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Posts posted by AshuraDX
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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
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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
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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!
kibasennin, NumberWan, Willemoes and 3 others like this -
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
ZanderNao likes this -
I'll need to remember this on the Weekend
ZanderNao likes this -
1 hour ago, ZanderNao said:
Absolutely any help is more than welcome! Are there any you're most interested in?
Any of the humanoids, probably the pykes. Could use those to also make a customization and team skin Tutorial at the same time.
ZanderNao likes this -
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.
ZanderNao likes this -
19 hours ago, darthgoose said:
Only the head of the model doesn't get dismembered. It stays when I set "NPC to Dismember Head" to true.
Here's the contents of the model_default.skin file:
head_cap_torso_off,models/players/stormtrooper/caps.tga
heada_cap_torso_off,models/players/stormtrooper/caps.tga
hair,models/players/jaina/head.tga
head,models/players/jaina/head.tga
heada,models/players/jaina/headc.tga
head_cap_torso_off,*off
l_leg_strap,models/players/jaina/torso_body.png
torso_collar,*off
torsoa,models/players/jaina/torsog.tga
r_arma,models/players/jaina/torsog.tga
l_arma,models/players/jaina/torsog.tga
r_handa,models/players/jaina/handsp.tga
l_handa,models/players/jaina/handsp.tga
r_leg_strap,models/players/jaina/torso_body.png
torso_cap_head_off,models/players/stormtrooper/caps.tga
torso_cap_hips_off,models/players/stormtrooper/caps.tga
torsoa_cap_r_arm_off,models/players/stormtrooper/caps.tga
torsoa_cap_l_arm_off,models/players/stormtrooper/caps.tga
l_handa_cap_l_arm_off,models/players/stormtrooper/caps.tga
l_arma_cap_l_hand_off,models/players/stormtrooper/caps.tga
l_arma_cap_torso_off,models/players/stormtrooper/caps.tga
r_handa_cap_r_arm_off,models/players/stormtrooper/caps.tga
r_arma_cap_torso_off,models/players/stormtrooper/caps.tga
r_arma_cap_r_hand_off,models/players/stormtrooper/caps.tga
l_leg_jedi,models/players/jaina/torso_body.png
r_leg_jedi,models/players/jaina/torso_body.png
hipsa,models/players/jaina/legs_green.tga
r_lega,*off
l_lega,*off
r_lega_cap_hips_off,models/players/stormtrooper/caps.tga
l_lega_cap_hips_off,models/players/stormtrooper/caps.tga
hipsa_cap_r_leg_off,models/players/stormtrooper/caps.tga
hipsa_cap_l_leg_off,models/players/stormtrooper/caps.tga
hips_cap_torso_off,models/players/stormtrooper/caps.tga
hips_belt,models/players/jaina/accesories.tga
hips_holster_r,models/players/jaina/accesories.tga
hips_holster_l,models/players/jaina/accesories.tga
hips_belt_buckle_f,*off
hips_belt_buckle_b,*offI 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. -
19 hours ago, darthgoose said:
Hi Jeff,
I encountered a model animation bug. Whenever I set Jaina's NPC model to dismember head, the head is intact. Is this a .skin file bug or am I missing something?
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.
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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.
matiasfett likes this -
Generally editing the textures is required to yield the best result, but you can also change the colour in a shader:
This is a hologram shader that works using only basegame textures, it could be adapted to work for force ghosts too - you'd just have to take out the noise and scanline effects
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On 8/21/2021 at 5:06 AM, matiasfett said:
Dude, how can I activate a unique humanoid on a skin that I want?
The quick answer is:
Get hxd, a free hexeditor, and open the glm file you want to use a different gla with.
Near the top of the file in ascii view you should see a filepath pointing to a gla file. Overwrite that path, Warning: do not delete any characters as that will break the file. Just overwrite them with your new gla path.
Save the file and test your edit in singleplayer, the model will from now on no longer work in multiplayer.
Psyk0Sith likes this -
One of the facial tags is off. Might have been rotated by accident.
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Could also use the 3d features in Photoshop
Smoo likes this -
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Glad to hear that you resolved your problem!
You also found another good reason to make your own pk3 - that way you can ensure it is loaded last and not overwritten by any other mods.
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Hi,
First of all:
Never directly change files in the assets*.pk3 files.
Copy the files you want to change to a new pk3 file and make your changes there. Then name your new pk3 file so that it is loaded after the original. Files are loaded alphabetically, so naming your file "my_tweaks.pk3" or anything that does not start with an "a" will get you there.
However, if you did in fact replace and overwrite those files in the original pk3 it should load the changes ingame. Did you actually place your modified pk3 in the base folder?
Iirc, by default, any files taken from the original .pk3 file are set as read only, did you change the access permissions?
lionsoul likes this -
misc_model_static will work with the same shader as misc_model_breakable. That'd allow you to use the same files everywhere.
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I seem to remember that the saber menu does not render some shader stages, but that is a very foggy memory. Could there be typo in your .shader file?
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The tutorial is here!
https://jkhub.org/forums/topic/12201-jedi-knight-cat-rig-export-compile-animations
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Oh, that's good I guess @eduxdbossss2
No worries, I'm here to help.
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A first draft of the Tutorial is written and was shared on the JK Community Discord, I'll wait for feedback and then upload the tutorial here.
Can't load BSP - "Requested feature was omitted at compile time"
in Modding Assistance
Posted
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.