swegmaster Posted June 28, 2016 Share Posted June 28, 2016 @@AshuraDX as the title says, could you make a version of your epic-looking galen marek hilt to have a backwards handed version? you had one in your v2, the one with your beta backhand animations: https://jkhub.org/files/file/696-galen-marek-lightsaber-bonus-hilt/ Link to comment
AshuraDX Posted June 28, 2016 Share Posted June 28, 2016 not gonna waste my time with this, you can do that easily in blender - just import it and roate it 180° then export as glm again. done. EDIT: I also think someone asked me for permission to do this before, and I believe he actually did that and uploaded it here swegmaster and TheWhitePhoenix like this Link to comment
swegmaster Posted June 28, 2016 Author Share Posted June 28, 2016 i'm trying to do that, but for some reason whenever i import any weapon/item in blender, it doesn't show up, like i'm trying to import the saber glm in blender, but the model does not show up Link to comment
The Punisher Posted June 28, 2016 Share Posted June 28, 2016 I think the saber is in the "katanamaru Backhand Styles 1.1" mod.What would be cool is a version with a clear crystal that reflects whatever blade color you assign it. Edit: Actually, I just checked the version from "katanamaru Backhand Styles 1.1"'s mod and it has a clear crystal. It also looks like new, not used and weathered. Now I need to turn this one to be normal (fwd) handed but I have the same problem, it doesn't shows in blender. It doesn't gives any error, it just doesn't show. Link to comment
swegmaster Posted June 28, 2016 Author Share Posted June 28, 2016 it isn't the same one, its v2, but with chrome shaders that make it look shiny Link to comment
minilogoguy18 Posted June 29, 2016 Share Posted June 29, 2016 We need real backhanded animations and not just a single bladed staff. The Punisher, swegmaster and AshuraDX like this Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 well, i'd like to know what version of blender works best, i'm using 2.64, and if thats a good version to use, i'd like to know what i'm doing wrong when attempting to import it as a glm Link to comment
Ramikad Posted June 30, 2016 Share Posted June 30, 2016 well, i'd like to know what version of blender works best, i'm using 2.64, and if thats a good version to use, i'd like to know what i'm doing wrong when attempting to import it as a glm If you have problems importing a .glm, make sure the model and its folder is unpacked into Gamedata/Base. You may also want to pay attention if you're attempting to import it with a specific model_default.skin, in case of sabers you shouldn't try to import the unexisting .skin file. Link to comment
The Punisher Posted June 30, 2016 Share Posted June 30, 2016 I am using Blender 2.64. I am just learning to use it and made a couple of "Frankenstein" models. I checked and with the exception of "Starkiller's Lightsaber AshuraDX (1.0)", none of the sabers have ".skin" files, just the .glm, the ".sab" file and texture files (jpgs,/tgas). I extracted the "GalenMarek" saber from the "katanamaru Backhand Styles 1.1"'s mod and I'm trying to rotate it to use it normally (not back-handed). I like this version because it has a transparent crystal that changes colors with the blade instead of having to use a different ".skin" file for each color of the blade. Once I am able to open it, I need to find out how to rotate it. Link to comment
Ramikad Posted June 30, 2016 Share Posted June 30, 2016 I am using Blender 2.64. I am just learning to use it and made a couple of "Frankenstein" models. I checked and with the exception of "Starkiller's Lightsaber AshuraDX (1.0)", none of the sabers have ".skin" files, just the .glm, the ".sab" file and texture files (jpgs,/tgas). I extracted the "GalenMarek" saber from the "katanamaru Backhand Styles 1.1"'s mod and I'm trying to rotate it to use it normally (not back-handed). I like this version because it has a transparent crystal that changes colors with the blade instead of having to use a different ".skin" file for each color of the blade. Once I am able to open it, I need to find out how to rotate it. What I meant is that when importing a .glm file you have various options on the left side of the screen, asking for a specific .skin file, a skeleton, animations, etc. If you try to import a model that doesn't have a model_default.skin, but you don't delete the field that asks you which skin to use, it will return an error when it realizes it can't find model_default.skin. In short, check out all the fields and make sure everything's alright and unpacked correctly after Gamedata/Base/Models/. Moreover, rotating the saber won't be a problem: select all, then R -> X (or Y) -> 180 -> Enter. The Punisher likes this Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 i don't see options concerning a skin or anim file on the left side of the screen, because i'd really like to know where they are, especially when i try to export it, but it says no skeleton root found Link to comment
