-
Posts
86 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Veosar
-
-
How do you go about editing textures from ToR rips, they come in dds files; I was curious if there was a way to get them into jpg without messing up the file, I am having trouble with the Kaleesh model for TOR
Jrue likes this -
-
Well, I care a lot about getting it into the game . JK3 is where I would use it. Not sure how to make beard for it though... I'll keep trying
-
Oh, it's a texture? I thought it's seperate mesh, because it looks three dimensional. Thanks for the answer though
-
I love this project, the head looks awesome so far .
Anyway, I have a question. What's the way you made a beard? And if you could translate it to noobish, that would be perfect . I was trying to make a beard in 3dsmax for a long time now, and I can never get anything cool-looking. Maybe you can recommend any tutorial? I'm really new in modeling, but I'm willing to learn.
-
Porting the skeleton would be quite a bit of work, but I think you could probably just add the JKA tags to the JK2 model and it would likely work.
-
I'll just do that for the sake of it. You are kitbash's master.
Śăļvõö likes this -
So explain to me again, why do people not understand that copying larger quake maps in jka and then running around in them - awkwardly trying to go faster using force jump - seems a bit dumb to do when you can just go play quake defrag, reflex, projectrik, or warsow race, or xonotic defrag or any other game / mod that has much more id_tech 3 -like physics (http://www.reddit.com/r/arenafps). Because doing this in jedi knight academy (outside of maybe some speed running in SP and trick jumping) makes you look like wannabe quake defrag pro. At least quake has some competition in that area and it's solid. People probably like quake, and then try to do the same in jka. But come on, just stick to what the game is good at. Don't force it into wanting it to be something it isn't. I think some of this may have transfered over from jk2 and who am I to judge what you should be doing ... but come on ... seriously?
I can't believe there still are such toxic people in this community. JK3 is dying, man, in case you didn't notice. Why can't you just shut up and be happy about cool stuff like this, still coming out from people? How can you ever expect the game to reborn, if you keep this attitiude . I'm shocked.
Circa, Darth Martyr and Jeff like this -
Any progress on that one? Really looking forward to updates, if you did any, of course.
-
I'm not going to lie, I was absolutely sure everything was just as you said, but when I came back home and looked at it, I found out that I misspelled the word . I guess sometimes you just need a break to see this kind of errors. Thanks a lot for help!
Kualan likes this -
If thats the case, I have no idea what is causing it. Anyone?
-
As explained in the manual the shader for a surface is set in the Ghoul 2 properties in the Object tab, although the game will ignore that and use whatever's in the .skin file.
So you're saying I should set shader in Ghoul 2 properties in order to see it in modview, but it should be working in game already? I'll check it myself when I get home.
-
Well, i already UV mapped it by selecting all in vertex mode and picking "smart unwrapping" or something like that. It wasnt perfect but it was more then enough for such simple mesh. After that i exported UV layout and made a texture for it. I applied the texture in Blender Rendering so it appears in software, I wrote down special line for new object in. skin but it skill appears white in modview. I have no idea what I'm missing. Any help would be appreciated.
-
Hello, so I'm making some changes in my friend's model, and I came across an issue.
So I created this little thingy on the chest, I managed to get the texture appear in Blender. Sadly, when I export it, and look at it in Modview, it appears white, like there would be no texture applied. Everything in .skin is set up fine, I just don't know what to do for JK3 textures to "export".
https://jkhub.org/images/gHUdjBb.png
https://jkhub.org/images/hk5AZZW.png
-
I have to disappoint you guys, you're not first . Ask @@mrwonko, he is the one who made Blender exporter after all. I had similiar issue some time ago, it's all about remaking UV Map from what I remember, but I'm not sure about that.
-
Agreed, this one is actually pretty decent. I've got to say... I like it
There are some issues, like robe's arm hanging on the air, but it looks... decent.
-
I think I should keep you updated, so here are the news. I downloaded the newest (I think) rend2 .dll from DT's signature, and most of issues has been solved. No more black menu when picking lightsabers, and mirrors works just fine. Sadly it didn't fix the strange linear effect, but that's semi-okay .
DT85, a friend of mine actually explained to me how can I get your menu working, so I thought I'll post it here so maybe somebody can use it. U have to put all files in my documents -> openjk. I tested this and it works.
Great job guys, keep working on it!
DT. likes this -
i removed his body and left the hair only, I mean i have selected the hair and than with "M" moved it to new window and deleted the torso, than I saved only the hair, opened the .glm with JKA's model with JKA _humanoid and after that loaded the hair.blend file
I'm not even sure in what way, but this really might cause some problems. Don't delete anything, just save it, and append only hair and body from object list.
dark_apprentice likes this -
That's what i tried to do, but it didn't work so I thought why not using Han's torso texture over the other body and than change it a little bit.
You didn't delete anything from Han's model before saving it as .blend, right? It might cause problems.
-
Switch to JKO _humanoid, import han's model, save the .blend file.
Switch to JKA _humanoid, import your model, append the hair object form object list.
It must work ^^
-
To wszystko zależy chyba od jakiegoś punktu odniesienia. Jak linkujesz wszystko do mesh_root to może jego złe umieszczenie psuje cały efekt. Weź przesuń tą część niżej i zobacz czy działa.
-
Looks like you're trying to run OJP and my menu, which my menu only works with the base game.
Oh, that's actually correct. Nevermind then.
-
Thank you very much, that's awesome. If so, I can't wait for next build release. Hopefully you could find fix for a black screen menus too. Thanks once more, and good luck on the project!
-
Sorry if my question is out of place, but the main thread is so big, I can't find anything helpful. I just haven't got the time to see through all the posts.
So, I installed Rend2 and felt like it really improved my graphics, but there are some issues.
First of all, mirrors. Mirrors on my friend's map don't show reflection anymore. Here's the screen: https://jkhub.org/images/Uwrw2IQ.jpg
Second thing I don't even know how to describe. You see that image I posted above? The issue with this wash basin. I'm not sure what is the effect, that gives this strange, linear appearance.
Next, my lightsaber menu is going completely black, everytime I turn rend2 renderer on by command. When I change it back to Vanilla, everything works like a charm. Since I'm playing in RolePlaying community, and we all have our own sabers, it's kind of important for me. Here is the screen: https://jkhub.org/images/BclpYDL.jpg (I couldn't make a screenshot without a console, so here it is. Not important, I think)
And finally, if anyone could give me link to full list of rend2 commands for me to adjust, it would be awesome. As I said, I sadly don't have enough time to go through entire topic, and DT's Rend2 Menu doesn't work for me. Screen showing the problem: http://i.imgur.com/SKAyacj.jpg. I can't make a screenshot without console, so sorry - it must stay as it is now. Anyways, the menu is simply blank, I can't see what I'm clicking, just as with lightsabers.
Any help would be really appreciated, thanks guys and keep on doing great work
PS. I'd also ask for newest version of rend2.dll, because I can't find it anywhere :/.
Tauns likes this
Śăļvõö's Skins and Kitbashes
in WIPs, Teasers & Releases
Posted
It has nothing to do with shaders. Simply give him the "common" folder from MB2 PK3, it's lacking textures . And I suggest you move the files from /players/leia_esb/leia_esb to /players/leia_esb. I don't know why have you put .skin files in seperate folder.