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Issues converting JO models to JKA


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Posted

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.

Posted

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.

 

Delmi and Odeyseis like this
Posted

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.

Posted

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

Posted

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?

Posted

-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.

Posted

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.

Posted
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?

spacer.png

 

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.

spacer.png

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.

Posted

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.

Posted

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

Posted

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.

  • 2 weeks later...
Posted

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

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