Veosar Posted December 29, 2014 Share Posted December 29, 2014 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: 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? Link to comment
Psyk0Sith Posted December 29, 2014 Share Posted December 29, 2014 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?). Link to comment
Veosar Posted December 29, 2014 Author Share Posted December 29, 2014 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? Link to comment
Tempust85 Posted December 29, 2014 Share Posted December 29, 2014 What's the GLM name? Should be model.glm. You'd be best to upload the .blend file. Link to comment
Veosar Posted December 29, 2014 Author Share Posted December 29, 2014 It is indeed model.glm. Here is one of the blend files, along with entire folder (I hope you can find what you're looking for in this mess, I'm still learning ^^) http://speedy.sh/RxaNH/Zabrak2Jedi.rar Damn, I hope it's fixable... wouldn't want to do all of this one more time... Link to comment
Tempust85 Posted December 30, 2014 Share Posted December 30, 2014 I know just enough of blender to do frankensteining, so I'll have a looksee for you. Link to comment
Veosar Posted January 2, 2015 Author Share Posted January 2, 2015 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=5536http://www.chumba.ch/chumbalum-soft//forum/showthread.php?t=5600http://www.polycount.com/forum/showthread.php?t=39236http://forums.filefront.com/sw-jk3-modding-mapping-editing/309231-model-not-showing-up-ingame.html Link to comment
Tempust85 Posted January 2, 2015 Share Posted January 2, 2015 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. Link to comment
Veosar Posted January 2, 2015 Author Share Posted January 2, 2015 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... http://scr.hu/22as/l3xat (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 :< Link to comment
Tempust85 Posted January 3, 2015 Share Posted January 3, 2015 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. Link to comment
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