jedi21 Posted December 4, 2019 Share Posted December 4, 2019 Hi all, I'm having some trouble converting a model from the JO skeleton to JKA. When using dual sabers, the left-handed saber floats in midair beside the right hand rather than being held in the model's left hand. I've read that this is a common problem since the JO skeleton lacks the proper tags, so I've been trying to fix this myself in Blender. Long story short, I replaced the JK2 skeleton with the JKA _humanoid one and tagged the l_hand_0 / l_hand_cap_l_arm_0 to lhang_tag_bone / lhand, but there must be something I'm missing. The two objects are still floating instead of snapping into place in the left hand, and exporting the .glm gives me struct.error: argument out of range. I've also compared the model to one that works with dual sabers to check the tags, but I couldn't find any obvious differences I'd missed. Another thing I tried was to move the objects into position manually; whilst this did seem to fix the dual sabers problem, it somehow broke the textures on the model's lower robes. Hopefully someone with a bit more expertise can point me in the right direction. Link to comment
Psyk0Sith Posted December 4, 2019 Share Posted December 4, 2019 In the golden age of modding we old farts used to make sure to... 1.Rename the "lhand_tag_bone" to "lhang_tag_bone". 2.The l_hand and r_hand tags have to be weighted to the l_hang and r_hang bones. Odeyseis and Delmi like this Link to comment
jedi21 Posted December 6, 2019 Author Share Posted December 6, 2019 Still having some trouble with this. I've checked the bone names and vertex groups of the problematic tags, which seem to be correct as far as I know. I'm able to export the .glm at least, however trying to load it in JKA gives me a 'bad/missing bone or missing animation' error. ModView shows the l_hand and l_hand_cap_l_arm surfaces floating near the right hand too. I haven't a clue what exactly I'm missing. Link to comment
Psyk0Sith Posted December 6, 2019 Share Posted December 6, 2019 Let's take care of the bones error first. The bone issue comes from using the JO skeleton which has more bones than the one in JA. To fix this you have to remove the following bones from the "skin weights modifier" (or equivalent in blender). You can also delete them. They are obsolete bones in hands and feet and do not contribute much so they were removed by Raven. r_d1_j3 r_d2_j3 r_d3_j1 r_d3_j2 r_d3_j3 r_d4_j3 r_d5_j1 r_d5_j2 r_d5_j3 l_d1_j3 l_d2_j3 l_d3_j1 l_d3_j2 l_d3_j3 l_d4_j3 l_d5_j1 l_d5_j2 l_d5_j3 mc5 ltarsal rtarsal Link to comment
jedi21 Posted December 8, 2019 Author Share Posted December 8, 2019 I've given it another go from scratch as the skeleton in my blender file so far was replaced with the JKA one, thus none of the obsolete bones mentioned were anywhere to be found. Back to using the default JO skeleton for the model, I went down the list and deleted the bones along with the vertex groups that shared the same name. There's a few unweighted sections in the left hand and both feet as a result. What might the next steps be? Replacing the JO skele with JKA's or a simple job of weight painting the areas where any removed bones were? Link to comment
Psyk0Sith Posted December 9, 2019 Share Posted December 9, 2019 -Re-painting weights. -Don't forget to rename "lhand_tag_bone" to "lhang_tag_bone" -The l_hand tag should be weighted to the l_hang_tag_bone. Same for the r_hand tag, it should be weighted to the r_hang_tag_bone. Link to comment
jedi21 Posted December 10, 2019 Author Share Posted December 10, 2019 I finally managed to get everything in its proper place and dual sabers are now functional. Swings, taunts and kata work as intended without any weird bugs. However, the bad news is the texture issue from my first post has reared its ugly head again. This model is a heck of a lot more temperamental than I expected. Any ideas how I might go about fixing the glitchy robes? Oddly enough, the model looks totally fine in ModView and animates without any texture issues whatsoever. The problem only seems to occur in-game regardless of map, gamemode, etc. Link to comment
TheWhitePhoenix Posted December 11, 2019 Share Posted December 11, 2019 2 hours ago, jedi21 said: I finally managed to get everything in its proper place and dual sabers are now functional. Swings, taunts and kata work as intended without any weird bugs. However, the bad news is the texture issue from my first post has reared its ugly head again. This model is a heck of a lot more temperamental than I expected. Any ideas how I might go about fixing the glitchy robes? Oddly enough, the model looks totally fine in ModView and animates without any texture issues whatsoever. The problem only seems to occur in-game regardless of map, gamemode, etc. One word: Shaders. In Modview, they appear fine because if you go into view, there's an option to see textures double sided. Turn that off, and you will see a glaring difference in what appears to be a normal model. Link to comment
Psyk0Sith Posted December 11, 2019 Share Posted December 11, 2019 Also check for console error messages. If none appear try to remove the shader from the pk3 (do backup before of course) and load the model again. You can share the current pk3 so we can try to find the issue. Link to comment
jedi21 Posted December 17, 2019 Author Share Posted December 17, 2019 Removing the shader didn't make much of a difference and there's no errors reported in the console, even without any other mods in my Base folder. I've uploaded the pk3 below: http://www.mediafire.com/file/olg8c0fe9g1u1kw Link to comment
Artemis Posted December 18, 2019 Share Posted December 18, 2019 It looks like the normals are flipped around in spots. There's an option to disable backface culling in Blender somewhere, I can't say exactly where from memory. But turning that on should let you see what's messed up. Alternatively, there should also be an option to just show the direction of the normals, which I think you can only get to in edit mode. You can fix it in edit mode by recalculating normals or selecting just the problem areas and flipping normals, because sometimes recalculating only half fixes it. Link to comment
Featured Comment The Punisher Posted December 18, 2019 Featured Comment Share Posted December 18, 2019 In blender, select the mesh, go into edit mode, make sure the entire mesh is selected and press CTRL + N. Exit edit mode and export the model. You might still a two sided shader if the inside of the mesh shows transparent from certain angles. Odeyseis likes this Link to comment
jedi21 Posted December 28, 2019 Author Share Posted December 28, 2019 Recalculating the normals seemed to do the trick. Some parts were still clipping with other textures or transparent from the inside with and without the shader, but I went back and fixed those individual spots until the whole skin looked fine. Thanks for all your help! Hope you had a happy holidays as well! Psyk0Sith likes this Link to comment
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