Ramikad Posted June 30, 2016 Share Posted June 30, 2016 i don't see options concerning a skin or anim file on the left side of the screen, because i'd really like to know where they are, especially when i try to export it, but it says no skeleton root found When exporting I only see the options for Base Path and .gla name. Import shows a lot more options, namely Skin, Base Path, .gla override, scale, skeleton changes, animations, start frame, number of frames.To export a lightsaber model, which uses no skeleton at all, you can just delete the .gla name. Just as importing a lightsaber you can delete the "default" value in the skin field. Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 oh wait, now i see the options, it was in the import menu, not in the 3d view Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 okay, i need help again, when i export it as a glm, its still a forehand saber, and i flipped it in blender a perfect 180, but its still not a backhand when i export it Link to comment
SomaZ Posted June 30, 2016 Share Posted June 30, 2016 Nor sure, but you maybe need to apply the rotation before exporting. Its somewhere in the bottom menu under "object", if i remember correctly. Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 did that, but it still didn't work for some reason Link to comment
Boothand Posted June 30, 2016 Share Posted June 30, 2016 If I had to guess, I'd say one of the tags should be flipped. The tags indicate the position and rotation of the saber in the hand, right? Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 @, how did you flip the base sabers to be backhanded? Link to comment
Daedra Posted June 30, 2016 Share Posted June 30, 2016 @, how did you flip the base sabers to be backhanded? I knew I was going to be mentioned at some point. Honestly though, I would have replied to this sooner but shamefully it's been SO LONG since anybody requested me to flip a saber model that.. I actually forgot how to do it. LOL. Well not all of it, I just need a reminder on how to select the ENTIRE model in blender so that it is entirely outlined in that orange color. Then I just need to know again how I de-select the model after I've rotated it. I actually learned this from @@mrwonko but for some stupid reason I must have deleted his PM because I can't actually find it in my Message Center anymore. But yeah, if anyone can remind me of those two things, and also provide me a link to the model that needs to be rotated, then I'll get right on it. swegmaster likes this Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 to deselect after rotating, just left mouse click or press enter Link to comment
Daedra Posted June 30, 2016 Share Posted June 30, 2016 to deselect after rotating, just left mouse click or press enter Okay, I can try that but I'll need a download link of the exact model you want rotated. Then i'll have to try and figure out how to select the whole model. Link to comment
swegmaster Posted June 30, 2016 Author Share Posted June 30, 2016 this is the saber: https://jkhub.org/files/file/1686-starkillers-lightsaber-ashuradx/ Link to comment
Daedra Posted June 30, 2016 Share Posted June 30, 2016 this is the saber: https://jkhub.org/files/file/1686-starkillers-lightsaber-ashuradx/ I managed to do everything, however when I attempt to export the new GLM file, it says "Error: No skeleton_root found!" If anyone can tell me how to fix this then I can complete the request. EDIT: Nevermind I have fixed it. Link to comment
Daedra Posted June 30, 2016 Share Posted June 30, 2016 Okay, I must be doing something wrong when I select the entire model. I select the entire model with A, but for some reason the model does not rotate when I change the rotation. @@mrwonko please can you remind me of how it works? Link to comment
The Punisher Posted June 30, 2016 Share Posted June 30, 2016 What I meant is that when importing a .glm file you have various options on the left side of the screen, asking for a specific .skin file, a skeleton, animations, etc. If you try to import a model that doesn't have a model_default.skin, but you don't delete the field that asks you which skin to use, it will return an error when it realizes it can't find model_default.skin. In short, check out all the fields and make sure everything's alright and unpacked correctly after Gamedata/Base/Models/. Moreover, rotating the saber won't be a problem: select all, then R -> X (or Y) -> 180 -> Enter. Thanks!! That worked...Almost....I opened and rotated the saber, then exported it but when I go to the game, it is not rotated, it still shows the hilt back-handed. I am using the saber from https://jkhub.org/files/file/1641-katanamaru-backhand-styles/ Link to comment
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