Jump to content

Cerez

Members
  • Posts

    1,429
  • Joined

  • Last visited

Everything posted by Cerez

  1. I think JA+ utilises a UI customisation to achieve this. It would be in the DLLs, in the coding. Not a beginner's course... And every other user would need to have the same (DLL) mod, once again. Your questions is understood, @@Spirit, but what you are asking for is not possible to achieve with the game the way you are expecting it to work. Everything is not as simple as it seems at a first glance.
  2. Just type "model yourmodel/yourskin" in the MP game's console (Shift + Tilde key), and press Enter. This will change your current model to whatever model you like. (You don't need the "model_" part of the skin's name.) For example: model imperial/officer Others will see this change, too, on a server, as long as you are using a model/skin supplied with the original game (or they also have the mod you are using). The only way to get an alternative skin of a default game model to actually show in the MP selection menu is to create a PK3/mod where you change the model_default.skin file to the skin of your choice. But for others to see this change, they need to have your mod installed, too. While you're at it, you might as well create a new character out of the original one (duplicate and rename the "models/players/imperial" folder), and replace its default skin instead of the original game's character. You can also tweak the skin's textures anyway you like and customise it:
  3. Any tips for avoiding/reducing clipping on garments laid over the model while weighting?
  4. That'll be it. *nods* I'll try replicating the exact same weight settings for those vertices on both meshes. I can't hide them on a naked arm, and the game requires that I segment the arm... :/ I guess this is a game limitation I have to live with? Hmm... Could it be because I didn't weight the tags to a bone in the skeleton? Or is that for JK2 only? I might try moving the tags, since I did the hierarchy right, to the best of my knowledge...
  5. Okay, I have two questions related to rigging. 1. How are the caps surfaces meant to be weighted? I thought I did the right thing by weighting them to the closest bones, but now my model has cuts (a break in lighting) where it's been segmented, and some of these cuts have a visible transparent space between them. I didn't move any of the parts of the mesh, so where are these empty spaces coming from? 2. When I tried my model out in game, I noticed that the tags for where the lightsabers/weapons are held in the hands are off. Is it possible to move these tags? How do I fix this alignment problem?
  6. Oh my god! You're right!!! I forgot all about that! Love you!!! Edit: It's... going... I've still got a lot of weight refining to do...
  7. Does it happen with the rest of the models in the game as well, or just yours?
  8. I need expert help. I have detached a face from the already detached head mesh, and now it seems I've lost the textures on the face mesh for some reason. Modview shows the face area white now, and the face normals are not flipped. I've tried resetting the X-From on the mesh, but that doesn't seem to work either. Just when I thought things were finally going right... Is there any way to return the texture source parameters to the face mesh? I'm using 3DS Max.
  9. So it was a game setting after all?
  10. Oh, that makes sense! Thanks @@Psyk0Sith. So no tarsals in JK3. *makes a mental note*
  11. It looks much like a shader issue. Either that, or the normal maps have been flipped or messed up. Which modeling software are you using? Edit: Make sure that it's not the game's settings, either. Turn off "Volumetric Shadows" in the settings, and see if the strange visuals persist. Check if other models in the game have the same problem.
  12. I'm using an old version of 3DS Max. I can import the GLM models, but not with the weights, so I don't really have a reference... So it's just a matter of balancing the weights on the eyelids, then? (So that when they stretch they leave a clean-looking texture?)
  13. What the situation with the tarsal bones in the JKA skeleton? Some skeletons have it, others don't. My recent model compiled successfully without it. Does the game make use of these bones at all? I've heard that it's for the Single Player game only, which doesn't seem to make much sense...
  14. Thanks @@minilogoguy18. So adding the separate eyelids was not a good idea, then... But if the eyelids are stretched from vertices of the head/face, how does one achieve a proper and smooth texture on them? I've seen some models made for JKA that had a neat, separate texture on the eyelids. Or is that just my eyes deceiving me?
  15. Topology-wise, how do the eyelids work? Do they need to be on the head_eyes_mouth mesh, or on the head_face mesh? How does the game create the blink animation? What vertices does it stretch, or move? Or does that entirely depend on the weighting? Can the eyelids be a separate surface hidden behind the face that's moved down when the character blinks, or do they need to be vertices of the face? I'm confused...
