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minilogoguy18

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Everything posted by minilogoguy18

  1. I know where the textures are, my new ones are in the same place, models/map_objects/imp_detention/ but for some reason only this entity doesn't work. It could be the map itself, I'm going to try to make 2 copies of my textures and use the same names the base textures use to see if it'll load.
  2. ONLY the SP vehicle that has the weapons that can be toggled has this problem, all others work, the NPC, MD3 map object and MP vehicle. Where are the files that control this vehicle? It must have some sort of NPC or VEH file pointing to the wrong textures. I haven't tried Yavin Swap 2 in JK2 yet.
  3. Clean base folder and still the problem is there If you spawn the NPC it has textures and the static MD3 model has textures but this one doesn't, it just doesn't make sense. Is there anyone out there that knows what's going on? I will not release until this problem is solved.
  4. Ok, not sure if you understand exactly what I'm talking about, it's not just that model, it's anything that I'm compiling, even characters. I'll get a animation.cfg file that just has 1 enum named "fix" with all the frames of animation so I have to keep a copy of the proper file outside of the folder and paste it in.
  5. Replaces both, might just have to try it with a clean base, something may be interfering.
  6. .car files are what Assimilate opens.
  7. Those are for the static map object. The fightable NPC textures load fine but the playable vehicle does not for some reason. Maybe I need to test with a clean base folder.
  8. @@eezstreet Well my model works as the SP vehicle but the textures don't load, any idea where the file that tells it what to use it located in the assets?
  9. I'll have to play this mission to see how my model will behave since I HIGHLY doubt there is a totally separate model and skeleton file just for that.
  10. Ok, so I'm kinda tired of Assimilate and how it generates an empty animation.cfg file every time I compile say my AT-ST model so I'm wondering if anywhere in the software you can tell it to write a proper file and have that saved in the .car file? @@eezstreet @@DT85 maybe you guys know?
  11. ^We're talking about JK2, not JA, there is a very different vehicle for the JK2 SP campaign since it lets you toggle between it's weapons.
  12. I was just not sure, only did a quick look into the assets. I guess I'll truly find out tomorrow maybe when I beat the Doom Shields and Yavin Swamp 1 levels.
  13. @@eezstreet Are you sure? Looking in the JK2 assets I only see 1 .glm and .gla for the AT-ST, I've been testing it in the JK2 SP game but haven't gotten to the Yavin Swamp levels yet to try out the SP vehicle. As far as NPC in SP goes it works fine in both games. Haven't had much testing as a vehicle though, just uses the base games .veh files.
  14. Well it originally wasn't going to be released outside of the mod but since it would be a great replacement over the base model I figured why not. My main testing has been done in JK2 SP though as a fightable NPC which it works flawlessly, I should probably test it in JAMP as a vehicle.
  15. Actually yes, I made both turning animations, just need to make a pain animation or 2 which should be quick then it's done. Made the 2 turning animations over the past few days and have them stored as action sources in the animation mixer along with all the other sequences. Made it this way so that the Mixer can be opened and you'll see all the sequences named as they will be in the animation.cfg file. I was gonna just surprise release this probably tomorrow but since you asked I figured I'd let you know. @@AshuraDX, since we're on opposite sides of the planet making catching you on steam chat difficult could I maybe send you the finished pk3 and you could maybe make it rend2 ready? I thought I had all the files needed but I guess I don't, I also don't have a way to test since I don't have OpenJK or Rend2.
  16. The thing is that most coders don't seem to have an interest in the art tools like ModView. Emulating a shader in the 3d packages would be good enough for most, other than I guess the guys that are only doing texture edits.
  17. I thought about making one just because the animation part would be a new challenge for me, the old AT-AT model isn't even hosted here on jkhub.
  18. ^No, I'm not. I'm just making a tool for making your own animations easily for Jedi Outcast, not converting anything.
  19. ^This, I mentioned it in my first post in this thread, you must have read over that.
  20. Yeah, maybe tomorrow since the rain will keep me stuck inside all day I might dabble with it but last time I tried it in Softimage it didn't work so well. Once made though the shader could be shared so that anyone could load it and just plug the image files into the correct slots to see their model with shaders applied.
  21. A realtime shader setup is what you'd use in Softimage, at least if you wanted to see it actively in the viewport, the settings would probably take time to set up to mimic JA, you'd probably use a OpenGL shader tree. I haven't messed with it very much, I tend to just keep my view set to Textured Decal since it's accurate to what a model with no shader applied looks like in Modview but I tend to just load the game to see the results.
  22. Not that big a deal, the problem with GMax is that it's so horribly out dated that it's pointless to even use anymore. The reason though I made this in Mod Tool because it's by leaps and bounds the best freeware to use for JA, you don't even need to open your wallet to mod this game.
  23. I think what I'm going to do for now at least is just update the current file without JK2 support and add that as I go.
  24. Oh, well I'm not interested in that sort of thing, a group of people would have to beg me to take the time to do that. The only mod I'd dedicate any time to is DF2 since it requires the least engine changes making it much more likely to succeed if it had a team willing to work on it.
  25. What do you mean? This is not a .gla file and Softimage cannot use .cfg files. It will be possible to export and create animations for both games but your question doesn't make sense.
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