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Need a new GLM


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I recently decided on a head change for a model, the issue is the existing model.glm which was one from the Jedi Custom plus doesn't like the new head thus it causes the game to crash on connection to a server as it can't render the image and I find the whole process of trying to compile a whole new glm myself stressful as I have no idea how to even start (too many programs).

I am desperate to get this model/skin finished for release on Sunday when I return to active RP in the community I am part of.

 

Anyone able to assist?

 

The reason for asking here is I wish to keep the new appearance a secret from the majority of the community, I've managed the to edit the head in GIMP (after much trial and error to get it decent but might need a bit of touch up) as I am new to that as well but didn't want to rely on someone else too heavily for something I want to keep as much a secret as I can.

MB2 Beta Tester / MB2 FA Assistant Dev

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handle 1: video/ja01.roq

----------------------

88864 files in pk3 files

 

WARNING: You are missing some files referenced by the server:

rpmod/RPMod-Server-Assets.pk3

JEDI/jedi_transport.pk3

base/BlueIce.pk3

base/a2_beta4.pk3 (local file exists with wrong checksum)

You might not be able to join the game

Go to the setting menu to turn on autodownload, or get the file elsewhere

 

Loading dll file ui.

Loading dll file cgame.

WARNING: CM_GridPlane unresolvable (Repeated dozens of time)

WARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parm

WARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parm

WARNING: shader 'textures/sith_council/wood' has lightmap but no lightmap stage!

WARNING: shader 'textures/asjc_padme/pad_floor_lblue' has lightmap but no lightmap stage!

WARNING: shader 'textures/a/ll_wall' has lightmap but no lightmap stage!

WARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parm

WARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parm

WARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parm

WARNING: reused image gfx/misc/splash with mixed glWrapClampMode parm

WARNING: reused image gfx/effects/embers with mixed glWrapClampMode parm

Shutting down OpenGL subsystem

Requested feature was omitted at compile time

 

It only happens with the new head, with the old skin I have no issues at all.

MB2 Beta Tester / MB2 FA Assistant Dev

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I'm going to guess you're using JPEG textures :) JPEGs can be saved in either "progressive" mode or "baseline" mode. It'll be an option that pops up when you save the texture in your image editing software. You want to make sure that you are using baseline, and not progressive, as JKA doesn't support the latter.

 

Out of interest, are you using OpenJK?

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Nah, I have the Disk and using RPmod.

 

Edit: Changing them did indeed fix the issue, now I am simply having problems with the shaders :/

This is driving me crazy, will someone take over for me as I can't for the life of me workout what is wrong with the test version, I have to get the entire model working for all the variants yet...

MB2 Beta Tester / MB2 FA Assistant Dev

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Moved to Modding Assistance forum.

 

This is driving me crazy, will someone take over for me as I can't for the life of me workout what is wrong with the test version, I have to get the entire model working for all the variants yet...

You haven't told us the issue yet, or am I missing something?
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Moved to Modding Assistance forum.

 

You haven't told us the issue yet, or am I missing something?

The model loads, the game no longer crashes, except the old GLM resulted in an afro and the new one results in an untextured hood that makes it hard to see if anything is working)

 

He is supposed to have hair like http://i.imgur.com/7ZFKlIa.png

 

Instead I am stuck with:

 

http://s1148.photobucket.com/user/arcadia_prime/media/jamp%202015-04-29%2017-58-41-45_zpssvb5ssq4.png.html 

Edited by arcadiaprime

MB2 Beta Tester / MB2 FA Assistant Dev

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I'm confused. The first image is what the model looked like before you edited it or you're trying to duplicate of that image?

 

If there's an untextured hood, that means its either not turned off in the .skin file or there's no line for it at all. You can check if you open the model in ModView and find the surface that is untextured, note the name of it, and check for it in the .skin file.

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I'm confused. The first image is what the model looked like before you edited it or you're trying to duplicate of that image?

 

If there's an untextured hood, that means its either not turned off in the .skin file or there's no line for it at all. You can check if you open the model in ModView and find the surface that is untextured, note the name of it, and check for it in the .skin file.

The current version is looking alright now, while the hair on the face is a tiny issue it's only noticable when close up, the brightened skin tone/hair helps to mask it and it comes off as one due to the cleanup around the edges to avoid overspill on color.

MB2 Beta Tester / MB2 FA Assistant Dev

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The current version is looking alright now, while the hair on the face is a tiny issue it's only noticable when close up, the brightened skin tone/hair helps to mask it and it comes off as one due to the cleanup around the edges to avoid overspill on color.

 

The final product (so to speak)

 

http://s1148.photobucket.com/user/arcadia_prime/media/jamp%202015-04-29%2019-55-02-28_zpsedehuezh.png.html

 

I'll try and find a way to fix the hair for the next update in a month or two, it's not an issue right now.

MB2 Beta Tester / MB2 FA Assistant Dev

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