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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. You might want to switch over to using imgur to host your images: https://imgur.com/ That way you won't get those annoying photobucket watermarks on embedded pictures I also second what Ramikad just said, let us see the problem area and help you find a solution
  2. 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.
  3. @@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.
  4. 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.
  5. Fix the character min light. If you spawn into a pitchblack room with no lighting at all the character will still be slightly illuminated.
  6. Is the model larger than 512×512×512? That's the maximum size for a md3 model.
  7. I don't think a mod like that exists already, but you could edit the NPC Files to remove specific or all force powers from NPCs.
  8. 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.
  9. 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?
  10. 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
  11. 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.
  12. I'm glad to hear that! You might be better of with looking into making animations in Blender, it is a more complex but far superior tool when compared to Dragon. Feel free to ask if you happen to come across any further problems!
  13. 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.
  14. @@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.
  15. I have encountered this problem when I made my turntable model. Are your new gla's located in models/players/_humanoid_x/* or anything following that pattern? If not that's your problem, the games code seems to expect a _humanoid skeleton to bolt weapons to tags and it seems to verify this based on the gla filepath
  16. looks like you moved one of the tags/bolts out of place or rotated it.
  17. Either a texture filtering issue or, more likely, caused by mismatched vertex normals along uv seams. Hard to tell without looking at the model in detail.
  18. This should cover part of it iirc https://jkhub.org/topic/5149-lets-map-singleplayer/
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