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Everything posted by AshuraDX

  1. The effect works by taking a snapshot of whats rendered behind it and transforming those pixels by modifying scale and translation slightly. This can not be replicated with the tools we have in vanilla jka. A modded renderer could probably expose the effect to the materrial system but that seems like a lot of work. @SomaZ should be able to elaborate on that. Not without making a fork of OpenJK, adding in your changes and compiling a custom version of the game executable that way I'm afraid.
  2. The displacement you see is a hardcoded effect which you can not access through conventional material definitions in .shader files.
  3. I just checked back with the plugin dev and it seems that LODs can be exported hjust as well as imported, regardless of what the outdated guide says. You just need to make copies of your model and tags/bolts for every LOD you want to add and add a number suffix to the copied meshes and bolts. You can import a base jka model with LODs to see how they are set up. I would suggest working with scene layers for the individual LODs to easily switch between them while working in max. I usually also keep the bones on a seperate layer. About rigging with no gaps: Have you ever used a skinwrap modifier before? One of its functions is to copy skin data from one object to another. This means you can rig a merged copy of your model that has not been split and then transfer those weights over to the split copy of the mesh. This is how I rig my models to avoid splits between parts. I actually have a premade, perfectly weighted base mesh that I always transfer from to get a good base to work up from whenever I make a new model. Fell free to add me on discord if you want a more in depth explanation ashuradx#1192
  4. Unfortunately this plugin is only a glm importer/exporter. They neither im- or export animations. The Gla is only needed for the exact bone position and orientation as well as the bone indices I would guess.
  5. Hey, that's even better. I'm kinda the local 3ds max guy, responsible for the JKA Animation CAT Rig and developing a Mapping plugin. Do you use the glm import/export plugins or do you work with the xsi->Carcass->glm route? I would recommend the latter. Pro optimizer has a lot of settings, but unfortunately when you import models from other games you often get open edges on a mesh. These often relate the hard edges or uv seams and can fuck with prooptimizer. A good idea would be to apply a weld modifier to the whole mesh and then optimize. You could go even further and retopologize over top of the imported model, then use render to texture to transfer the textures to your new retopologized mesh. That way you can quickly build a smooth, low detail surface over many small geometry objects that cover a mesh and project all of the detail in a texture map to use for your new lowpoly model. This is the way to deal with zbrush models btw, as this gives you full control over the mesh topology, which also makes for a faster rigging process and better animateability. About LODs, Yes they are absolutely required to avoid crashing with high poly models as you encountered. They help to prevent the Transformspace error by feeding the game with a lower detail mesh to do the collision calculations with while still keeping your immaculate, high detail model on display.
  6. You seem to have glanced over the LODS I mentioned. LODS are lower detail Versions of a model, packaged into the model. If a model has LODs, you can view them in Modview by using the F1 to F4 keys on your keyboard. How can they help? The Transform Space error occurs on collision against a model. If the model it is performing the collision check against is very heavy in geometry, the available memory does not suffice for the required calculations, resulting in the aforementioned error message. Luckily for us, the devs where rather smart about it and made it so that the game tries to use a lower LOD mesh for collision detection if one is available. This means that if your additional LODs are low enough, the game will not crash and continue running just fine. LODS are only shown to the player if: Low graphics settings are used The model is so far away from the player that he generally wouldn't notice in normal gameplay You could import a vanilal jka model into blender to see how the LODs are set up. Usually it should jsut be copies of every mesh with a _<number> at the end of their names. Do you have any further questions?
  7. lf you wanted to do that you would need to make a fork of openjk, edit the code and compile a new .exe for the game to do that. Are you testing the model in multiplayer or Singleplayer? The limit is higher in Multiplayer. Are you using OpenJK already? OpenJK Sp has lifted the limit to match the Multiplayer limits. If you are already using openJk, I would still suggest a more sensible route than adjusting the game code to up the limit. This alternative solution would be to add at least one, better two, LODs to your model. An LOD is a lower detail variant of a model that is used at Higher distances and also used for collision detection when available. The error you are encountering is related to collision detection for glm models. If you add two LODs and make sure that the second LOD sits at 25% of the vertcount of the original you should be good.
  8. Well, how do you feel about this? Moonbase Barrels phase 2? Just click the image to download a pk3 for the ball. It includes a PBR Material for Rend2 - but I am not 100% certain I set it up correctly. Been to long and this was a 1 hour job so I didn't take a lot of time to look things up. And I don't have Rend2 set up atm so I could not test it unfortunately. Maybe @SomaZ can verify the .mtr. The Normal map is in OpenGL Format (Negative Y axis) Not sure if I'd need to flip it in the material using the normalScale parm. I also didn't remember how to change an NPCs bounding box. It feels a bit tall at the moment.
