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ShenLong Kazama

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Posts posted by ShenLong Kazama

  1. Err....are you sure youbhave the right model and textures? The glm is perfectly compatible with their textures. See my screenshot.

     

    You shouldn't need to type anything as everything is already there. The only thing I did was reorganize the entries a little better (I like to organize the files in 3 sections: head, torso and lower body).

     

    To play in regular JA (non-movie duels), you need to rename the files to "model_xyz.skin". At least one file should be named " model_default.skin". In my case I used model_default.skin for Arcann and model_Thexan.skin for Thexan. You also need an icon file matching the file name.

     

    For single player you need a skin file for the head, another for the torso and another for the lower body (that's why I like to organize the model skin files this way).

     

    You can download any model with SP support and use it as guide to name the files.

     

    Oh wait, do you have the 1.6 pack? I only have the 1.6.1 pack.

  2. Just download the pack, extract the "players" folder and browse through the models.....I combined them into a single model and individual icons so I can choose either version form the same model.

     

    TFlhzYy.jpg

     

    Lol the textures got messed up, how did you edit the skin files?

  3. Are you looking in Peneke's pack 1.6???? The folders are there (Arcann with the model, skin files, icons and textures and Thexan folder with some extra textures files). You might need t do some renaming with the icons and skin files.

     

    Ah okay, looked through the wrong pack.

     

    giphy.gif

  4. Yeah, when I said I combined them I mean a single folder...in the pack there is a separate "Thexan" folder with some textures, so I moved the textures to the Arcann folder and created the individual skin files/icons for single player. Just need to make the NPCs but that's no big deal.

     

    Strange, i have looked through the files and couldn't find anything.

     

    R4QEG.gif

  5. Hi I'm new here and for the last couple of days I've been trying to reskin some of Supralords robed mandalorian from the Sith to the deviant mandalorian. I wanted to make them have yellow instead or white or in the Sith's case red. Clearly I'm not skilled enough to be able to skin correctly because I always get errors and the games crashes. It would be a lot easier if someone else could make this reskin for me so I can enjoy the single player the way I want my character to look. 

     

    So basically what I want is Mandalorian with a robe, with its armor with Yellow armor pieces, black other bits, maybe a blue visor. If anybody could help it would be much appreciated. Thank you for reading/replying.

     

    Mandalorian with robes, black/yellow and a blue visor, correct? I'll work on it later.  :) 

  6. That error means that the UVMap of that specific mesh of the model is composed by one or more "islands", the seams being the contours of those islands. It occurs because the exporter needs the meshes to be split where those seams are.

    Now, with another model I'd tell you to select that mesh, enter Edit Mode, then switch to the UV/Image Editor, press on the "Keep UV and edit mode mesh selection in sync" button, select all of the seams which contour the islands, switch to 3D View, press Ctrl + E, and then D, which would split the edges as required to export correctly... but in this case I'm not positive that it will export correctly anyway. Not only does the mesh split procedure increase the vertex count a lot, but that model already has 34544 vertexes, which means that it probably won't export. And even if it did export correctly, .glm (and maybe .md3) models in Jedi Academy only work with a limit of 1000 vertexes per mesh, for a total of 32 meshes, so it would crash the game. And if you actually managed to get that working, you'd probably have to say goodbye to a smooth framerate.

    So if you really want that model in the game you'll have to consider cutting down the vertex count a lot, either manually or with the Decimate modifier. Be mindful however, because the Decimate modifier doesn't destroy the UVMap anymore, but it will change it, so don't split edges before decimating.

     

    Is it possible to reduce the vertexes?

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