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Posts posted by Circa
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It doesn't give an error, it just crashes. I won't be much help or be able to use OpenJK anyways, since I have the Mac App Store Version.eezstreet, on 12 Apr 2013 - 13:49, said:
This could probably be fixed in OpenJK if I know precisely what error you're talking about.
Alright, so I decided to make a "Snow" Battledroid to replace the Snowtroopers instead of the normal infantry droid. So I just simply made them white, but I want opinions on which one looks better. One is fully white and the other is the usual color markings like the pilot, security, and commander versions, but white. Thoughts?
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Crashing issues? Like NPC extensions being too large?
I just have too many NPC's in my base. An issue that not many other people have. I like to spawn characters and watch them fight.
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He really does have a duckface though <. he improved a lot compared to the start but i say you could still work more on head. if anything at least fix duckface please xd>
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Why are you still using Dragon when you have Softimage?
It's like you'd prefer to make fire from rubbing 2 sticks together when you have a propane torch sitting next to you...
Dragon sucks for animation. Period.
Telling someone to use it for animations is like the worst advice you can give around here.
Unless they are already used to it and prefer to stick with their routine ways.
therfiles likes this -
cultist_commando and cultist_destroyer are not used (but are awesome in their own right).
If you're looking to ditch some NPCs, get rid of reborn_weequay, reborn_rodian, et al, these are never used, I don't think.
Okay thanks. I can't remove the reborn ones because I'm not replacing any reborns, or I would. Just cultists.
Since I know nobody else has as many NPC's in their base as I do, I won't remove any more for the release. If anyone has the crashing issue, either take out some pk3's that have a lot of NPC files or edit mine and take out whatever you don't want.
So now I'd say it's ready for release! I'm including my Prequel Music Replacement with it, but I will release it separately as well.
therfiles likes this -
Alright, so I replaced all of the cultists (not the Reborns). There's so many different kinds of cultists. Are really all of them used? It made my game crash due to too many NPCs, which is from my other PK3's but it would be nice if I could remove the NPCs that aren't even used in the game, which I know is the case with a few others. Does anyone know if all of the cultist NPCs are actually used?
I'm going to tag people in this post since it takes a long time for people to see it, and I know I'll get some answers from you!
I summon @@eezstreet @@therfiles and @@minilogoguy18
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Bounding boxes are measured by the "height" and "weight" lines in NPC files. To see bounding boxes in game, type "npc showbounds" in the console. Use other NPC files as reference for your height and weight.
ChalklYne likes this -
I have Blender, but I don't know how to import .md3's and .glm's.
http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
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Welcome! Good to see another Mac user.
The program called Blender has a version for Mac. I'm no modeler so I don't know much about it.
I'm also working on a SP music mod. I'm done with it actually. It changes the music to music from the prequel SW movies.
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Got the ship models fixed and replaced. I didn't replace the Raven's Claw or the Millennium Falcon because I don't know or have anything to replace them with.
I also replaced Boba with Jango. Something I totally forgot about until playing that mission. I even changed Jaden's line when he/she says "Boba Fett!" to "Jango Fett!". Turned out a little better than I thought it would.
So now is the final stage I believe. I am replacing a few key phrases and text that mention Empire or Stormtrooper. There aren't that many so it shouldn't take very long.
I'm still debating on whether or not to replace the Cultists with Magnaguards.
therfiles likes this -
It works if the original is a misc_model_static or a model2 entry of an entity or something along those lines. You can't replace a misc_model, however, because they go straight to the .bsp. So yeah, the first step would be simply swapping it for another existing md3 to see if it can be changed at all.
Well I tried a different md3 like you said and it worked fine. So it must be the one I want is messed up for some reason. Any ideas?
EDIT: I found another MD3 of it from a different map. It worked perfectly! Thanks for the thoughts and help guys.
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Hmm, do you know of any sites that I would be able to contact someone who would be able to help me with these models then?
Nope. This site would be the best place. Sorry.
Nice signature by the way!
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Nobody even takes requests anymore. It's kind of disappointing. Look at how many unfulfilled requests are in this forum.
If I could model I would do it. I try to help people with requests as best as I can.
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Oh and also, I did it with the TIE fighters and bombers too. I replaced them with Droid Starfighters and Trifighters. So I know it's possible, I just need a new MD3 I guess.
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Bump much?
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I don't think this will work as intended. Partially because misc_models are converted to brushes upon compile of a map.
Interesting. I've seen it work in another mod.
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? Just convert the original to GLM. I don't know what you're talking about with overwriting.
Reading the original post usually helps.
I'm trying to replace the map object Z-95 md3 model with the Episode III Jedi Starfighter model so in SP levels that show Jaden's ship, instead of the Z-95, it will show the Jedi Starfighter.
I took the md3 file of the Jedi Starfighter from MBII that was used on the Mustafar map and used that to replace the z-95 but it crashes every time it loads any level that has the model. All other levels work fine.
So what I'm trying to do is convert the GLM file from the original mod linked above to MD3 since apparently the MBII one didn't work.
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But it wouldn't overwrite the original would it? The original model is an .md3FYI, you can place Ghoul 2 models in maps..
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Thanks for trying. What about Blender? It has the feature, I just don't know how to work it.Meh, I tried, MS3D for some reason didn't want to import it, at least not with the materials option checked which also doesn't import UV's if it isn't checked.
Been trying to get some .md3 support and a simple .glm importer for Softimage for a while but I can't get any interest from people who have the skill to pull it off.
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I tried using that but I can't figure Blender out. I import the GLM and nothing happens, it doesn't show up or anything.My Blender plugin suite contains a GLM Importer and an MD3 Exporter. MD3View can do MD3 to GLM conversion if you don't need animations.
If it would be faster for someone to do it for me, here's the GLM.
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Never had this problem, though I'm not a mapper and the only thing I may use a md3 model for is weapons, they're used as the model that is shown when the gun or saber hilt has been dropped on the ground.
Someone here may know how to set up the game to output a log file for the crash, maybe that will shed some light on things.
You can use whatever model of mine you want, some things I'll even release source files for if people ask and I can find them. I used to be one of those pricks who didn't want people using or modifying thier models but I realized it's a stupid way of doing things in a modding community, everything I make is freely available for use, just give credit where credit is due. If I could track down the original Softimage scene file I'd even give that to you too if you wanted to see how I made it.
Is there an easy way to convert a GLM to an MD3 like it is vice versa? This seems like the most logical choice first.
I'm on Mac and there is a log file but I don't know what exactly it lists or how to even read it.
Thanks for the permission. I agree with you on that!
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Hey @@minilogoguy18 Would you know anything about this? You tend to be knowledgable about these sort of things.
Also, could I use your ARC fighter in my prequel mod? I'll use it to replace the x-wing.
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Ooops...Sorry! :unsure:
Why does it have to be an MD3? If you need Glm to Md3, I know a progam called milkshape can also import glm and export md3
It's alright.
That's what the default map objects are, md3.
I remember Milkshape. Is it free?
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I think MD3Viewer can do it. There is an option that says 'save as .glm'. It should be in the SDK. Do you know which program I'm talking about?
Yeah, I said that it works fine in MD3View. I need it to be an MD3, not a GLM. The MD3 I have is crashing the game. MD3View doesn't have an option to open a GLM. And ModView doesn't have an export as MD3 option either.
Aquatic Monster Models
in Mod Requests & Suggestions
Posted