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AshuraDX

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Everything posted by AshuraDX

  1. misc_model_static will work with the same shader as misc_model_breakable. That'd allow you to use the same files everywhere.
  2. 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?
  3. The tutorial is here! https://jkhub.org/forums/topic/12201-jedi-knight-cat-rig-export-compile-animations
  4. Oh, that's good I guess @eduxdbossss2 No worries, I'm here to help.
  5. 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.
  6. @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.
  7. 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.
  8. 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
  9. Version 1.1.0

    243 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.
  10. 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
  11. 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°
  12. 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
  13. Sorry, got to call this Stream off. Feeling a bit under the weather today.
  14. 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.
  15. 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.
  16. 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
  17. Issue has been resolved, I'll be live in about 3 hours
  18. 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.
  19. 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.
  20. @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
  21. Hey everyone, I was thinking to start weekly or at least Bi-weekly modding streams on the JK Community Discord and Youtube, around the early afternoon (GMT+1) on Saturday/Sunday. https://youtube.com/channel/UC52oLpMQiYO5cDB9A9pUFBQ I will post here about the details for each stream and an approximate Timeframe. The first Streams content will be making a Rof Animation(s) for @SomaZ rend2 Remake of the bespin duel map. The following stream will most likely be finishing the control panel material I started for the same map. I'll probably start making rough Q3ME Tutorials via Stream recordings in the future as well. If you have any suggestions for modding content I should stream, feel free to post them here.
  22. Hey @DragonSlayer2189, There is a Tutorial on how to do that right here: As to replacing other npcs with the minecraft model, all you need to do is create nee Npcs with the same names as the ones from the campaign and have them reference the model you want to use. If you compare, let's say the stormtrooper npc file from the game with one from the Minecraft model pack, you should be quick to figure out what you need to do. And how to mix them both to get the results you want. If you can not figure it out on your own, there should be a Tutorial in the tutorials subforum on here. And if that also doesn't help, don't be shy to ask for help here
  23. @Lord Of Hate @Psyk0Sith *coughs*
  24. Better done by editing the appropiate efx files. You find them in effects/<weapon name>/...
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