Double_Zecha Posted January 19 Posted January 19 Hello there! If you didn't catch this post before this most recent edit, I was having some real trouble with Blender, but was able to identify and solve the problem with help (see below). However, as I've been working on my project, new problems have been cropping up. I'm going to just use this post to attach any questions I have as they crop up. Here is some of the original issue: Quote I think the issues were mainly down to my having nonstandard filepaths b/c I installed Jedi Academy and my mods on an external harddrive. I was able to set up blender with the proper plugins, load the player model .glm I wanted to edit, I created new geometry, attached it to the proper bones and everything, but my model would be invisible in game. I figured I was doing something correct, since the game would actually load, so I checked the console and noticed it couldn't find the _humanoid.gla file. I managed to resolve my problem with a hex editor, and setting the proper filepaths for the .glm file directly that way.
mrwonko Posted January 21 Posted January 21 You should not need to hex edit your models. Just make sure that when you unpack the original files, you keep all the paths intact, so that _humanoid.gla ends up in WhereverYourJediAcademyIs/GameData/Base/models/players/_humanoid/. Then you can refer to it as models/players/_humanoid/_humanoid.gla in the export settings and the game will be able to find it.
Double_Zecha Posted January 23 Author Posted January 23 On 1/21/2025 at 4:19 AM, mrwonko said: You should not need to hex edit your models. Just make sure that when you unpack the original files, you keep all the paths intact, so that _humanoid.gla ends up in WhereverYourJediAcademyIs/GameData/Base/models/players/_humanoid/. Then you can refer to it as models/players/_humanoid/_humanoid.gla in the export settings and the game will be able to find it. Hi MrWonko, Yes that was the solution. Thanks for your tutorials btw, they've been a big help. I've gotten deep into modelling and I have some specific questions for a project I'm working on. I'll go ahead and post them here, but should I make a new topic instead? - Is there a maximum number of vertices a character can have in total? I've found out about the 1000 vertex limit on individual meshes, and my model has about 16,000 vertices total rn, divided between 48 object meshes. Googling hasn't gotten me an answer. - I'm making a robot character with some transparent elements. I plan to make the upper arms, torso, hips, and upper leg pieces translucent, so you can see the robot internals underneath. Attached pic is a reference for what I'm making. Are caps visible at all times within the model, meaning you'd be able to see them inside the translucent parts? If it's better for me to make a new topic I'll go ahead and do so, but I don't want to spam.
mrwonko Posted January 23 Posted January 23 I'm not aware of a concrete overall vertex limit, but performance will suffer eventually. Try to stay close to what the original models use, this will both help keep things smooth and improve visual cohesion with the base game. Typically, caps are hidden until dismemberment. But I'm not sure if that's hardcoded, or if models explicitly mark these cap surfaces as initially disabled. If it's the latter, you should be able to have caps that start on. Or just don't give them the magic cap names, just make them "regular" always-on surfaces. Having a cap that doesn't behave like one would probably just be confusing to anyone examining the model.
Double_Zecha Posted January 23 Author Posted January 23 5 hours ago, mrwonko said: Typically, caps are hidden until dismemberment. Ok, awesome! I copied my caps from another model, resizing them to my own model's parts in order to keep the proper formatting. I'm sure I'll be able to make the caps work with the transparency somehow. User NumberWan made a 2-1B medical droid. I also checked my model vertices against an Episode 7 stormtrooper and they have about the same vertex count. I'm at a point in my project where I can show off my work These are temporary solid color textures just to show off basic color contrast. The black parts are going to be a dark purple color and slightly transparent, and you can see what the robotic skeleton will look like. I'll be drawing new textures once the model geometry is finished. Aiming for a Star Wars interpretation of Mega Man Zero, where he looks like Zero at a glance, but looking at the details he should look like a droid that would fit into Star Wars nicely. Shooting for some of Star Wars' design language. Model was kitbashed from several other models, and has some original geometry. I'll be sure to credit everyone when its ready ... Now, I'm having trouble exporting the model though. When I go to do so I get an error I can't interpret (see pic) (google also isn't very helpful for this error) It says something about weight. I sat down and started going through every model piece to check that it was attached to the proper bones and had weight assigned, and every part seems to have weight (unless I missed some, which is possible. I did this tired). Most parts seemed like they were already attached to proper bones and weighted properly given that the model is a kitbash. Anyway in my frustration with going through each piece individually I looked at some tutorials and figured out how to "weight everything automatically" which worked, in the sense that it allowed me to export the .glm, but I realized it changed the hierarchy structure, parenting everything to the skeleton. So that .glm probably won't work. Any ideas?
mrwonko Posted January 24 Posted January 24 That error should not happen, can I see the .blend file that produces it?
