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Carcass 2.2

   (4 reviews)

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About This File

Compiles Ghoul2 models (GLM) from dotXSI files (supports dotXSI versions: 1.1, 1.3, 3.0, 3.5). This version does not exhibit the bone jitter that was present in the original SDK carcass.exe, and is meant as a replacement for it.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 2.2

Released

  • Fixed bone jitter that was present in the original SDK carcass
  • Fixed notification sounds
  • Fixed dotXSI 1.1 and 1.3 usage
  • Added new "help" command (at command prompt: "carcass help")

User Feedback

Recommended Comments

Well this is unexpected, nice to see those old programs still getting updates! Or maybe it's just me, the one who don't follow all the things happening around.

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I just compiled all of the Star Trek Elite Force Klingon dotXSI 1.1 animations into a Ghoul2 GLM/GLA file (using the Klingon Malon's root.xsi file) and it plays just fine in ModView. The only modification was that I had to rename all the root nodes (in all the dotXSI files) to be the same name... (a very easy task using Notepad++) and I had to tweak the CAR file to use a root.xsi instead of a root.ASK file. :winkthumb:

DT. likes this
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Make sure your material names are using the correct slashes. For example "models/players/luke/face.tga" and not "models\players\luke\face.tga". Otherwise you will get a game incompatible .skin file.

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