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Posts posted by Azatha
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Ah, I wish I had the skill to create new sounds, but I don't. I'm using sounds out of a pack that's been circulating around my community for a while now. That's really cool though, wish I knew how.
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Thank you!
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Hm, between that and another answer I got off the forum, I'm still 50/50 an unsure! This answer says 9, the other says I'm limited to three. Any more who can weigh in?
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I'm currently doing a custom lightsaber pack, and I'm on to the part where I add sounds to hilts. Every tutorial I find says you get 3 block sounds, 3 swing sounds, etc. But the base game files have up to 9, and most sound packs I've seen have 9 as well. Can i actually go up to 9, or do I have to choose just three? Will it register more than 3?
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Unfortunately it isn't!
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Thank you! Always helping me out.
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The title says it all. I'm looking for a saber that shows up in the game menu as SkullSaber.
It looks like this:
I saw it in a youtube video and cannot find it anywhere. Help would be appreciated!
krkarr likes this -
Awesome! I will wait!
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I actually see some hard seams in your screenshots, similar to what I ended up with. Hard to say until testing in game.
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Cool, I'll give it a shot. If it breaks the lighting I'd be back to the same issue I was having with the Blender plugin. Fingers crossed.
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@@DT85 I forgot to ask, does your method keep the normals intact?
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That's it! I don't know why I missed that, I checked jk3files twice over. A second pair of eyes is always helpful I suppose! Thank you!
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I remember there being a pack of lightsabers which contained a big hammer that sent people flying, some very nice katanas, a few hilts, and a specific hilt named Beauty. It's that Beauty hilt I'm after, but I'd love to find the entire pack. Does anyone know which pack I'm talking about, and could help me find it?
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I think I might give that a try for the time being, though it's so tedious in comparison to the ease of the Blender plugin. I'll be keeping my fingers crossed no matter what!
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Yeah that would be great.
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Awesome! Keep me updated on your progress with the bone fiddling and all that, I wouldn't even know where to begin! All of this has made me feel like such a noob, my expertise always did lie more in skinning than this sort of stuff.
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Yep, I just did the same thing. So in the end, aside from this blender plugin or a 3dMax one being released, just cannot get a way to import with weights. We will just need to wait for mrwonko to save the day.
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Alright, so I found an old copy of Max 8 and the exporter that worked with it. I used Noesis to convert the (original unedited) .glm. First I tried .fbx, but importing that into Max causes Max to crash. I then tried .obj, which imports, but without weights. I don't think that route is going to work for wanting to do this without reweighing the model from scratch.
Ashura - I could import the .fbx into 3DS Max 2015, but then how do I save the model from 3dmax to .xsi/.glm without an exporter? Am I meant to then use Noesis again to reconvert to .glm?
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I wrote a Max8 Maxscript dotXSI Importer script... it works just fine up to Max2012. It imports skin weights. Check it out.
To import a GLM and preserve skin weights-- use Noesis and then save as another 3D format you can import into your 3D app. Remember the models are scaled down 64%... do you'll need to rescale by 1.5625
Currently I'm using Max 2015 and unfortunately none of the exporters seem to work for it. I get an error on startup saying the plugin won't be loaded as it's made for an older version.
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Thank you Circa. I'll have a look at this, though I'll still be happy to see the Blender one updated if mrwonko decides to do it. Always good to only have to work in one program.
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What is Noesis? A Google search brings up a few different things. Which of your files is the right one? I assume we also need dotXSI? I'd like to give it a try for the time being but might need a bit more explanation, as it's not as straight-forward as using just Blender. The good thing about the Blender plugin is that you don't need multiple programs and conversions to get the job done. Oh, and most important - does it preserve normals?
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*pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester pester*
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I downgraded my Blender plugin to 2.68, imported the original model and exported it. Unfortunately the problem remains. From what I've read in other threads, some people get the issue and some don't. I don't know why, maybe just the way their model is made. But if the plugin itself isn't built to handle normals, it's probably not going to work regardless of version if that particular model gets the problem.
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It is possible, but we'd need someone to code/release that plugin as we are not all so talented.
Where is this file?
in Jedi Knight General Discussions
Posted
Hey! I'm the creator of the skin. I removed my pack from the sites I'd uploaded it to a long time ago, to keep for private use. Please don't pass around links, as I'd like to keep it that way. Sorry!