Names PSet

When i check every box in the export setting, i get another error message from assimilate:
import faild: File contains 'cubic' scale keys

It is possible that this error is my real problem. but i tought default setting in the export window was as i wrote above.

I hope somebody can see now my fault and give me a hint.
The dark force my be with you sithlord-II!


Now i know the solution, while exporting from 3ds max winows musst be in US language mode. Otherwise it doesnt work.

And my setting above is also fault. 'Basepose Transformations' and 'SRT Transformations' musst also be checked.

The bigest problems are always these stupid little things, i should have expected that.

06-18-2002, 07:18 AM
Help him? Damnit Jim, I'm a Doctor not a... er...

aL BeasTie
06-18-2002, 11:08 PM
okay duncan diddn't reply to my post and I haddn't checked my e-mail but I just did and he'd sent me the model I sussed it out and I sent him the problems I found which are fairly simple, I still don't know what was wrong with his 3dmax - I got the file exported and got it IN GAME. Looks Sweet!!! it's late so he'll probably get the news tomorrow

06-18-2002, 11:17 PM
I GOT IT!!!!!!!!!!!!

Or with Anis Words:


the thing was the windows language, the exporter from Raven works only in the US language mode of windows. now i know why the NASA had missed mars sending her satelit there.

I still have a lot to do, because the meshes are not weighted correctly, so there are lot of missmovings. but i try to fix that. about tomorrow i will relese a beta of my model and hope to have some feed back, what should be better made.

06-18-2002, 11:20 PM
Do you need skinners? I'd love to give it a try.

06-18-2002, 11:21 PM
wow! thats some great modeling job!
sorry i can't help you with your problem, but i really hope someone will.

06-18-2002, 11:39 PM
Originally posted by Grafox
Do you need skinners? I'd love to give it a try.

Sure, it would be nice to see some other skins. as you probably see is this my first skining and i am not sure at all about it. but the model is not done completly. when i finished the beta version it would be great if you take a look at it.

06-18-2002, 11:42 PM
cool, let me know at grafox@quicknet.nl

06-19-2002, 01:19 AM
Yay, now production can continue. This pleases me.

06-19-2002, 05:30 AM
My Gamorrean was first time in game, it looks very funny. It was a very early version with a hell of clipping faults.

One thing is very strange, the right hand isnt at all at the place it should be. I took the hands from the original model of the stormtrooper, i was to lazzy to make my one ones. but at compilation there is a message, that in the right hand is a shader. I have no ideas about shader and all these things, aL BeasTie said it could have something to do with.

how do get rid of it?

aL BeasTie
06-19-2002, 01:16 PM
well the l_hand works so delete the r_hand and CLONE the l_hand to replace it, I might try myself.

Also the backstab diddn't work on the model (he doesn't turn the saber around just tries to butt them with the handle)

06-19-2002, 01:36 PM
Hey duncan, can you send me the model and the texture maps? So I can start skinning and be ready when the model is released.

06-19-2002, 07:51 PM
first, aL BeasTie, i tryed to delete the r_hand and replace it by a clone of l_hand but the shader was still there. i dont know why.

And the other thing is, the l_hand is not at the correct place at all. its flying separet from the body and making strange moves. did you noticed that?

Grafox, i will send you this bugy version in .glm format with textures. but you will see there are a lot of things to fix, so i probably need to change the model again, what would need new texture setting. so dont go to deep in it, and let us know what do you think of it.

06-19-2002, 09:10 PM
Originally posted by Duncan_10158
first, aL BeasTie, i tryed to delete the r_hand and replace it by a clone of l_hand but the shader was still there. i dont know why.

And the other thing is, the l_hand is not at the correct place at all. its flying separet from the body and making strange moves. did you noticed that?

Grafox, i will send you this bugy version in .glm format with textures. but you will see there are a lot of things to fix, so i probably need to change the model again, what would need new texture setting. so dont go to deep in it, and let us know what do you think of it.
OK, awaiting the mail grafox@quicknet.nl

06-19-2002, 10:59 PM
The hands of a model seems to be real challenge. i needed a lot of trys to bring the lightsaber with the correct directoin in his hands. but still one hand is moveing different then it should.

Does somebody know about the hands of a model, where they should be weighted to and if they need something like a shader or something special to work?

Grafox, i send it a few secunds ago.

06-20-2002, 07:20 AM
The left hand of my model dont behave as i wish, even if i replace it with a clone of the right correctly working hand.

Does anybody know or read about that?
Any suggestions would be welcome!

06-21-2002, 07:54 AM

I have just fixed all obvious clipping faults. I will load my beta model up and hope a lot of you will help me finding faults, that my still be there. the Gamorrean is looking pretty cool and fully useble. He has also bot support.

I will post a link soon

06-21-2002, 07:55 AM
sweet :) cheers look forward to it

06-21-2002, 08:15 AM
High Duncan, glad you are making it trough! ;) It sad that so few people help out. But I'm glad you figured it out. You can bet I will be downloading the model! Nice work.

