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Posts posted by Veosar
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Sorry for the delay, I was kind of busy lately and haven't got time to check this out, for all the respect it requires . Really awesome job, once more thank you very much and I hope you can keep improving yourself while having fun
Rooxon likes this -
That already looks amazing . Can't wait to see it released, good job!
z3filus likes this -
So back in 2009 I believe I played this awesome map, that required heavy jumping skills to make it to the end. Here's sadly the only image of it I could find:
The download looks like it's down for good: http://justdoom.ju.funpic.de/Krypton/index.php?downloads-down-3
The map was really amazing, it was made of 100 levels I believe and every level was much harder then the previous one. Basically you had to get from one platform to another, jumping into small pieces cut of glass-like texture.
I know it's probably a long shot that anyone has the map, but I thought I could give it a shot... so, does anyone still have this map or can give me a link to download it?
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I really love your work, seriously, basically everything you do ends up in my base folder . Keep it up!
I've just got a question about that student version od 3DS Studio Max... seriously, what's the real deal about it? I mean, they couldn't verify if you were a student really so it should have some tricky licence about it. I would love to try software myself since I'm a student but it just feels... too good?
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I would suggest Toshi's luke's body reskin + either Toshi's luke robe or Count Dooku's one (they would obviously be reskinned into fur). Sadly, I don't have time to make it myself.
z3filus likes this -
"Made" is a bit exaggerated word in my opinion, but indeed, you can find it there.
Kannos'v Lightdust likes this -
You need to get mrwonko's blender plugin suite. Follow the instructions in readme.
http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
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I just thought that the saber I came across looks amazing, so I had to leave it here: https://jkhub.org/images/TCJ4JLX.jpg
I do not expect you to do it (however I would really love to see it released ), since you have a lot of work. But maybe you can use it, atleast as an inspiration.
AshuraDX likes this -
To be honest I don't think that will quite work for you. I had that issue some time ago actually, and the folution was this:
The parts were simply linked to some strange object called "hips_off" and "torso_off". As the torso and hips were imported from JK2, I guess that caused the complications. I changed the hierarchy of all the tags and meshes of both hips and torso, and deleted hips_off and torso_off, and it all worked like a charm. Of course, I don't think the objects names will be the same, but I'm pretty positive it's about some weird linked meshes. Let me know if that works, and also if Vulcan's solution works for you .
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I just had this wild idea. Your plugin suite allows people to load weighted meshes, right? So, maybe if I move a vertex, it loses its weighting and simply doesn't work because of that? But, if that'd be the case, why would you be able to edit meshes freely and have no problems with that?
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You have to import the model in this kind of directory:
Gamedata (Modview)
Base
Models
Players
YourModel & _humanoid
In case you would want to load JK2 model, just use JK2 skieleton.
Then go to blender and import the model.glm from "YourModel" folder.
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The .blend file I uploaded is the one already broken for me. When I download it, open and try to export -> that's when I get the error.
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I've upgraded the Blender... and I came across the same, freaking, issue :/. Man, that's killing me, can't do anything with my pack just because of this one single mistake that holds me back. What can I say, I've searched for it in the Internet but I have no idea what are they talking about :/.
http://blenderartist...ex-out-of-range
http://stackoverflow...ex-out-of-range
http://www.yafaray.o...php?f=13&t=2020
Have any other thoughts? :/
Maybe you guys have any ideas.
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Sure think, I'm glad I could help. I mean, I'm totally new to these things myself but I know a thing or two. If you came across some other issues, feel free to ask me.
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I highly recommend you to be careful with those "free 3d models" in the Internet. The licenses can be very tricky, just letting you know.
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Thanks for the tip, I tried this out but couldn't get the Jk2 meshes to appear in Blender still. Damn, I'll try again later maybe I missed something.
Here's a Photoshopped concept of what I hope to be the final result (minus retexturing of the tail):
Maybe I wasn't clear enough. The process is a bit more complicated. So, if you want to be able to import JK2 models into Blender, you need to have them put like this:
- Base
- Models
- Players
- _humanoid and YourModel folders
But in case of JK2 model, the _humanoid must be taken from JK2. What does it mean? In your case, you would have to save your current .blend scene, then go to your players folder, change _humanoid to the JK2 one, then open Hutt model in Blender, save it, once again change _humanoid folder, now from JK2 to JK3, open your original scene, and then append.
I'm sorry if you know all of that and we're misunderstanding each other, I just want to help so if that's the case - just ignore the post .
All you need to import .glm's into Blender is that amazing plugin suite by mrwonko: http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/.
Follow the instructions along with 'readme' and you will be just fine.
Bek and swegmaster like this -
You must save your jk2 model as .blend and use append option (append->objects) on the scene you want it on. This will bring borrowed meshes to your model. It's not possible to import them both using one humanoid, tho.
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Just a wild question. How the heck can you put lightsaber on model viewed in modview?
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I'm not sure what are you actually talking about but I'll take a shot (I'm newbie, so don't take it as 100% thing). If any of your meshes turns out white, it's because you either have wrong file location (for caps, in this example), you're missing the caps file OR you missed one of your cap and didn't include it in .skin file. And that is what I think has happened. If you want to fix it you would basically have to look for your missing caps surfaces in modview and write them down in .skin file.
Again, that's just a wild shot, I'm not an expert and perhaps (most likely) you know all of that and you're asking for something else. In that case I can't help you.
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It's 2.66 version. I would love to go higher on version, but I've heard it's not possible for your plugins to work with it. Is it true? I would really love to work with the newest version of software. BTW, I just realised that you are the one that made it possible for me to work in Blender at the first place, so thank you very much!
Yes, I downloaded the link once again and tried to export it - the same error, and the model.glm doesn't change.
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I like your work a lot however it's sometimes not working to simply turn off, let's say, Saesee Tiin's horns to get his hood on. Maybe try editing the mesh to fit it more properly next time?
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I don't think so, since it happens on every model, even if I import something from base.
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Of course. BTW yes, I believe it's all you need - move the vertices. For example, on the first picture it's original, and it works. When I select... one face, and move it by... let's say, green arrow, it all doesn't work anymore.
Here's the link: http://speedy.sh/gpb6V/stadfdssrt.blend
Something that's interesting, sometimes I'm able to move vertex normally and it works fine. But after that, it just won't work. Seems so random.
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If you would add some details to both hair and facial hair I would be in heaven with that one
Importing a GLM with Weights
in Modding Assistance
Posted
I agree it's kind of frustrating sometimes, I'm having really hard times weighting everything in 3dsMAX, but at the same time I really prefer it over Blender (which I have to use, since it imports the weights).