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AshuraDX

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Everything posted by AshuraDX

  1. @ I like how everyone get's instantly offended these days - sure that was not written in kindest way possible, I'll admit that - but after all I told you that you could easily jsut edit any cape you like to fit what you need. And gave a barebones description of the necessary steps to get there. I don't believe that everyone needs to be spoonfed all the time. Let's throw those supporting wheels away and make you ride freely.
  2. @ And why is it that you don't just reskin an existing robe and actually do something yourself rather than just bash what other people made together? All this would need is to take any robe mesh you like, add an alpha channel, color some bits black on that alpha channel and save it. Then oyu just write a simple shader to make use of the alpha channel of your new Texture - and you're done.
  3. Okay so, I took a look. The problemmesh was very obvious and easy to identify. The torso's mesh normals are completely screwed up. Every hard edge between two faces causes the exporter to make a split there and duplicate the vertices along the edge. That torso has all edges set as hard. To fix it, go to the modifier List and add an editable poly modifier below your skin modifier. That should reset/recalculate the mesh normals and solve the problem.
  4. Can you add an optional "filter token" to your workshop_ist_anims command? That could be used to decrease the console spam.
  5. 3ds max 2015 is older than 2016 - so I can load your scene files. Anyway - yes his importer and exporter do some very strange stuff. They're far from perfect.
  6. r_showtris 2 might only work in openJK, try r_showtris 1 instead. And it's also cheat protected. Because it can be used as a makeshift wallhack.
  7. Looks like bad weighting. can you record a video like that with r_showtris 2 ? Depending on the topology of the model this might be fixable with a slight adjustment of the weights.
  8. Yes, you will need to import a version of the alien mesh, that is not weighted to the _humanoid skeleton, pose it to match the howler skeleton and thwn weight it to the howler skeleton.
  9. @@DarthJava Scoopers plugin occasionall creates a huge amount of random edge splits. However: You should not underestimate the number of extra vertices created by edgesplits along UV Seams. Which version of 3ds max do you use? Can you save the scene in a .max format for 3ds max 2016 or older? If so I'll take a closer look.
  10. or you could just try this: https://jkhub.org/files/file/2400-autodesk-3ds-max-2010-2016-glm-importerexporter-plugins/
  11. This porting craze is starting to get ridiculous... If you are talking about the new SW Battlefront 2 the answer is clearly no.
  12. One could also try using that neural network based "manga image" upscaler. It once saved me quite some time in preparing a clients artwork for printing. While the sites title and intended use for this tech make me cringe, the results on simple "cartooney" images are stunning. And from what I can tell from those screenshots: it could work on Ahsoka's textures. Just add in some microdetail later and you should be good to go.
  13. Huh, I thought he'd just flinch. Aren't the hazard troopers immune to knockdown attacks? Been a while since I played through the campaign.
  14. Well, unless you created a new skeleton and a new .gla for the model Alongside all the animation work this would require - that surely wouldn't have worked too good ingame. Unless you posed the arms to have them tight to his body and weighted them to the torso bones. While that would allow the model to work with the base _humanoid skeleton, I don't think that'd be the result the op hopes for.
  15. I'm not surprised at all. His 4 arms are a tricky subject that would need to be animated from scratch.
  16. Fitting this onto a humanoid jka skeleton remains a problem though @Kylo
  17. How would you like it to be introduced? As a playermodel? That's pretty much going to be imposdible to do unless someone creates a custom skeleton and custom animations for this.
  18. He does cover porting a model piece from Skyrim over to JKA. Which should be what you wanted to know. To port a full model repeat the steps he did to port a single piece for all of your pieces. If you need to know what your model should be segmented like or what the hierarchy needs to look like you can take a look at any player model tutorial for any software. As the logic behind that step is not unique to one program.
