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Noodle

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Everything posted by Noodle

  1. Maybe @@Cagelight can figure out a way for the exporter to fix this, he did the 2.79+ version of the .glm exporter.
  2. https://jkhub.org/topic/9363-weird-shading-on-models-exported-from-blender/
  3. Isn't this what happens due to the whole blender not being able to properly export the vertex-normals in the seams? Since it goes to two different directions, you get an odd effect with the shading on it. As far as I know there's no fixing for this, jus finding a way to properly hide the seams.
  4. 1.- I do modding stuff on a daily basis. I haven't shown many updates recently because I want the tutorial mission to be kind of a surprise. b) No. It stills needs to be polished so it's not a buggy mess and I'll probably have to simplify it a lot for that purpose.
  5. It's an alphabetical order thing. Swoops might spawn because it starts with an 's', while 'x-wing' doesn't. Have you tried spawning the x-wing with ingame commands? (npc spawn vehicle x-wing). If that doesn't work, it proves that the file was overriden. Otherwise I'll have to think what else could be failing, but posting a screenshot of the NPC_Vehicle entity might help.
  6. If you're getting that error it means the spawner is working but the NPC has some error. Do you have many vehicle/NPC files on your base folder? It could've been overrided and hence the x-wing doesn't spawn.
  7. I don't know if it's related to rendering, but I want better working toggable and movable lights. Most of the time when I'm trying to do toggable lights I get errors one way or the other that produce black texture on the surrounding areas. Really unhelpful when trying to create an immersive atmosphere in some maps.
  8. I agree, even in the films lightsabers only dismember in crucial parts (mostly duels), when you see Luke striking Jabba's thugs you don't see limbs flying around, nor in TCW when the separatists are slashing through clones.
  9. Right now we're derailing Jeff's thread, so I advise you to create a thread in Modding Assistance (https://jkhub.org/forum/14-modding-assistance/) and make sure to post screenshots of what you did and the crash you're getting. What you're saying so far makes me thing you didn't properly export the .glm model and thus you're crashing, but more info will help see the error with ease.
  10. You've got to be more specific with what you're doing so we can spot any mistake.
  11. I use it as study material for my own modelling work
  12. This is one of the most stunning maps I've ever seen, it's even more incredible to see it ingame with the ambience music in the background. Can't wait for this to be released, it'll be great!
  13. Does your NPC have the same class as Galak's mech? Maybe there's some line of code that expects the model to only work with guns. Also, is the skeleton named _humanoid at the beginning? That seems to make a big difference for some reason.
  14. Yeah,but it's an unnecessary task since I think someone already fixed it, so you might see a release in the near future.
  15. Wouldn't the same apply to real life riot police and their use of batons instead of long range non-lethal weapons? My guess is that those stormtroopers are to quell any civilian uprising instead of to fight against terrorists.
  16. That's awesome. Your Jabba the hutt model inspired me to start trying to do stuff with custom skeletons in JA
  17. Is there any place in which I could see your work? I love studying other people's art.
  18. I'm glad you decided to take matters into your own hands. Good job for someone just starting!
  19. Hey, thanks for the model! I did some fixes to your model. It should take a lesser impact on FPS now that I've deleted all the unused meshes and dismemberment should work much better now. Tried to fix a bit the hands but the mesh seems to have been heavily altered and it's a bit tough due to that. If I have more time I'll work on proper face animations. https://www.dropbox.com/s/kel9fdkzx7jhz92/Darth%20Desolous.pk3?dl=0
  20. All I've ever done is very simple stuff that's ended up being too buggy to be used. Most of what I do is with scripting but it's impossible to play around lightsaber options with that. What I can say is that what Fredwick wants to achieve will be impossible if he doesn't have a deeper understanding of coding and the math used to configure the lightsaber settings. The program that I use to mess with the code is Visual Studio, and Eez did a tutorial about how to set it up for JA here: https://jkhub.org/topic/9947-compiling-openjk-win32-must-read-for-new-coders/. I also recommend reading this and understanding it at its fullest https://jkhub.org/topic/9949-c-and-c-primer/ If you're truly commited to understanding code, read this before doing anything and don't try to rush through it. 99% of the issues I see with modding is because people jump right through the tools without trying to understand how they work.
  21. That's good, you've taken your first step into a larger world.
  22. The reason you're getting more than 1000 vertices when loading the model in modview even though in blender it says it has less is because when exporting the model to .glm the new exporter automatically splits the seams in two, so even if you delete the duplicates it'll re-create them. That means that a model that has 800 vertices could easily end up having more than a 1000.
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