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AshuraDX

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Everything posted by AshuraDX

  1. Joining forces with SephFF 😉
    EwIpQJm.png
    cuZH6ye.png
    sIgNHuy.png

    1. Circa

      Circa

      I would like to know more... 🤯

  2. 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.
  3. 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?
  4. misc_model_static will work with the same shader as misc_model_breakable. That'd allow you to use the same files everywhere.
  5. 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?
  6. The tutorial is here! https://jkhub.org/forums/topic/12201-jedi-knight-cat-rig-export-compile-animations
  7. Tutorial: Export & Compile Animations for Jedi Knight Jedi Academy Introduction This Tutorial will teach you how to export animations made with the Jedi Knight CAT Rig for 3DS MAX and compile them for use in Jedi Knight Jedi Academy. With a minor change, this Tutorial will also work for Jedi Knight Jedi Outcast. Requirements The Jedi Knight CAT Rig *.max file The core to this tutorial, without this the remaining part of this tutorial might not make much sense to you. Download The dotXSI Exporter for your version of 3DS MAX This is the plugin you need to export your animation as a *.xsi file which we will then run through the animation compiler to create our game-ready-animation. Version Downloads: 2021 2020 2019 2018 2017 2015/2016 2013/2014 The JKA SDK Repack This file contains all of the required tools and source files we need to do this. Download A Texteditor Any Texteditor will do as long as it has a find & replace function. I would recommend Notepad++, but the regular Notepad or even the default Windows Texteditor will work just fine. Get Notepad++ Setup & Preparation After you have downloaded the required files from JKHub, follow these Steps: Install the dotXSI Export Plugin for your version of 3ds max following the provided readMe file Unzip the JKA SDKRepack to a Working directory of your choice, e.g. "E:/JKA-SDK-Repack/". To avoid Problems it's best to avoid having any spaces in the path. This will give you this directory structure: JKA-SDK-Repack assets codemp Tools Original SDK readme.txt Read Me !.txt Add the following branch to your Working directory: JKA-SDK-Repack assets base models players _humanoid source ... Start the Program called Assimilate.exe from the Tools folder, once it opened click Edit > Preferences... on the main-menubar. Here, we'll need to set up some paths. Replace .../JKA-SDK-Repack with the path to your working directory and follow from there. Enum file: .../JKA-SDK-Repack/codemp/game/anims.h Compiler: .../JKA-SDK-Repack/Tools/carcass.exe Quake Dir: .../JKA-SDK-Repack/base/ Make sure to keep the Trailing "/" on the Quake Dir path! Copy all files from "/assets/models/players/_humanoid/*" to "/base/models/players/_humanoid/source/*" Open the _humanoid.car file from ".../_humanoid/source/" in your Texteditor and run the following find & replace. Make sure that the file is not write protected when you try to do this Find: "/_humanoid/" => Replace: "/humanoid/source/" If done correctly, the last line of the _humanoid.car file should look like this: $aseanimconvertmdx_noask models/players/_humanoid/source/root -makeskel models/players/_humanoid/source/_humanoid -origin 0 0 24 Now we need to change the part that's highlighted green back to models/players/_humanoid/_humanoid and save the file. This file will function as our source and backup file from now on. Whenever we open this file in Assimilate.exe, it will read the source files and generate a fresh and completely vanilla _humanoid.gla for us. Exporting your animation Now that we are done with the setup part, it's time to export our animation. It's time to jump into 3ds max Animating a CAT Rig is outside the scope of this tutorial. If you want to learn how to do that, there will be a link to a fantastic Youtube channel at the end of this Tutorial. First, we have to configure our Timeline, if we haven't done so already. We only want to export the actual animation, so we want to set our timeline to range from Frame 1 to our last keyframe of our animation. Then, we use the Animation Export Selection Set to select everything we need to export. Clicking the set will most likely issue a Warning, that hidden/frozen objects are about to be selected. This warning can be safely ignored, so press NO to continue. The relevant Objects for Animation Export are sensitive to changes and as such are frozen, hidden and mostly secured by constraints by default to prevent any sort of accidental change to them. With our Jedi Knight Skeleton selected via the Animation Export Selection Set, we can Export our animation. To do this click File > Export > Export Selected... and export your Animation to your _humanoid folder as a Softimage dotXSI 3.0 (*.xsi) file. Name your file appropiately, for this Tutorial I saved my file as ".../JKA-SDK-Repack/base/models/players/_humanoid/both_tutorial.xsi". When exporting an animation, your main concern is for 3 Settings in the Export Dialog: Animation is checked File Type is set to ASCII Scene Root Name is set to model_root These should be the default settings, but it's better to be safe than sorry. If everything went correctly, we should now have succesfully exported our animation. Compiling the animation from .xsi to .gla We are almost done. The last step we need to do is setup our gla compile. Remember the .../source/_humanoid.car file we edited earlier? It is time to copy that file from /_humanoid/source/ to /_humanoid/ and open it in our Texteditor. I would also suggest renaming it to prevent