  19. Original source :http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html (Dead link) Vehicle Importing Tutorial for JA Part 1: non animated vehicles by Duncan_10158 A. Contents: A. ContentsB. This tutorial is aboutC. What we needD. What could helpE. Where we startF. The tutorialG. How to nameH. Troubleshooting B. This tutorial is about how to bring a model as vehicle into Jedi Knight Jedi Academy. In this part, I will explain that only on non- animated vehicles. The tutorial starts with a finished mash of a vehicle and shows what is to do to bring it in game. It will not treat: modeling, UV-maping, skining, shaders, editting .veh/.npc files or editting weapons. Its only about geting the mesh in game. basicly its very similar to bringing player models in game, you can take a look in those tutorials too for getting a better overview. I am using 3ds Max for modeling, but the meshes can be done where ever, importent are the last steps and they can only be done in 3ds Max. And thats what's this tutorial about. C. What we need to bring a new vehicle model in game are following things: 3ds Max 4.x or 5, we need that program cause there is no other way to export a model in XSI format with all mashes weighted to bones. To say it right away, creating a model.glm using the MD3View tool, like for saber hilts, does not work. using this method the model has no bones nor is it attached to a .gla animation file. Then, to be able to export the model we need XSIImporter.dli plugin for 3ds Max from the first >JKEdittingToolsJKEdittingTools2JKEdittingTools Here is the list: 3ds Max 4.x or 5XSIImporter.dli plugin for 3ds Maxvmdexp.dle plugin for 3ds Maxassimilate tool with carcass.exeNotepadWinZip or WinRAR or any other zipperD. What could help is the >jedi academy model and animationAnother great help is to use the models and files in the >assets1.pk3swoop model and its .veh and .npc files. E. Where we start, in this tutorial i will bring my STAP model in game, so every time I use the name >stap F. The Tutorial (or 20 steps to enlightenment) 1. Open or import the model into 3ds Max, give every element an appropriat unique name. Rotate the model so that it correspond to the 3ds Max views, place it in the middle of the z axis above the origin. how high on the z axis isnt that importent yet, you will probably need to change it at step 8 anyway. 2. Add to every element a modifier Unwrap UVW, with this you can later change the UVmaps without adding a modifier above the skin modifier. 3. Now we need to add all the tag for the vehicle. There are two ways to do that, you can either create them as triangles or import them from an existing model. a tag is basicly an element of three vertecs with a single sided face connecting it. every tag has the prefix >bolt_ bolt_driver ;tag for the placing the driverbolt_muzzleX ;tag for the weapon, you can place multibles, X is the number vor everyonebolt_exhaustX ;tag for the exhaust effect,you can place multibles, X is the number for eveyoneIf you create a vehicle without driver, weapons or exhaust effects, you can leave that out or do it and deatived it in the .veh file. I place them and decide later, the other way that doesnt work, you know. 4. For this non-animated model we basicly need one bone, cause of the creating in 3ds Max, we will end up with two, thats ok, later we can use the second bone very good anyway. Under create/systems use the bone buttom and place them in the right view on the z axis. the name of the bone can be whatever. I am using the same bone names as in JO player modeling, there is the main bone >pelvisendpelvisend ;the end chain bone 5. Last thing to add are the Dummys. These are small green cubes only importent for the correct hirarchy, we need four of them. Same as the tags you can import them or creat them on your own. Place them in the origin, they have the following names: XSISceeneRoot B:modelroot skeleton_root mesh_root 6. To create the hirarchy open the Schematic View. Use >Linkbodymesh_rootSkeleton_rootmesh_rootB:model_rootB:model_rootXSISceeneRoot 7. To avoid an error when using assimilate to create a animation gla file without any animations in our file, we do now a small animation. assimilate dont accept a file without this the way we will use it, so we do one that has no affect, only to have more then one frame in our file. Move the time slider to 5 and actived >AnimatepelvisendAnimate 8. We have to bring every tag and bone in the correct place. The bolt_muzzle and bolt_exhaust are easy, place them where you want to see those effects. The Dummys in the origin, as already mentioned. Place the pelvis (moving pelvis will move pelvisend too) somewhere above the origin in the middle of the vehicle. to place the bolt_diver is the difficult part in this step. It may, or better it will happen that you have to do this a few times until you find the correct place. the problem is, we want to have the driver in the right place, but the bolt_driver, the pelvis and the Dummys in the origin must have an exact distance relation (A to B, in the pic). You will see in game, if you dont place it right, the vehicle will have another rolling center point then the driver. you can take a look at the swoop for reference. In game you will see that the driver is not in the right place and/or is rolling wrong, then you have to come back to this step, correct it and do the rest ot the tutorial steps again. if the driver is not correct, you have to move the bolt_driver relativly to the vehicle. if the driver is wrong turning, you have to select the hole vehicle and all tags and move them vertical relativly to the bone (pelvis), this to keep the driver in the right place. Importent, if moving a vehicle part or a tag, it must not be weighted, you always have to delete the weigting befor moving and weight it again, or you get horrible problems! 