  16. You can still find certain games on consoles today that allow you to one-on-one with your friends, but not nearly as many as there used to be, and certainly not with such a great social experience. The funny thing is, in the 90s our parents were telling us that video games make you unsocial. Back then video games were social! When you played with your friends you were sharing in a real social, personal experience. It was a different experience to playing outside, but that didn't make it an unsocial activity. Compare that to much of today's games. The focus these days is more on online activities and virtual worlds -- not at all much linked to the real world around us. Not that I mind online communities -- otherwise I wouldn't be here -- but you just can't compare playing shoulder to shoulder with your friend to playing with someone on the other side of the globe through a limited means of communication...
  17. @@IrocJeff, with Tetris, you need to get to the point where you see the shapes almost like colours, and stay one step ahead of the game using the side view. I've almost finished it on my GameBoy. Of course that also means that you will start seeing Tetris blocks in your sleep, but don't worry, it'll wear off and you're not going crazy, hahaha! The original GameBoy is still the only gaming device you can take out into direct sunlight and play video games with. Prince of Persia (DOS) anyone? What about Ugh! (DOS)? I think some of the greatest multiplayer games games are in classics. I prefer to play with the person next to me, not online. Has anyone played Moonstone? Up to four people can play it, taking turns. It's a great game.
  18. https://www.youtube.com/watch?v=WlBiLNN1NhQ
  19. I'm not sure the 16 GB of RAM will really help. My theory is that the reason the system gets slow is that it's constantly filling up the RAM and never emptying it until a reboot. When the RAM is full it starts dumping to the hard drive, which makes things even slower. 16 gig will help you increase the time it takes to fill it up, but I doubt it will help solve the problem. I've heard that reinstalling the whole system with a clean wipe can help, but that's just too difficult to pull off and totally inconvenient, not to mention risky. A temporary workaround is to run the command "purge" in the Terminal. If you rig a periodic shell script to purge the RAM every so-and-so minutes, that may help to avoid the memory fill problem. Also, based on my observations, Spotlight plays a big part in overloading the RAM. Which doesn't make any sense, but that's what seems to be happening. And you can't turn it off without losing the system-wide search in Finder! And the Dock and the Finder's Quicklook feature seem to be doing the same. When I open stacks in the Dock or browse media with Quicklook, each time I open/preview a new one the system gets a little slower, and more delay is added to the operation. I believe you are right. That's my assumption as well. Planned obsolesce is what it is. Each update is purposefully designed so that the patches slow the system down. Either that, or the OS X developer team knows jack-all about how to properly maintain and update an operating system -- which is not likely. I remember back in the Panther to Tiger (10.3-10.4) transition period we didn't have any slowdowns. If I remember correctly, the slowdowns started after the release of Leopard. (But it could be that there was no highly noticeable difference simply because it was my first system update.) Edit: Also, beware that 16 GB of RAM will automatically put a requirement of 18 GB of minimum free hard disk space for normal system operation. When the Mac goes to deep sleep, it dumps the RAM to the hard drive.
  20. Nice work, @@Wystan! Who is he? I don't think I know this character. Is he a Republic general (military officer)? I can help you with weighing him if you like, once I get the hang of the process myself. I'm working at it at the moment.
  21. I've always liked her. I'd do this, but I need to hone my skills up to the task, first.
  22. Or if you want to go old-school, and learn things from the core with JKA: http://www.chopshopservers.com/education/video_editing_tutorial_by_commodore/
  23. Didn't use to be such a hack, though. It was quite well designed at first. But then they overloaded it with unnecessary, junk features -- and compromised its performance and stability. OS X is in part a Unix-like system. Its core works much like any other Unix system. I used to be a big fan. But not anymore. You're right, it's much like Windows. Used to be good, and then they overloaded it with junk features. (I'm looking at you, Windows 8 and 10!) If anything, Windows 8 should have been its own tablet operating system. Like iOS from Apple. Not a successor to Windows XP and 7, which are OSs designed for work.
  24. Indeed, jaMME is made for movie-making, after all, with the same performance benefits: http://jkhub.org/forum/75-jedi-academy-moviemakers-edition/
  25. I'll be looking forward to your videos. It's always a joy to catch a glimpse of new cinematic talent. Glad you found a way to fix the FPS issue, though I would still give @@Ping's suggestion a shot. It's a great idea. That way there's no overhead processor and memory usage by a second software. JKA does a fine job recording video on its own. You just need to learn how to process it. In your case it would give you the speed boost you need to record smooth video. Here's a good, detailed old tutorial on how to film in JKA: http://www.chopshopservers.com/education/video_editing_tutorial_by_commodore/
×
×
  • Create New...