any accidental overwriting of our source .car file. For this Tutorial I named my file Tutorial.car What we need to do now, is to add our new .xsi animation to this .car file, to do this we must insert a line with the following pattern into the .car file: $aseanimgrab [filename] -loop [loopframe] In my case, my Animation filename is models/players/_humanoid/both_tutorial.xsi and since my animation is not meant to loop, I am going to set the loopframe to -1. If your animation should loop, set the loopframe to the frame that the animation should return to after being completed. (usually frame 0). Our new line should now look something like this: $aseanimgrab models/players/_humanoid/both_tutorial.xsi -loop -1 Last thing left to do before we can compile, is to insert it into the right location in the .car file. The "right" location, is right above the line $aseanimgrab models/players/_humanoid/source/root.xsi -loop -1 Which should be the third to last line in our .car file Now all we need to do is to copy & paste our new line right above the root.xsi line, like so: ...$aseanimgrab models/players/_humanoid/both_tutorial.xsi -loop -1 $aseanimgrab models/players/_humanoid/source/root.xsi -loop -1 $aseanimgrabfinalize $aseanimconvertmdx_noask models/players/_humanoid/source/root -makeskel models/players/_humanoid/_humanoid -origin 0 0 24 ...and save our .car file. With our .car file being finished, it's time to open it in Assimilate.exe. Once open it will take a short while to load in all of the animation files. Once it has completed that, we can press the big B Button on the main Toolbar to build our gla. Shortly after you clicked it, a CMD/DOS Window will open and rush through a lot of lines detailing its work. If all goes well it will finish and you will be greated by an Info dialog telling you that "Everything seemed to go ok". Ideally, you will have a freshly compiled GLA File including your new Animation at Hand. If not there will be some troubleshooting required. A link to a list of common Assimilate/Carcass Errors and how to fix them will be at the End of this Tutorial. Testing your animation The moment we've been waiting for is finally here. Now would be a good time to unpack your favourite character model from its pk3 file to your JKA-SDK-Repack base folder and opening it in Modview. Somewhere at the bottom of the Sequence List you should find your new animation. Double click it to play and view it for the first time in Modview. Thank you Thank you for reading this, I hope you learned something new from my rambling. I would also like to thank Miloš Černý for his invaluable Tutorial videos on building CAT Rigs without which I would not have started this project, as well as WC3Tutorial for his rigorous Testing and Feedback on how this Rig and its earlier iterations performed. If you run into any problems, don't be shy to reach out to me on JKHub or the JK Community Discord. JKHub Profile JK Community Useful Links Carcass Error Guide.Miloš Černý Animation - A Youtube Channel dedicated to animating in 3ds Max with CAT.XSI Viewer, a program that can preview *.xsi files.
  8. Oh, that's good I guess @eduxdbossss2 No worries, I'm here to help.
  9. 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.
  10. @eduxdbossss2 Sorry, but that is something to ask the local blender Community, I work with a different Software (3ds max). But generally a traceback hints at a mishandled exception in the exporter code. Try to provide more details and the full error message.
  11. Actually it's the damn jka bones that suck, jko has bones for all 5 fingers and toe bones which allow for much higher fidelity in animations. this video shows how to convert a jka model to jk2. If you reverse these steps, you should be able to get it working.
  12. This is something that I've been working on since like 2017. But I finally got around to rebuilding this thing for the third time - this time properly and with all bones for Jedi Academy, Jedi Outcast and even Soldier of Fortune 2. Most of you are probably like "What the Hell is this?", so let me explain: What is CAT and what can I do with it? CAT Is a very versatile Rigging and Animation System for 3ds Max. It allows you to quickly and comfortably make high quality Animations, after setting up a Rig that is equally quick to build. This Video (and this Channel in General) explain what CAT is and what it can do really well: This rig comes in a 3ds max scene with the original Jedi Knight Game bones constrained to it. This means that when you move any part of the rig, the bones of the character move accordingly. It is also organized in layers and comes with a couple of useful premade selection sets to streamline animating and exporting your animations to the game. How do I use it? To export animations and get them ingame you will need the Jedi Academy SDK Repack and the dotXSI Exporter for your version of 3ds max. (I linked the exporter for 3ds max 2021 underneath - check the authors other uploads for alternate versions) When CAN I use it? The file has already been uploaded and approved here on JKHub and I hope to get a tutorial written up and recorded until next weekend. WC3Tutorial from the JKCommunity Discord, who has been Alpha-Testing the initial Version of the Rig heavily, might beat me to recording a tutorial - if that happens I'll link it here. I'd be happy to hear any questions you might have upfront that might help make the tutorial better and easier to understand. If you fancy messing around with this rig before the tutorial is up - don't be shy to reach out to WC3Tutorial or me on the JK Community Discord #modding channel. Some more pictures
  13. Version 1.1.0