  9. That is true, luckily NetRadiant-Custom does have its own documentation - but unfortunately it does not highlight what has changed over the classic Q3map2. Unfortunately that too seems only included in the download, unless I'm utterly blind and just can't find where it's hosted as a viewable site. There's also this feature overview for NRC: https://garux.github.io/NRC/
  10. I can't tell you the exact changelist, but besides a lot of optimizations it has duplicated some compiler params into entity keys you can set shadeangles and things like that on entity keys, so you could force different shade angles on the same material across different func_groups. @mjt should know more
  11. You could simply download netradiant, grab its q3map2.exe and replace your current one with it. Doesn't require you to use netradiant at all, I mean I'm piping maps from 3ds max into netradiants q3map2
  12. Welcome back mate! This Rig is specific to 3ds max unfortunately, as CAT is a system built into 3ds max. There is at least one rig built for blender on here. Besides the rig there's a difference in the process of getting animations ingame Blender works a lot like the process you are familiar with from using dragon. You animate and export a gla file, which you then merge with the _humanoid.gla file and manually edit animations.cfg to get the game to use your new Animation. 3ds max and Softimage XSI export .xsi files which can then be sent through carcass via assimilate. This opens two paths for you: A. Compile a single animation in a fresh gla and merge it to the existing humanoid.gla B. Grab the Animation source files, the original .car file for jedi academys _humanoid.gla from the SDK, then add your new animations to the list/replace existing sequences and compile a new gla. This will not only keep the gla file smaller but also automatically generate your animation.cfg file. And if you want to change the first animation you made, you just have to replace its .xsi file and recompile the gla.
  13. Glad to see you two are still around! I have an idea what could be wrong here, although it seems unlikely. What happens when you try to load a jk2 map in jka? Do you use different Game versions? OpenJK/Eternal/Vanilla? If this error occurs when you try to load a jk2 map in vanilla jka, Kalek might be using a different version of jka with support for jk2 .bsps.
  14. If I recall correctly you need to add -patchmeta to your bsp stage to convert patches to static geometry and make them convertible to .ase
  15. @DJ_Zephyr Have you checked wonkos JK3files mirror? https://mrwonko.de/jk3files/
  16. I did not mean to offend you, It was harshly phrased - harsher than intended to be fair. You used to be quite interested in getting feedback and learning new skills. Here's what a possible application of the feedback I gave can look like: This took about 20 Minutes, not counting the time I spent setting up the model in 3ds max and naming materials. All I did is bake a world space normal map and an ambient occlusion map then combine the maps with the diffuse textures to get this result. with a bit of polish and individual tweaking of the different texture maps you could get a more polished result. This was a quick and dirty job. Here are the touched up textures with the model_lit.skin variant. https://www.dropbox.com/s/x7vfx6btqvbqkcb/ATATPilot_lit_textures.zip?dl=0
  17. That looks incredibly flat and boring. The helmet and suit need some prerendered lighting to make it pop: Had to grab these stills from a gif I made in the past, so the compression is quite bad - but I think you can see the difference a bit of pre-lighting makes. EDIT: Found the assets!
  18. Yeah, that's the idea. Just need to find the time and energy to get to something like that Might find some time this sunday
  19. Any of the humanoids, probably the pykes. Could use those to also make a customization and team skin Tutorial at the same time.
  20. I might be able to help here, not sure If I can get to doing all of them in a reasonable time but I have been looking for a JKA Spec model as an example for a 3ds max rigging Tutorial.
  21. I don't see a mesh named hips/hips_off (<- used in the base JKA Single Player Models) not torso/torso_off. That might be the cause of the problem.
  22. That usually indicates an issue with either the hierarchy or the naming. Does the head get duplicated or just not dismembered at all? Hierarchy issues tend to cause all sorts of weird glitches, wrong names usually just prevent things from working. The model should have these mesh names: hips, r_leg, l_leg, torso, r_arm, r_hand, l_arm, l_hand, head If any of these are missing that can lead to issues.
  23. Soo, sorry for the late reply. I've been super busy these past weeks. Stance mods usually modify the _humanoid.gla. If you wanted to merge two stance or other animation Mods there are two ways to do so. 1. This is the method that always can be done, is easier on paper but can lead to a big mess really quickly. To merge animations from two gla files you will have to pick one of the two files as your "Host" file. Let's call this file "A". Then you will need to slice the animation frames you want from the other gla file "B" and store them in a new file named "C". This can be done with blender or the old Jedi Academy Animation Program "Dragon". You can get the range of frames you need to slice from the animations.cfg file associated with file "B". Once you have your frames extracted, you will need to use glamerge.exe (included with Dragon) to merge File "A" with File "C" and then edit the animations.cfg file to point the animation you want to replace towards the newly merged frames which will be attached at the end of the existing frames in file "A". This process is prone to errors and the files get messier and messier the more you merge to them. That concludes method 1. 2. This is my preferred method, but it requires you to have the animation sequence you want to add into your game to exist as a .xsi file. Which you can then add to the animation sourcefiles. This will also handle the creation of the animation.cfg file for you. And you can avoid waste by excluding the original animation frames when you replace them with your own, new, animations. The Tutorial I wrote on working with my CAT Animation Rig for 3ds max goes into a bit more detail about this method. @WC3Tutorial also recorded a video tutorial for this.
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