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Getting a Blender made lightsaber into JKA

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I've been bashing my head against the wall trying to get a saber hilt I've made in blender into Jedi Academy with little to no luck (best I've gotten was an untextured model with the saber part being backwards) Does anyone know of a tutorial that they could share or could help me figure this out? 

I have found some tutorials but I've always ran into a wall with one thing or another just not working like in the tutorials.

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Really strange that the model would be untextured - are you sure you applied the texture in the Ghoul2 properties of the object?

As for the blade, I suggest you to import the tags from another lightsaber model - from my experience, tags can get fuzzy sometimes, this should fix the saber orientation.

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Well I only got it to show in game by replacing saber1 with my stuff renamed as saber1, otherwise I cant even get it to show up at all. My knowledge with this is surface level at best so I feel like I'm messing up somewhere but I can try to give me best rundown of what I do but first I have a question. What version of blender should I use?

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I've been trying to get any of the saber models I've made into Jedi Academy with no luck at all and I'm going absolutely insane trying to figure out what I'm doing wrong. I'm using this blender plugin https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly and various tutorials to make it but it never shows up in game. I'm honestly thinking of posting the completed pk3 file to see if anyone can see where the hell I went wrong in making it and hoping someone could help me out since I made a model I'm very proud of as a armature 3d modeler.

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10 hours ago, mrwonko said:

Did you write a .sab file in ext_data/sabers for it? Sharing the PK3 is probably the easiest way for us to find the issue, agreed.

Yes I did write a .sab file. Also is there a preferred filesharing site for here or would any do?

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  • Voidzer changed the title to Can someone tell me why my saber isn't working
  • Lancelot changed the title to Getting a Blender made lightsaber into JKA

I'd like to get this working in single player as well and when I tried to grab it with console commands the game crashes and I get this msg

JA: v1.0.1.0 win-x86 Oct 24 2003
Initialising zone memory .....
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\w_saber.pk3 (8 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files)
C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData/base

23752 files in pk3 files
execing default.cfg
execing jaconfig.cfg
couldn't exec autoexec.cfg
...detecting CPU, found Intel Pentium IV

------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
----- Client Initialization -----
----- Initializing Renderer ----
----- Client Initialization Complete -----
--- Common Initialization Complete ---
Working directory: C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData
Initializing OpenGL subsystem
...initializing QGL
...setting mode 6: 1024 768 W
...registered window class
...created window@131,0 (1030x797)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...numPFDs > MAX_PFDS (318 > 256)
...255 PFDs found
...hardware acceleration found
...PIXELFORMAT 11 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...Using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters
...GL_NV_point_sprite not found
...GL_NV_register_combiners not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon RX 580 Series
GL_VERSION: 4.6.14800 Compatibility Profile Context 22.5.1 30.0.15021.11005
GL_EXTENSIONS: GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_swizzle GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 windowed hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium IV
rendering primitives: single glDrawElements
picmip: 1
texture bits: 0
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16.000000 of 16.000000)
Dynamic Glow: disabled

------- sound initialization -------
Initializing DirectSound
locked hardware.  ok
Loading... jedi_00
------ Server Initialization ------
JA: v1.0.1.0 win-x86 Oct 24 2003
Server: yavin1b
Loading shader text .....
..... 3391 shader definitions loaded
------- Game Initialization -------
gamename: base
gamedate: Oct 24 2003
...loaded 818 faces, 26 meshes, 150 trisurfs, 0 flares

Can't save game while dead!
]helpusobi 1
]saber w_saber
----- CL_Shutdown -----
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL 😞 success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
Requested feature was omitted at compile time

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