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Tauns

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Everything posted by Tauns

  1. Well.. depending of what you want to do, I may be able to help you. PM me
  2. Yes, it does and it can work with newest versions of Max, and some older ones. Check it out
  3. But there is a glm importer to 3dsMax, isn't it?
  4. ooo... Modelroot który był w importowanym szkielecie miał nazwę B:Modelroot. Może o to chodzi. Jak wróce z wakacji to się tym zajmę
  5. @Langerd, dam ci całe .pk3, bo ten model ma własne .gla. https://www.dropbox.com/s/diqu3jtn408w3cz/throwable_sfutt.pk3?dl=0
  6. Wykonałem mnóstwo prób, @Kannos'v Lightdust mi świadkiem. Zawsze model był nad podłogą, a meshe same wracały na miejsce, nawet jak były odsunięte gdzieś nie wiadomo gdzie :/
  7. @Langerd Nic. zmieniałem pozycje itp, ale to chyba wina exportera, bo nawet jedną część odjechałem zupełnie od modelu, a po imporcie wszystko było razem nad podłogą :/
  8. @Langerd To cały .npc jakby coś.
  9. @Langerd, Ale on tu wisi minimalnie nad powierzchnią, a tam to jego głowa jest na równi z głową kyle'a :/
  10. Have a look, @Langerd
  11. Lol sure. @@Asgarath83, so before weighting I should lower it to some point, and then weight/rig?
  12. It has already class_stormtrooper in .npc file i wrote
  13. Well, now the problem is, my toss_astro is always levitating. No idea why :/
  14. @@Archangel35757, I'd love to give you a review, but I'm using Scooper's glm importer/exporter. Sorry ^^'
  15. Found&Fixed some relationship problems within meshes, and it worked! Thanks!
  16. "Model has 17 surfaces, but only 1 of them are connected up through the heirarchy, the rest will never be recursed into" I'll investigate that. xD Edit: Altough I'm sure the hierarchy was set correctly, now when I opened that glm again, it was a mess. Strange.
  17. Hi guys! I'm learning how to do throwable stuff *click* I use 3ds Max 2015, with all plugins needed. I imported r2d2 model, deleted it's original skeleton, imported skeleton provided author of throwable stuff, and weighted model to Bone01, as the author says. Linked whole mesh, to mesh_root, and exported as model.glm. Made toss_astro folder, put in in model.glm, with textures, .skin file, made an .npc file. Phew! That's all. Yet, game crashes as I try to spawn my toss_astro :/ I'll send .pk3 to anyone who is willing to help me. Thanks in advance!
  18. Maybe Kel Dor too? xD
  19. Well... I'm just a student in the Academy, @@Kannos'v Lightdust is member of our Jedi Council, and he does all the magic stuff with the code. So, basically our mod is ojp with admin system, quite a lot of emotes, effects called by admins, account system and minor gameplay changes, mostly from other mods - all for rp purposes. It's still further modified, and more cool things are added Sadly, we are closed clan, only for polish people, or someone who can use Polish well enough. There are other people from our clan on JKhub. I wonder if you can point them xD
  20. Oh, and by the way... Can these hands be made like the head (texturing or something)? I mean, the head looks awesome and everything, and hands are just base ones, quite poor compared to face.
  21. I just hope it wasn't photoshop (altough it's too good to be real xD)
  22. @@Circa, much reflex. xD To be honest, I made use of these from youtube, but the more the better Currently I could use some actual clashing sounds.
  23. Oh, that's interesting. It seems that it's not server-side mechanic then, right?
  24. No, no. What i want to know is the mechanic ingame wich selects one from (for example) 3 taunts. How does it work? Is there even a known mechanic? If anyone wants to know. It's randomly chosen from avaible audio files, depending on type of taunt.
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