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DarthDementous

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Everything posted by DarthDementous

  1. I would love it a lot more if it wasn't missing an arm XD. I went into blender and tried to give it a new one but apparently there's some deep seated bug about surfaces on which loading it into ModView it tells me it needs to be rebuilt
  2. NPCTool? Nope, just plain old borin' notepad editing As for a palpatine that doesn't run, do you want him to not move at all or to constantly walk?
  3. Hello there, Following the development of JKG for a long time led me to curiosity as I perused through the files of JKG, certainly a lot of interesting things in there. However something became clearly apparent - that being that most of the textures weren't included. The biggest contributors were probably amace_tusken as well as various other texture folders starting with 'a'. I've got most of the .pk3s within my base as well as all the files from the textures folder in the p...

    1. DarthDementous

      DarthDementous

      public assets yet its not really resembling a coherent map. With very little being textured its difficult to make out the map otherwise it'd be great for Tattooine enthusiasts :P.

       

      I don't think I'm missing something in regards to the textures as I've done a full search with Google Drive. I don't want to overstep the boundaries but would you have some of those missing texture files on hand? If you do I can actually look up which ones are missing so that I can be...

    2. DarthDementous

      DarthDementous

      more specific.

       

      Kind regards,

       

      Dementous

       

    3. DarthDementous

      DarthDementous

      P.S Sorry for using this convoluted way of getting across a message, I wasn't able to send you a private message because it said you couldn't receive any more messages - I assume that's because of a full inbox? Either way apologies for the inconvenience

