GPChannel Posted March 15, 2019 Posted March 15, 2019 hello thereHow is it possible to port these models to jko?for Kyle saberhttps://gamebanana.com/skins/162982for Luke:the ep6 version: https://gamebanana.com/skins/164198for Reborn: https://jkhub.org/files/file/2509-dark-gladius-hilt/for Desann:https://jkhub.org/files/file/1921-mixed-sabers-pack-rooxons-weaponshd/I tried to add the Kyle hilt to my private mod pack but i saw this ingame :
Circa Posted March 15, 2019 Posted March 15, 2019 Pretty sure they work the same, but it looks like that model may be missing the blade tag, so the blade is defaulting to the 0 coordinate instead.
GPChannel Posted March 15, 2019 Author Posted March 15, 2019 Pretty sure they work the same, but it looks like that model may be missing the blade tag, so the blade is defaulting to the 0 coordinate instead.is it possible that the problem is that the original kyle saber have md3 files but this version only have 1 glm ?
Circa Posted March 15, 2019 Posted March 15, 2019 No, because the md3 files are for uses other than the player weapon, I believe. I could check the model later tonight to test my theory, but if you open it in Blender and look for the blade tag, it's either not there, or JK2 doesn't use the blade tag and the model just needs to be moved to the 0,0,0 coordinates so 0 is where the blade should start.
GPChannel Posted March 15, 2019 Author Posted March 15, 2019 No, because the md3 files are for uses other than the player weapon, I believe. I could check the model later tonight to test my theory, but if you open it in Blender and look for the blade tag, it's either not there, or JK2 doesn't use the blade tag and the model just needs to be moved to the 0,0,0 coordinates so 0 is where the blade should start.maybe if u check it tonight,can you make with all the hilts?
GPChannel Posted March 15, 2019 Author Posted March 15, 2019 @@Circai tried another hilts (rooxon's kyle hilt) same happened.
Circa Posted March 16, 2019 Posted March 16, 2019 Had a look in Blender, everything looks perfect. Not sure why it's doing that then.
Psyk0Sith Posted March 16, 2019 Posted March 16, 2019 Maybe try this to isolate the problem...use default Kyle model and if it's single player, also start a new game.
AshuraDX Posted March 16, 2019 Posted March 16, 2019 @@GPChannel @@Circa @@Psyk0Sith Lightsaber hilts in JKO expect a tag_flash instead of a tag_blade.So in order to make it work you'll have to rename the tag. GPChannel and Psyk0Sith like this
Teancum Posted March 16, 2019 Posted March 16, 2019 For non-modelers, this can be done in a hex editor as well given that the tags have the same character length. AshuraDX and GPChannel like this
The Punisher Posted March 16, 2019 Posted March 16, 2019 given that the tags have the same character length. You can modify the length of the name as long as the file size and length is not altered. Check this for details: https://jkhub.org/topic/10237-humanoid-custom-folder-help/?do=findComment&comment=143042
Circa Posted March 16, 2019 Posted March 16, 2019 Oh, I see now. I was looking at the JKA Kyle hilt for some reason.
GPChannel Posted March 18, 2019 Author Posted March 18, 2019 @@GPChannel @@Circa @@Psyk0Sith Lightsaber hilts in JKO expect a tag_flash instead of a tag_blade.So in order to make it work you'll have to rename the tag.Ashura,i tried to find the blade tag in the model what i wanted to port to JK2 but cant find it. :/ https://gamebanana.com/skins/162982https://jkhub.org/files/file/2802-the-prodigal-son-lukes-lightsaber-weaponshd/https://jkhub.org/files/file/2796-the-stinger-reborn-lightsaber-weaponshd/ If you can help me,i would be very happy *EditI renamed the blade1 tage to flash but when i saved the glm in blender,blender jsut did not rename it.
Teancum Posted March 19, 2019 Posted March 19, 2019 Hex edit it. Open it in some free Hex editor from the web. type over f l a s h with b l a d e . Done. Tompa9 likes this
Teancum Posted March 21, 2019 Posted March 21, 2019 So double post, but for information -- apparently tag_blade is actually tag_blade1. So a simple hex edit won't work due to a length change. It's faster just to import the models into Blender and change the tag name then re-export. Hex editing can be done, but it's faster to use Blender at this point.
GPChannel Posted March 21, 2019 Author Posted March 21, 2019 So double post, but for information -- apparently tag_blade is actually tag_blade1. So a simple hex edit won't work due to a length change. It's faster just to import the models into Blender and change the tag name then re-export. Hex editing can be done, but it's faster to use Blender at this point.Tompa edited the glm file and changed the tag_blade1 to tag_flash. not worked.@@Tompa9
Tompa9 Posted March 22, 2019 Posted March 22, 2019 Fixed. Renamed tag blade1 to flash in Blender. Admins can close this thread.
Solution GPChannel Posted March 22, 2019 Author Solution Posted March 22, 2019 Yes renamed the blade1_0 tag to flash_0And added name *flash
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