    223 downloads

    This is something that I've been working on since like 2017. But I finally got around to rebuilding this thing for the third time - this time properly and with all bones for Jedi Academy, Jedi Outcast and even Soldier of Fortune 2. Most of you are probably like "What the Hell is this?", so let me explain: What is CAT and what can I do with it? CAT Is a very versatile Rigging and Animation System for 3ds Max. It allows you to quickly and comfortably make high quality Animations, after setting up a Rig that is equally quick to build. This Video (and this Channel in General) explain what CAT is and what it can do really well: This rig comes in a 3ds max scene with the original Jedi Knight Game bones constrained to it. This means that when you move any part of the rig, the bones of the character move accordingly. It is also organized in layers and comes with a couple of useful premade selection sets to streamline animating and exporting your animations to the game. How do I use it? To export animations and get them ingame you will need the Jedi Academy SDK Repack and the dotXSI Exporter for your version of 3ds max. (I linked the exporter for 3ds max 2021 underneath - check the authors other uploads for alternate versions) When CAN I use it? The file has already been uploaded and approved here on JKHub and I hope to get a tutorial written up and recorded until next weekend. WC3Tutorial from the JKCommunity Discord, who has been Alpha-Testing the initial Version of the Rig heavily, might beat me to recording a tutorial - if that happens I'll link it here. I'd be happy to hear any questions you might have upfront that might help make the tutorial better and easier to understand. If you fancy messing around with this rig before the tutorial is up - don't be shy to reach out to WC3Tutorial or me on the JK Community Discord #modding channel.
  14. Which Version of radiant? 1.4 and 1.5 don't quite work on Windows 10 afaik. Try Netradiant or GTK Radiant 1.6. @mjt has written a Tutorial on setting up Netradiant
  15. A possibly quicker solution might be to flip the normals of the tag triangle. The orientation of the tag is determined b the order the vertices are in, same for the normal direction. So by flipping the normal direction you can rotate a tag by 180°
  16. Hey @Rvix, two answers for two problems: The first is likely due to a bug in the importer, it seems to have reordered the vertices in the tags which can cause this behaviour. Flipping the normals on tags using a normal modifier and checking the flip option might do the trick already. If it doesn't I can send you a script (later, after work) that generates a fresh set of tags in the proper orientation and links them to the model - provided the naming conventions recommended for jka models are held true by it. For the other issue, that looks like non-zero'd transforms. Is the pivot set to 0,0,0 and aligned to world? And is the object scale at 100,100,100? Feel free to @me for any 3ds max related questions
  17. Sorry, got to call this Stream off. Feeling a bit under the weather today.
  18. You discovered that patches change their level of detail based on distance. You can use -patchmeta in your bsp stage to force a static lod on them. There are also ways to force a higher subdivision level on them via entity keys iirc, but I'll have to do some digging to find them. @mjt might know more.
  19. I plan to stream again tomorrow, at around 2 pm GMT+1. If everything works out I'll be rigging a model for JKA and get it set up ingame using 3ds max.
  20. Good work! Your vending machine could use se shading on the sides, or some edge highlighting. At the moment it is very hard to tell where the Corner between the front and side of it is
  21. Issue has been resolved, I'll be live in about 3 hours
  22. You are trying to combine a model for jedi outcast with a model for jedi academy. I don't know enough about the blender workflow to tell you what you need to do to combine those two together. Only definite solution I can think of would be to convert the jko model to the jka skeleton, iirc there's a tutorial for doing that here in the tutorials subforum.
  23. Going live in about 2 hours EDIT: I unfortunately ran into some unforeseen technical issues on my end that need to be fixed before I can stream.
  24. @DragonSlayer2189 iirc all you need to do is add a sounds.cfg (renamed text file) file to your model folder. These are from the default human male and the default human female jaden models Male jaden_male m Female jaden_fmle f
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