  4. Hey everyone! I am by no means saying that I hold some kind of unique skill by being able to modify .npc files but I was wondering if there were any specific npcs that people would want to bring into JKA. When posting your suggestion please be as specific as you like (walking speed, saber styles, force powers, behaviours, enemy or player team etc. etc.) and make sure that if the model isn't apart of base YOU INCLUDE A LINK TO THE ORIGINAL FILE. I will be making these packages with the model files as well as the .npc files. NPCs I have created: Luke ROTJ Anakin Episode 3 Obiwan Episode 3 Darth Maul Assaj Ventress (Clone Wars) Emperor Palpatine Darth Vader Look forward to hearing your suggestions!
  5. Thanks Archangel35757, that would've been difficult to find via google! I'll download it straight away.
  6. Hey everyone, Thanks to @@Boothand I found out that since I'm a student I can legally acquire a 3 year license for 3DS Max. Unfortunately, the only options available to me are 3DS Max-onwards. I have found out that there is a .xsi exporter which is great for the final step and getting it into carcass, the only problem is I have not been able to locate any .GLM Importers for the later versions which of course is greatly needed. Could anyone shed some light on this? Thanks, Dementous
  7. Greetings everybody, I know my thread about the Hrakert Station map has probably disappeared into the abyss of inactive JKHub threads, but I can confirm that I am still working on this map - and turst me, compared to the progress shown on the old topic it has deifnitely come along way. One thing that my friends gleefully enjoy pointing out while testing my map is the fact that there are X-Wings floating in the water (provided the water atually feels like being water and not some solid block of ice). Would anyone be interested, and capable, of making the submarine model found in Hrakert Station? (These were the best pics I could take with KOTOR's lovely archaic camera system): It would also help the authenticity if I could attain a Firaxan Shark model, having that floating around as a func_platform around the underwater hallway would be delightful, and if I can figure it out - might even become a class option in Movie Battles 2 . Thank you for your time and interest.
  8. I see, you mean that I can pose an invincible NPC to be in that death animation with scripting? Or does this work for .md3 as well (I don't see how but eh you never know). I haven't really used scripting yet but luckily I have a friend whose quite proficient so I'll ask him about animating an NPC. Thanks for the reply!
  9. Greetings! I decided to continue work on my Hrakert Station map and came to the decision that such a creepy atmosphere DEMANDS dead republic soldiers . I recall seeing something similar in Mace's Republic Commando map but I don't believe the models were posed with base animations, rather that model was created that way from scratch. If there isn't a way to do it in .md3 format, would it then be possible to do it by way of NPC? Is there a way to make sure the NPC body doesn't despawn after it dies? That way when the map starts the NPC will be killed and the body will remain there (hopefully). Curious to hear thoughts and advice on this. Regards, DarthDementous
  10. Hmmm, you know what I'll give it a go. PM me all the necessary files (base clone body/extra bits w/e). I'll try and post some progress pics soon.
  11. Well, there's already a vastly easier way to do this. IIRC the infamous KOTOR Pack had precisely these within them. If you send me a Private Message I can send you the sound files which would mean substantially less work on your part as they are already labelled and converted (i.e. in mp3 format with names like taunt, taunt1).
  12. would I paint my weights accordingly to the meshes the robe is covering? I.e. The torso.
  13. I'd just like to thank all who helped @@Psyk0Sith @@Boothand @Archangel35757 among others that just popped in to say hello . I finally got it NICELY rigged and ingame - apart from a few tearing issues but at least its not the deformed mess the others were . One thing that perplexes me though is how on Earth would I weight a full body robe to the skeleton? Things like Hapslashes Count Dooku model have a robe that deforms with the arms and the legs. How would I go about doing that in a skin modifier? Regards, Dementous
  14. Oh man. @Pysk0Sith, you mean to tell me that I could've just taken an already existing character weight and applied it to this? AND I'VE BEEN DOING EVERY INDIVIDUAL VERTICE WEIGHTING D: Oh well, good practise I guess. I'm going to give the skin wrap modifier ago and then if that doesn't work I'll just use the copy of the original mesh and continue individual vertice weighting. Carry on.
  15. OH WOW. Well I found out why I couldn't edit any vertice's weights. I had Normalize checked on >_<
  16. I found out it only crashed because I had Animation selected, unchecking that worked fine in the XSI export. How do I specifically scale the mesh root by using values? The only scale option I see is Uniform Scale and that's less than ideal. P.S. I keep getting the error that the bolt_l_hand isn't weighted even though it is. Any ideas on that?
  17. Perhaps for adding extra objectives and hwhat not you could always look into decompiling the singleplayer .bsp into a .map readable by GTKRadiant. That is if you are one of the few with a working copy of GTKRadiant . Hell I could even do it for you and send you back the files - up to you really.