06-21-2002, 06:13 PM
On the bottom of page 1?? I don't think so....


06-21-2002, 06:32 PM
Its out, you can get the Gamorrean player model on the following page.


Just click on Gamorrean Beta06 on the top of the Page. The model is 215kb small and still a beta. In fact i alredy found a fault. The lightsaber fits not correctly.

It has bot support but is not yet useble for CTF.
The textures are not perfect yet, on that i am still working.

I hope you will enjoy it and give me some feedback. post or mail( in the readme) all faults you find or suggestions you have.
Everything is welcome.

changed Link

06-21-2002, 06:44 PM
D'oh! I'm at work right now and have to wait 9 hrs till I can go home and play with it. :(

Seriously though, props to you for letting us take a first-hand look at it when it's still in such early stages.

06-21-2002, 06:55 PM
yeah thanks for letting us play with the beta.
nice job so far too, if I find any bugs or anything I'll let you know.

06-22-2002, 03:27 AM
One thing i need help to check, if my model is made correctly. because i am pacifist, i cant cutt of boby parts (also there some are technical reasions). so i need people to check this up and report here if the caps are placed correctly or if there are faults.

Gamorrean Beta06 (215KB small) @


post bug reports and suggestions or just enjoy.

06-22-2002, 04:42 AM
read this thread to fix lightsaber problem

06-22-2002, 04:52 AM
Sure. . .if the link wasn't broken. Please fix it.


06-22-2002, 05:07 AM
first things first: this looks great. i'm really impressed with how such a fat character conforms to the skeleton.

one thing i noticed is that his back seems kind of "wavy" (for lack of a better term). can you expand him out a tad more so that he doesn't look like he has scoliosis?

also his arms look kinda skinny compared to the rest of his body and i'm not sure what that blue skirt is supposed to be. (can you maybe post some of the pics you used to draw your inspiration from?)

please understand i'm not ripping into your work b/c it looks *amazing*- i'm just trying to help point out some areas that might need a bit of improvement- for the betterment of the model.

oh, and those skin textures... j/k ;)

06-22-2002, 06:53 AM
Of course, Delmar, i understand you. i am very happy about your statements. that is what i need to improve my model and see things i didnt see bevor.

You asked for some pics i used to model the Gamorrean. mostly i relied on Starwars Databank, here's the link:

But i has also some problems to understand what you mean.
his back is to wavy? and what means 'scoliosis', its not in my dictionary. I dident get the point, could you explain it once again?

You think the textures of the arms should have more detail. That is right. perhaps it is posible to size the texture up and bring more detail in it. and the blue skirt should be a pelt, but it looks very washed out.

And your last coment about the skin texture? do you think it doesnt fit to a Gamorrean?

stay tuned!
and get my Gamorrean here (http://io.meskinaw.net/gamorr-proj.php)

06-22-2002, 08:31 AM
ok.. here's hoping i do a good job of explaining myself... :)

my "scoliosis" comment was a bit sarcastic (referring to a disease that results in a curvature of the spine), but i think if you take a look at this pic: http://outcast.reid.cx/images/examples/scoliosis.jpg you'll get the idea...

also, here are two screenshots i took that might help explain what i'm seeing: http://outcast.reid.cx/images/examples/gam1.gif and http://outcast.reid.cx/images/examples/gam2.gif.

A big fat pig alien shouldn't have a dent in that part of his back like a human would. he should be more round. (i don't know if this is a .xsi issue or not but i'm just trying to be constructive in my criticism)..

as for the arms, they just appear to be too skinny. if you take a look at this pic: http://www.starwars.com/databank/species/gamorrean/img/eu_bg.jpg, you see that they are much larger.

as for all texture comments, i was only being silly - i understand that everything that is currently being used is temporary so if i were you i wouldn't stress about those just yet- the model itself is the most important thing right now i would think.

and the pelt- i see now.. maybe you can use the same method that Major Clod used on the Wookie model to get that fur effect...?

Anyway, sorry for the long post- let me know if there are any points that I did a poor job of explaining.. KEEP UP THE GOOD WORK!

06-22-2002, 06:08 PM
Now i know what you mean with "scoliosis", i think that can be corrected by weigthing the torso vertics more symetric. the left and the right side are moveing a bit different, that makes that even stronger.

I also think of making the torso a bit smaller in his radius, to avoid that dent and make him more rounder.

About the arms its a bit difficult. the lenght is given, i cant change that cause of the bones. but i can make them look stronger.

I will take a look at the wookie for the pelt thing.
For the texture, it will look better when i size it up, but that can wait, as you said.

Anyway Thx Delmar, stay critic.

06-22-2002, 10:38 PM
good stuff! let us know when 0.7 is released...

06-23-2002, 10:50 AM
Are there more suggestions or opinions?
I am happy about every coment.

06-23-2002, 03:15 PM
I love the work on these guys! I was just thinking, "Hey! Gammorians would be cool!" and then I saw this post! I remember fighting this !#)$'s in the original DF and would love to hack some of them apart in JKO! Keep up the good work!