Double_Zecha Posted January 24 Author Posted January 24 I'd be happy to send you the .blend file but I'm not sure of a good way to send it. Do you know of a good way we can trade files? I just looked into Dropbox but it wanted me to sign up for a 30 day trial and I'm not sure I want to deal with that. Also I realized at some point after my last post I actually probably wasn't weighting anything correctly. I had found this post and was using it as a guideline ... but I was going about weighting by selecting all vertices in a piece and assigning weight to every vertex group. I'm a little lost on how to weight things properly
mrwonko Posted Saturday at 10:25 AM Posted Saturday at 10:25 AM There are different ways of weighting models, but they're not specific to Jedi Academy. You can look for general advice on how to do weighting in Blender, the only important thing is that it needs to be done using an armature. I would not start by assigning individual weights using vertex groups. For a rough first pass, bone envelopes should provide a more convenient workflow. Weight painting would then only be used to further refine the result. But this is not my area of expertise, I know just enough to get something working, but probably not efficiently.
Double_Zecha Posted Saturday at 08:56 PM Author Posted Saturday at 08:56 PM Hmm. I see. I guess since I think the problem is down to me weighting things improperly, (I was able to export the .glm after automatically weighting everything, although it broke the hierarchy structure) I'm going to sit down and learn weighting. If, even after being sure I've done the weighting properly it still doesn't export, I'll figure out a way to get the file to you. I don't have a Google Drive set up but that might be an option.
Double_Zecha Posted Tuesday at 08:27 PM Author Posted Tuesday at 08:27 PM Just a quick update on the project: Spent some time confused about weighting, but yesterday I found this tutorial https://youtu.be/2VsQcImIQdc?feature=shared Which was quite helpful to see someone weighting specifically for Jedi Academy. I've managed to manually weight everything in a way that looks satisfactory in Blender's pose mode. I also managed to resolve the python traceback error. After looking in the manual for the Importer/Exporter add on, I realized it might have something to do with my having joined a few meshes early on while I was modelling, resulting in a few vertices referencing more than 4 bones. In hindsight I'm not sure I believe this actually was the cause of the error, (the pieces I deleted that made the model export only referenced 1 bone each) but it made me trace back my steps and delete each piece I had joined, resulting in me finally figuring out the parts that were causing the problem. They were simple pieces, the thigh pouches, so I was able to quickly remake them, set them up properly. The model will now export. Now to paint textures, and teach myself how to get it set up for easy install.
mrwonko Posted yesterday at 12:44 PM Posted yesterday at 12:44 PM Quote resulting in a few vertices referencing more than 4 bones. The exporter should automatically discard any bones beyond the 4 most impactful ones.
Double_Zecha Posted 18 hours ago Author Posted 18 hours ago hahaha yea, I don't think that actually was the error, but reading the manual and believing that that might have been the problem put me on the track to finding the piece that was causing the export error, even if I was wrong about what was actually causing the problem (and still don't know what the issue really was). I'm just happy the model is close to being finished. If it's not obvious I'm more of an art guy than a technical guy. Anyway, I'm encountering a new error. I was able to get the model exported, textured with temporary textures, and zip it up into a .pk3 for testing. I booted up a level, and got a "models/players/zero/model.glm has more than 1000 verts on a surface (1981)" error. However, I know every mesh in my model has less than 1000 verts. What does this error mean exactly? How to fix it? ...i'm so close to the finish line. I'll be so happy when this project is finished edit: something to note, I only have textures and no shader file. I'm using several textures from the model I kitbashed. Looking for stuff on google I'm wondering if setting shaders up properly would solve the issue? or is it something I have to fix in Blender... edit 2: found this forum post https://jkhub.org/forums/topic/11285-blender-verticle-problem-for-jedi-academy-modview/ which I guess answers my question. Fortunately, only a few objects seem to have over 500 vertices. One of them should be ok to decimate, and the other was made up of a few objects which I mesh joined. Some of those vertices should be ok to just delete, they're not necessary. So much friction making this model
Solution mrwonko Posted 11 hours ago Solution Posted 11 hours ago I'm not entirely sure if you need a shader to get correct lighting for the model, maybe not. On export, every vertex can only have one UV coordinate and one normal. So if you have sharp edges or UV seams, the vertices along them will get duplicated automatically on export. You can re-import the exported glm to see the result. To get around it, manually split the surface in question. Ideally aim for less than 500 vertices per surface after exporting, because dynamic shadows cause the limit to be halved. Double_Zecha likes this
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