  18. Okay I had a look at the rigged model you sent me @@Psyk0Sith and based my weighting around that. However, when I exported it as 'root.xsi' in the XSI format 3DS Max 10 crashed after exporting it. I then added in the file humanoid.gla in Assimilate and set it to build and got this error: Carcass (GLA/GLM compiler) v2.1. © Raven Software 1998-2003.Written by Gil Gribb, Ste Cork, James Monroe, Mike Crowns -------- C:\base\models\players\_humanoid\model.car --------( Build trigger: "c:\base\models\players\_humanoid\model.glm" missing )entering c:\base\models\players\_humanoid\model.car(90 degree skewing OFF)Loading GLA "models/players/_humanoid/_humanoid.gla"...21376 framesGrabbed 1 files with 21376 framesProcessing 'c:/base/models/players/_humanoid/root.XSI'XSI import failed, code = 6210 (file 'c:/base/models/players/_humanoid/root.XSI') ( Press any Key ... ) EDIT: Nevermind, that error was fixed because there was a multitude of bugs in the mesh and the weighting process that were very nicely fixed by @@Psyk0Sith. However, although it is lovely that it's in game it deforms horrendously... Here's a picture in modview to show what I mean: Try and go to sleep after looking at that o.O. The model seems awfully skinny when it's in its neutral pose but I suspect that's because every vertex affected by each bone is waited as 1.0. But I can't change that for some reason it just constantly keeps reverting to 1.0 even if I put in 0.5 as the Abs Effect. Very weird o.o.NOTE: I added and weighted the body parts in individual segments like the rigged model in the file Psyk0 sent me. I know you advised against this @@Boothand but the model was already segmented and caps had already been put in place so I didn't really have a choice :\.
  19. Hah I appreciate the concern @@Psyk0Sith but I'm pretty determined to learn how to rig a model, just so I can cross off one of the hardest parts in modding and help my friend get his pretty damn amazing models in game. Now if he just got online more...
  20. When you say .max skeleton do you mean the one Psyk0 Sith made @@Boothand? Because that's the one I'm importing. EDIT: Opening the skeleton in .max and then merging the model did not make it fit to scale. The skeleton still towers over it. I meant I could not see any bones when I tried to add them if I have no skeleton loaded and only the model mesh - that's normal right? DOUBLE EDIT: By using the scale tool it appears that I have scaled the mesh correctly to the skeleton so no problems there. However, after applying a skin modifier to the entire mesh and starting by weighting the cranium I am unable to follow your tutorial @@Psyk0Sith. It tells me to select the vertices using Move and Select but I'm not even sure what a vertice looks like. Is there some kind of view I should be in? I noticed your pictures had your model hollowed - how did you do that? Regards, Dementous
  21. @@Psyk0Sith are there any tools in 3DS max 10 that let me scale the mesh to the skeleton so I can actually try rigging it?
  22. Oh mah god I have learned a lot since this last post but still there are some befuddling parts of the weighting process. In @@Boothand 's recent tutorials I was told to download @@Psyk0Sith 's JKA skeleton. However, merging the .max into the scene results in a HUGE skeleton that's at least 3 times the size of my current model (grievous and anakin combined). The whole adding bones part of the tutorial is another area that I am confused in. As of now I am using 3DS Max 2010 because my 2005 copy decided to mess up horrifically but I'm quite comfortable just sitting on a trial for it; at least for now. I selected the body part I wanted to rig, let's just say leg. Then I when to the Modifier tab and created a skin modifier for it. Underneath that I tried adding bones but NONE of them listed in the tutorial where there. The only thing that could be added (it also said select rather than add in the little pop up window) was r_foot_leg or something around those lines - but I assume that's just something left over. Do I need to import a skeleton to be able to do the weighting or create it in 3DS Max? I'm quite confused because I can't find a skeleton that fits on the model...
  23. I'll try and explain what I want to do as a starters for modelling. For tutorial purposes I wanted to transplant Anakin's head onto jedi_hm (jaden) but I can't import the model.glm of jedi_hm even after extracting base assets 1 into the folder base on my C drive. As in the path is C:/base/models/players/jedi_hm/model.glm. I instead decided to use Grievous because I was able to import him into 3DS Max 5. I then figured out how to do delete the polies/objects I didn't want so that it would just be anakin's head on grievous's body. This is pretty much the stage I'm stuck on. I had a look at Psyk0 Sith's compiling tutorial but it said to export it as a .obj or a .xsi file. However in 3DS Max 5 I don't get the option for obj or XSI. I thought Soft Image Mod Tools was the next necessary step to getting it ingame? Isn't that where you rig and weight it because that's what I believe it to be. I'm very confuzzled by all this so some clarification would be great
  24. Heh funny I did exactly that but to no avail. But that's okay because I've moved onto 3DS Max 5 where I have thankfully been more successful in importing .glms. Unless its a base model incase 3DS goes KTHXBAI and crashes.
  25. Hi, Since my ventures into the mapping verse were quite successful I decided I wanted to take up modelling, mostly to help one of my modelling friends rig up his model as he is having some serious issues with that. I don't really know the first thing about modelling nor how to work with 3DS Max 5 (the program I am using for modelling) I have XSI soft image and the JKA SDK thought I don't know what either of those programs are for. Is there a set of tutorials that will take me from learning how to work with 3DS MAX 5 to compiling a player model into JKA? (The models on the site seem to be for the more advanced). Regards, Dementous EDIT: Was able to have a bit of a play around in 3DS Max 5 and exported Toshi's anakin model successfully. However, for some odd reason literally NO OTHER model.glm will import properly I keep getting this error while it imports: In file: REF.cpp Line: 831 DOUBLE EDIT: Huh, funny that. It's only when I import models from the base game. The other one I was trying to import was a skin based on the jedi_hm model, I also tried importing chewbacca but got the same error. But then I imported Mars Marshall's Grievous and it worked. is there something I need to do to be able to import regular JKA models?
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