9. Add to one vehicle part the skin modifier, so we can weight it. click on >Add BoneSelectEdit EnvelopesEdit Envelopes Now we have done everything in 3ds Max, except to export it. Save your vehicle, so you can fix bugs from this point on. 10. To have the assimilate work properly, we need a correct folder structure and set it up right. the assimilate tool and carcass.exe have to be in a >basemodels/players/vehicle_youbasestap_dun_dun 11. Now the setup of assimilate.exe, start it. Open >Edit / Preferences.. Compilercarcass.exeOK 12. Back to 3ds Max, we have to export our model. >File / ExportSelect File to Exportrootbase/models/players/vehicle_you 13. We get to >XSI ExportOK 14. Back to assimilate again, we have to add the model file. Chose >File / Add Files...root.XSIvehicle_youOpen >You're trying to add "root.xsi", which is inherent, you should only do this if you're making a model that has no seperate anim files Proceed? Thats exactly what we want, so >Yesvehicle_youvehicle_you This window you will see many times before you find the right seting for your vehicle. first check >Make it's own skeletonOrigin - Adjust We also have to correct the >Pathd:/base/models/players/vehicle_you/vehicle_youOK 15. We come to the compile process, you can click >BEdit / Build Model>. Save the file as >model.car A msdos window will pop up. You will get an error message if something went wrong (see Toubleshooting). Hit a key to close the window and if all went right there will be a message that >Everything seemed to go okclose assimilate. 16. There are six new files, but we need only three of them: animation.cfg model.glm vehicle_you.gla (an empty animation file ) from now on everyone who modded vehicles shoud know how to finish it, so you can go on your own if you like. But read on the wise man would. 17. For editing files and packing it up i use an other folder structure. Copy the three files we created into the >models/players/vehicle_youmodel_default.skinshader 18. In the >ext_data/npcsvehicle_you.npcvehicle_youwidthheight stap_dun { weapon WP_BLASTER playerTeam TEAM_NEUTRAL enemyTeam TEAM_NEUTRAL class CLASS_VEHICLE width 24 height 32 } 19. In the >ext_data/vehiclesvehicle_you.vehnamemodelvehicle_youstap_dun { name stap_dun .... model stap_dun .... } 20. We nearly done it, use WinZip to pack up >modelsext_datavehicle_you01.pk3Jedi Academy\GameData\Base When the game is loaded, start a map in cheat mode (devmap mp/ffa5). As soon the map is loaded bring down the console (§ + shift) and typ in: >/npc spawn vehicle vehicle_you or whatever you used when i wrote >vehicle_you If the driver is in wrong place or rotating not correctly you have to go back to point 8 and try to correct it by moving the vehicle or the driver tag. On any problems, see Troubleshooting.  G. How to name the file is very importent, in the tutorial i use >vehicle_youstap_newskin>vehicle typethree to four letters of your nametype of skin Keep an eye on the community about the names used. To have them unique is very importent or it will cause server crashes. H. Troubleshooting This is a beta version of the tutorial, troubleshooting will grow as you help me to find the "problems" of this tutorial, Thanks. All rights belong to their owner.
  20. I thought I'd share some tricks I picked up over my modeling "career" that I use to reduce the vertex & triangle count of my models let's take a look at a model here and let's take a look at the wireframe there are quite a few vertices which dont contribute to the shape of the model at all or only minorly so let's see what we can get rid of... I've highlighted a few things there as you might notice, now let's see what we can do to save a couple of vertices on these areas. This loop is completely useless, it does not add to the shape of the model at all , it just exists so get rid of those edges and all connected vertices. We can collapse every other edge in this loop and still maintain a similiar silhouette, in this case it doesn't make much of a difference though. These boxes have been extruded out of each other and out of the model, we can remove the top yellow loop completely if we make these 2 boxes sepperate objects instead , and also save 3 quads/6 tris on the larger box. We can also get rid of most of the lower yellow loop but have to keep the top edge of the indented part , this edge will then be connected to the bottom edge of this model. After doing all I've mentioned above the models wireframe looks like this : and the actual model does not appear all that different The same principle I've demonstrated for the orange loop can be applied to spheres or any rounded object, just reduce the amount of sides depending on the diameter
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