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Veosar

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Posts posted by Veosar

  1. 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:

     

    tseting.jpg

     

    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?

  2. I really love your work, seriously, basically everything you do ends up in my base folder :D. 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?

    Bishwhe and Rooxon like this
  3. 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 :).

  4. 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?

  5. 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? :/


     


    @@mrwonko


    @@DT85


    @@Psyk0Sith


     


    Maybe you guys have any ideas.


  6. 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):

     

     

    ConceptOppoRancisis2.jpg

     

     

    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 :D

     

    BTW, @

     

    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
  7. 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.

  8. 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.

     

    @@mrwonko

  9. 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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