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Model works in modview and blender, but not in game


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Hello. I was recently working on upgrade'ing my friend's nautolan skin. It was hard to open it at the first place, but I managed to do it by putting jk2 _humanoid in my modview folder. So I started working on model, and recently finished the job. However, nothing seems to work properly. I can open all of my models with ModView using JK3 _humanoid, and Blender, but when I get into game, that's what I see:

 

UoczTEA.jpg

 

I won't lie to you, it kind of pissed me off to know, that few hours of work simply won't run. I've got .blend scenes, so I guess I could change something in the scene. Anyone can help me with that one?

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It could be a wrong path in the .glm where it's pointing to the .gla, the game expects it to be "models\players\_humanoid". If you set up your .car file or assimilate differently than this (ptobably not since you're using blender) the game will refuse to load it.

It could also be a problem relating to the skeleton itself, if something has been deleted by accident or changed somehow (like it says, missing bone?).

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I'm pretty sure it's not me deleting something, since no matter what file I use I can't even select bone using Blender. So yes I'm pretty sure I didn't delete anything related to skeleton. I'm using Blender, so .car files don't really come into play. Damn, I'm so confused, especially that many people did it without problem in their alien packs. Mine just doesn't seem to work. Maybe you would want .blend file to check it out, if you have time?

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I've got to ask, did you have any time to check this one out? 

I've been searching for this while waiting and I found some topics but most of them were useless. Maybe except that one: http://jkhub.org/topic/1835-glm-in-blender/ but I don't even understand what they are talking about. I have no .gla file to choose when I'm exporting .glm file. When I downloaded his .blend and exported it, it all worked just fine for me. But my model will not, even if all of Kel Dor parts in one of my models are from Jedi Academy, and so is hapslash model along with skieleton. I mean, this just doesn't make any sense...

 

@@DT85

@@Psyk0Sith

 

Here is the screenshot when I edit model.glm with notepad++ - http://scr.hu/22as/y2jhd. Looks like every path is okay. It's not skieleton issue either, since I opened other model (.blend, working after exporting) and it has exactly the same bones in it. What the hell is going on?

 

 

And some links if you want to take a look at this yourself:

 

http://jkhub.org/topic/3376-attempted-to-load-an-unsupported-multiplayer-model-error/

http://www.chumba.ch/chumbalum-soft//forum/showthread.php?t=5536

http://www.chumba.ch/chumbalum-soft//forum/showthread.php?t=5600

http://www.polycount.com/forum/showthread.php?t=39236

http://forums.filefront.com/sw-jk3-modding-mapping-editing/309231-model-not-showing-up-ingame.html

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Just had a look and the issue is that you're missing the majority of the tags. Do another "frankenstein", but just take ALL the tags (dump the rest) and put them onto your zabrak model. Also, you should delete model_root_1, model_root_2 & model_root_0.001 as they have no child objects so they are useless. :)

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Oh man, I think that might be it! I checked and yes, nearly every tag is missing on every of my models. Still, the execution doesn't seem to easy, so maybe you can help me out with this as well. Since my model of Zabrak is already converted to JK3, and the original is JK2, I had to use "Append" option to get all of my tags. Still, they come along with skieleton (which I remove), as always when using append, and all of them are unparented. How am I supposed to link these parts (to what meshes) and is there any way I can do it automatically, without going one by one? Man, I'm so thankful...

 

 
(up there with tags was skieleton as well, but I think it's useless - am I wrong?)
 
I don't want to be whining about it, but it's just so much work with all of my models :<
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You drag and drop I think in Blender to re-parent an object in the outliner. Here's a snippet from the Appleby tutorial:

bolt_l_leg_calf
bolt_l_leg_cap_hips
bolt_l_leg_foot
l_leg_cap_hips_off
-select them and link to l_leg
-----------
bolt_r_leg_calf
bolt_r_leg_cap_hips
bolt_r_leg_foot
r_leg_cap_hips_off
-select them and link to r_leg
------------
bolt_head_back
bolt_head_cap_torso
bolt_head_eyes
bolt_head_front
bolt_head_left
bolt_head_right
bolt_head_top
head_cap_torso_off
-select them and link to head
--------------
bolt_l_hand
bolt_l_hand_cap_l_arm
l_hand_cap_learn_off
-select them and link to l_hand
---------------
bolt_r_hand
bolt_r_hand_cap_r_arm
r_hand_cap_r_arm_off
-select them and link to r_hand
----------------
bolt_r_arm_cap_r_hand
bolt_r_arm_cap_torso
bolt_r_arm_elbow
r_arm_cap_r_hand_off
r_arm_cap_torso_off
r_hand
-select them and link to r_arm
-----------------
bolt_l_arm_cap_hand
bolt_l_arm_cap_torso
bolt_l_arm_elbow
l_arm_cap_l_hand_off
l_arm_cap_torso_off
l_hand
-select them and link to l_arm
-----------------
bolt_back
bolt_chestg
bolt_hip_bl
bolt_hip_br
bolt_hip_fl
bolt_hip_fr
bolt_hip_l
bolt_hip_r
bolt_lchest_l
bolt_lchest_r
bolt_shldr_l
bolt_shldr_r
bolt_torso_cap_head
bolt_torso_cap_hips
bolt_torso_cap_l_arm
bolt_torso_cap_r_arm
bolt_uchest_l
bolt_uchest_r
torso_cap_head_off
torso_cap_hips_off
torso_cap_l_arm_off
torso_cap_r_arm_off
head
l_arm
r_arm
-select them and then link them to torso
------------------
bolt_hips_cap_l_leg
bolt_hips_cap_r_leg
bolt_hips_cap_torso
bolt_hips_l_knee
bolt_hips_r_knee
hips_cap_l_leg_off
hips_cap_r_leg_off
hips_cap_torso_off
torso
l_leg
r_leg
-select them and then link them to hips
--------------------
hips
-select and link it to stupidtriangle_off
--------------------
stupidtriangle_off
-select and link it to mesh_root

Tag names may differ slightly, will either start with bolt_ or * with the exception of stupidtriangle_off I think.

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