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AshuraDX

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Posts posted by AshuraDX

  1. I think there was another tutorial that focuses around playermodels, but I might be wrong. There is also Maui's Tutorial for frankensteining - which covers getting a model ingame after assembling it.

    That's not quite what the multiple Materials thing means. It means that you can not have more than 1 material per mesh/polygroup. So while you can have a material per mesh, eg. the head, torso and legs could each use their own material, you can not apply two different Materials to a single mesh without splitting that mesh in two or more pieces, depending on the number of intended Materials. 

    Since I'm not a Blender User I'm afraid I can not help with that, I will however ping people that should be able to help, And hopefully not summon their wrath: @Cagelight @SomaZ @swegmaster

     

  2. Most people nowadays use blender to create and get models into the game. From what I have seen >90% of them are only kitbashing/Frankensteining to create mixmatched models out of of parts from existing models with little to no custom modeling work. Some of us oldies use 3ds max (like me) or softimage ModTool. 

    I think there is a rigging tutorial for blender written by mrwonko, bundled with his original release of the blender plugin suite that Cagelight updated. 

    The filetype you need to export your work to is *.glm

  3. 15 hours ago, Jeff said:

    True but I was thinking just set the baby yoda to the side or behind the player and weigh it to model-root. Then it will just follow you around.

    Not a bad idea on paper, and it will look great as long as the player is standing/walking on level ground, but walking on inclines and performing flips are bound to look ridiculous ?

     

  4. Also, as an aside, I need to know how to generate the .prt file. Thanks ;)

    The prt file is a by product of the compilation process and should be generated by q3map2. If you get an error stating that the file is missing, try deleting all files besides the created by q3map2 for the Map youbare trieing to compile.

  5. @@NAB622 @@Droidy365

    I wouldn't bother with Normal Maps for vanilla tbh, normal maps won't do a lot for jka without a massive rework of the lighting and reflection system at which point you're better of to build up on rend2 or Somaz GL renderer which already did that. Vanilla JKA doesn't even do per pixel shading (which is a requirement for normal maps) of character models at the moment and instead relies purely on vertex lighting.

     

    Better Dynamic shadows and dynamic lights sound like good suggestions though, the main problem with the latter is more on the side of q3map2 and how it utilizes 4 versions of the same lightmap to fake different lightstates which is why those errors @@Noodle is referring to appear when you have multiple different dynamic lighting styles in the same area.

    Wasa, Noodle and Droidy365 like this
  6. These are not just weighting problems, holes like these can be genersted by automatic reduction tools designed to reduce the polycount of a model.

    If the verticee on opposite sides of the hole don't share the exact same weights you'll see this behaviour during animation.

    Tompa9 likes this
  7. I don't know if this works in Blender but in 3ds max I scale the model to fit the skeleton, make a keyframe on the animation timeline for all bones of the skeleton, go to the next frame, pose the skeleton to fit the model and create another keyframe for all bones of the skeleton in their new pose.

     

    Then I start to weight the model to the posed skeleton and once I'm done I just move the animation slider back to the first keyframe that has the root pose.

    Being weighted to the skeleton the model will follow that correction allowing me to delete the posed keyframe and leaving me with a model in the proper root pose.

  8. Hello, JkHub

     

    You might know about the mod called Advent Children Buster Sword Replacement, which can be found on this site under the following link: https://jkhub.org/files/file/922-advent-children-buster-sword-replacement/.

    Though I intended the sword to be only a placeholder in my own little project, I decided that I really like the blood effects it generates. There's only a small problem: all the visual effects generated by the sword, the blood particles leaving the struck body, the puddles they leave on the floor, the cut marks left on the body, and the blood that covers the sword, all are visible through everything. Even through walls. You can see a blood puddle on the floor in the next room. You can see the blood covering the sword through your own back. You get the idea.

     

    I strongly suspect that it is an issue with the shaders somehow, I tried comparing the effect and shader files with some vanilla ones, but as my knowledge of JK modding is very limited on this particular topic, I had no success in identifying the problem. Perhaps someone with more experience could help me out by pinpointing it?

    This file only contains a single shader file that has no references to any of the blood textures included. So the issue is most liekly not related to this file by itself.

    Do you have any other blood mods installed?

     

    Can you link a few screenshots of the issues you're talking about?

  9. What I meant was that the GLA noesis exports shows the weapon ingame, not inside noesis itself. Also the weapons do not show up in modview, just like they don't show up for the base animations either. But they show up ingame so it's all good. Thanks again!

    Ah, that's what you meant.

    You can manually bolt models to tags in Modview to preview weapon bolting, that's what I meant.

    Glad to see that it works now

  10. Just tried this, it doesn't seem to work. I think it's something related to blender since noesis can show the weapons fine regardless of the path but it has the freeze frame problem.

    Noesis is third party software and completely unrelated to the games code though, it should also work in modview.

     

    The game only performs weapon bolting for specific models. If you were to force the rancor model on a human player and equipped a weapon it would

     

    @@minilogoguy18#2033 had this same issue when he was working at Gorc for the DF2 mod, iirc moving the gla file to a folder name _humanoid_gorc solved it for him.

    Best to do a clean export with the new directory selected from the start.

  11. @@AshuraDX ok, I understand what I need to do in theory. I downloaded Dragon and I managed to extract a few animations from modded .gla files. So I got a few new .gla files contaning 1 animation each. Now I'd like to merge these new files with the stock _humanoid.gla. I'm trying to use the "glamerge.exe" I found on the site but I can't get it to work for some reason. 

     

    I put 2 .gla files (stock and my new one) in the same folder as the glamerge.exe file and I try to run it but the window opens for a split second and then disappears. Do you know why that might be?

    You need to create a new textfile in the same folder as your glas and glamerge.exe

    Fill it with this content:

     

    glamerge.exe firstfile secondfile
    pause
    
    save it and then rename the resulting .txt file to .bat and run it.
  12. @@AmazingDamien You will have to extract the animation sequences you want based on their frame numbers,  which are specified in their respective animations.cfg file, from each gla file, save them as individual glas then merge those individual glas with a stock _humanoid.gla and edit a stock animation.cfg file to use your newly merged sequences.

    Edit:
    The classic tool to use for this would be Dragon, although Blender might be the more sophisticated option provided it allows you to import only specifc sections of a gla file. I don't use Blender so I can't say anything about that bit.

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