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Posts posted by minilogoguy18
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Add more LOD's for better performance. The game will always use the lowest detail LOD to detect collision. Also helps when the model is super far away and there isn't a need to draw a model with a lot of detail when it can't be seen.
DarthValeria likes this -
https://www.youtube.com/watch?v=3QzWVsexjPk
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View>Screenshot to clipboard and paste it into paint or whatever so you can save it to whatever file type you want rather than what ModView uses.
Odeyseis likes this -
Unfortunately not, ModView only shows the diffuse image and that's it.
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It's simple if you're already familiar with 3D and envelope weights.
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ModView has a limit on characters for the file path. Best way to set your machine up for modding this game honestly is to just have a second "base" folder on the root of your drive.
For example, I have the folder "C:/base/models/players/_humanoid" with the _humanoid.gla there and the character model I'm trying to open in "C:/base/models/players/"
Leave the game path just for dropping the .pk3 files and such but do all your modding in a base folder that's on the root of the drive since if you're using Softimage or 3DS Max Assimilate also prefers a shorter file path afaik.
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I don't see how an exporter would even be possible just because of all the technical aspects of making a map work other than just geometry. A bare .MAP exporter to just bring the geometry into radiant to add everything else that makes the map work would be more than enough since the biggest problem with radiant is that it's 3D tools are terrible.
Psyk0Sith and Archangel35757 like this -
DarthValeria and ooeJack like this
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Tags are wrong. Not only are the 2 games skeletons different but the tags for the left hand are different and there may be some that one game has that the other doesn't but my memory on this is foggy.
You need to import a JK2 model and look it over carefully. Hierarchy isn't right on the model.
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No, the mod is still being worked on.
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Sucks I was at work when this was live
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Just small things, SomaZ is always working on the render engine as well as some tools while I've been just doing ZBrush training to try to get the main characters modeled out since some of the ones we had were kinda based on the vanilla engine and could use a redo.
We always need mappers though.
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I had the crotch issue too but I can't remember if it was the folder path solution or the fact that I added duplicates of all the saber swing sequences to give Gorc a medium stance that he actually never uses. The game didn't like him not having sequences for the medium style so I had to copy all the lines for the strong stance and name them to the yellow stance even though the saber style was bound via the .SAB file.
@@SomaZ is the one who figured these problems out with Gorc, he may be able to help you.
Psyk0Sith likes this -
This could be more of a code problem rather than something you aren't doing right. I found Gorc was broken at first but we found that he required the medium saber stance to work properly even though the sequences just pointed to the strong swings and we bound the style via the sab file.
I think though that the Galak Mech may be broken/missing in JA afaik. Someone else may have to chime in on this. Either way try it real quick in JK2 to see if it works properly.
Psyk0Sith likes this -
It wont work because the models pose and dimensions aren't the same. The rocket trooper is very different than anything using the _huamnoid.gla.
You're going to have to scale the model to fit the skeleton and pose it to match the pose of the rocket trooper which looks like all you'll have to do for that is make the legs stright.
From there I can't help, don't use blender.
McGroose likes this -
We did "models/players/_humanoid/gorc/_humanoid.gla" and it also required 1 other work around, no saber style worked unless we added the yellow style. For some reason the game needed the yellow style to be present for any other style to be used. Simply just duplicated all the frames for the strong style (the only one used) and added lines for the yellow style but bound his saber style to the strong style via the SAB file and voila.
That directory was ofc just where the GLM/GLA was compiled, the GLM was moved to "models/players/gorc" afterwards which is just fine.
Also, I'm using Softimage and Assimilate because well, it just works.
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Ah, you know what, I used dragon way back in the day and I think it automatically adds the ROOT pose for you when you save a GLA since it was made knowing that it was needed for GLA Merge to work. When you added it before you had 2 frames and your CFG file was just pointing to one of those frames that had the ROOT pose rather than your actual animation.
AmazingDamien likes this -
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Not sure where you went wrong but the animation you're trying to merge with the _humanoid one has to have the ROOT pose as it's first frame so that it can reference the bone transforms properly in GLAMerge.
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We're not using any existing assets. Everything will use PBR materials to take advantage of the GL2 render engine.
Lancelot and TheWhitePhoenix like this -
Base JA face animations are bad cause the skeleton is limiting and they're doing it through scripts calling the ones found in the _humanoid.gla rather than actually animating it all.
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The reversed pitch is a problem with the skeleton and it's local transforms.
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More than just the weights, the tags are likely the cause of the shooting being weird.
DarthValeria likes this
PC builds?
in Art, Media & Technology
Posted
Kinda weird that this never got made into a topic in this area. Wondering what kind of custom machines people are running and how much HP they have under the hood.
Ryzen 7 2700X 4.0ghz
Crosshair VI Hero Wi-Fi board
EVGA 1080ti FTW3 Hybrid
32gb RAM @3200hmz
Crucial P1 1tb NVMe drive
Corsair RM1000x PSU
Good ol optical drive since this is one of the few modern cases that can hold it.