Jump to content

JKJA Hilts to JK:JO


Go to solution Solved by GPChannel,

Recommended Posts

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 ? 

Link to comment

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.

Link to comment

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? :o 

Link to comment

@@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/162982

https://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 

 

*Edit

I renamed the blade1 tage to flash but when i saved the glm in blender,blender jsut did not rename it. 

 

Link to comment

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.

Link to comment

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

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...