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Everything posted by minilogoguy18
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Help a noob with animation issues and "custom" rig.
minilogoguy18 replied to Psyk0Sith's topic in Modding Assistance
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. -
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.
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Nightbrotherly Alvar007's stuff
minilogoguy18 replied to Alvar007's topic in WIPs, Teasers & Releases
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. -
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.
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character HUMANOID SKEL NPC: Jan Ors
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
We're not using any existing assets. Everything will use PBR materials to take advantage of the GL2 render engine. -
Nightbrotherly Alvar007's stuff
minilogoguy18 replied to Alvar007's topic in WIPs, Teasers & Releases
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. -
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.
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The tag for *r_hand is likely not oriented correctly. Shouldn't hurt anything.
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It's because there are no jumping animations made yet.
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@@Psyk0Sith
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I love these effects
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We don't have a dedicated discord, just part of the JK Community one. https://discord.gg/G7AhpJR
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I was running an out dated version of the games render engine. Check the DF2 discord, Ashura is gonna see if he can get it to work properly since SomaZ passed us the most recent version of the renderer which I believe he said the lighting has been overhauled.
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The first level has to be redone, base textures don't render right so all the textures for that level have to be remade.
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Would like to just not sure what level it would be.
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@@Psyk0Sith
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Sonic the Hedgehog and Caliburn (Port)
minilogoguy18 replied to Xioth's topic in Mod Requests & Suggestions
Then make mouths for them. -
Your favorite JO/JA levels?
minilogoguy18 replied to Username's topic in Jedi Knight General Discussions
Cairn Dock, cause sneaking mission. -
They can be a different frame length since they'll be at the end of the GLA. You need to edit the animation.cfg file so that the frames for the animation you're replacing now look at the end of the GLA. Your animation should start on frame 21375.
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How to get animations from CFG file?
minilogoguy18 replied to V4nJ0rDy's topic in Modding Assistance
Nice find you should look into this @@V4nJ0rDy, to see any errors just open the script editor, it's under the timeline next to the playback button. -
Well there are tons of animation tutorials all over the net, the only thing that is JK specific is how to get it to work in the game. It would also help to know what software you're using. Then I'd advise using a biped rig setup built around the JK skeleton since it'll make it much easier and faster.