06-23-2002, 03:16 PM
Oh yeah... my suggestion is to increase the size of the hands.

aL BeasTie
06-23-2002, 03:27 PM
for anyone new to the thread the beta version of the gamorrean is available for download from - www.jk2models.cjb.net

06-23-2002, 08:49 PM
Originally posted by Duncan_10158
Are there more suggestions or opinions?
I am happy about every coment.

just what i mentioned earlier, along with the saber stance issue...

06-24-2002, 07:12 AM
Today i fixed a lot of things on my Gamorrean model, that were mentioned in this tread. I also reweighted nearly the hole model, so it should move shoother the befor.


- Lightsaber is now binded correctly. Backstep hit works and all movings are correct now.

- Made the hands about 20% biger

- Cured 'scoliosis' at the back. he has softer back movement.

- Fixed wrong looking shadow on l_arm and r_leg.

- Put the Gamorrean on a diet, made his belly radius smaller to less interfer with the arms. But he is still very fat.

- dubled the size of the texture, so it locks a lot acrid.

I think that was it, or did i forget something?

By the way, in Epsode VI the Gamorrean Guards have a special weapon, a vibro-ax. it would be very cool to have that in game. it could be made instade of that electro stick. it would be great if someone used to modeling weapons could do that.
Here is a link to SW Databank on Vibro-ax (http://www.starwars.com/databank/technology/vibroax/index.html)

06-24-2002, 06:44 PM
I think you covered it..

06-28-2002, 06:13 AM
Ladies and Gentlemen

I'm proude to present you...

all the way from Tatooine, Texas, where our great and handsome Jabba W. the Hutt comes from...

the one and only...

a very close friend of Luke Skywalker and his dinner-partner and lover The Rancor...

the prototype of an gamorrean guard...


beam him down from:

Admire the screenshots I've added and died for...

- the model has bot support
- has a bunch of LOD (looks best in highest LOD)
- supports CTF
- glances with custom sounds (thx to aL BeasTie)
- and last but not least stinking feets

Give me some feetback - otherwise there no force will ever be again.

06-28-2002, 06:39 AM
very very nice model, the texture is a little bland, from the back anyways, but still looks great.

06-28-2002, 07:12 AM
Duncan, you are doing a great job, I am quite impressed.

I was wondering what your plans were for models after this one?

06-28-2002, 07:24 AM
at first i thought it looked crappy from the screen shots, but rest assured im a moron and i fell in love with it after seeing the in-game screen shots.

06-28-2002, 07:34 AM
Hmm.. Impressive. Obi-Wan has taught you well.

06-28-2002, 08:13 AM
Originally posted by [SWS]Strider
Duncan, you are doing a great job, I am quite impressed.

I was wondering what your plans were for models after this one?

Well, first of all the Gamorrean needs his own vibro-axe, of course. I have no idea how to do that, so I was wondering if somebodies grandfather is a smith and can help me out.

Further I'm planing to spend some time with the hutts, the tuscan raiders and Homer Simpson as we love him from killing Luke Skywalker in Episode VII.

Sounds Risky
06-28-2002, 10:56 AM
Doesn't he have shoes of some kind? The rest looks great by the way.

06-28-2002, 12:18 PM
Really nice work Duncan!!

OCH, yeah the Gamorrean Guards wear sandles. Kind of like the Romans had.
Flat-sole, open-toe sandles with crossing leather straps.
Just looking at the pics, I noticed that that detail is sorely missed. No shirts, no shoes, no Jawa Juice!


May the force be with you

06-28-2002, 09:04 PM
Thats a good suggestion with the sandles for the Gamorrean Guards. i will play around with that and see whats best. I never was very plesent with the feet. coz no pics.

But till then enjoy the sandleless Gamorrean Guard at


Its fairly small, only 1.4 MB.

It would be also great to see some new SP maps with new scenarios, like Tatooine. Feel free to use my Gamorrean.
Contact me, if you need support with that.

06-28-2002, 11:33 PM
Duncan, perhaps you could add a bit more muscle to the legs and also some toes. That would give him a bit more of a less streamlined look and make him looks a more rough.

06-30-2002, 02:29 AM
To add more muscle to the legs is a good point, but i am not sure if it makes trouble in the movement. as you saw in the latest version there is still the problem of going arms through the body, which is bigger then other charater bodys. I want have that also with the legs.
Or is that problem not seen by someone just playing it, just i see that, cause i give it so much attention?

See and get The Gamorrean Guard here (http://io.meskinaw.net/gamorr-proj.php).

And not to forget

From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken,
The crownless again shall be king.

06-30-2002, 12:22 PM
You could always just re-do the skin texture on the legs. If you shade them maybe they will look like they have muscles even though they really don't.

Grets Sirob
06-30-2002, 12:49 PM
Wow, that looks great:thumbsup:!
How close are you to release time?
I'd like to replace maybe Reelo(lol) with this guy(or someone else...).

:joreth: May the force be with you.