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Everything posted by minilogoguy18
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How to get animations from CFG file?
minilogoguy18 replied to V4nJ0rDy's topic in Modding Assistance
@@Teancum and @@V4nJ0rDy that's really weird, I don't know what either of you are doing but in SI Mod Tool and SI 2015 I can either drag and drop onto the viewport to import the file or do File>Import>dotXSI. Both work. Here's the single medium style special move in SI 2015 -
How to get animations from CFG file?
minilogoguy18 replied to V4nJ0rDy's topic in Modding Assistance
Don't see why not, I'm using it right now. They can be dragged and dropped right into the viewport. Software choice is personal preference. -
How to get animations from CFG file?
minilogoguy18 replied to V4nJ0rDy's topic in Modding Assistance
Use the CFG to figure out where each one starts and where it ends, other than that not that I know of, don't use Blender. -
How to get animations from CFG file?
minilogoguy18 replied to V4nJ0rDy's topic in Modding Assistance
The .CFG file is just a text file that tells the game when and how to play the animations, there's no data there other than that. The animation files are stored in GLA files, the player ones can be found in models/players/_huamnoid. Only blender can import GLA files and they'll only come through as FK bone chains which aren't too useful. Other softwares can get the files in their raw .XSI format which are downloadable here. https://jkhub.org/files/file/1586-%7B%3F%7D/ -
That's not a real fix to the mesh lol. I had this port at one point, whoever did it should be exiled to an island, it's bad.
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@@Siegfried all you need is Softimage Mod Tool 7.5, my _humanoid rig, the Raven SDK that includes carcass.exe, Assimilate and ModView.
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Definitely code related.
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It would only have write protection if you weren't the owner of the file and didn't have permission to access it. You'd also find this stuff in the properties. You should open the file with notepad and see if the resolution is set to what you want it or if it's set to what it keeps defaulting to. I've also had issues where an installed mod that had it's own .cfg file caused conflicts and the base game would load it's .cfg rather than the one in the base folder.
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Yeah, this section hasn't been too active lately mainly because we're all on discord but the mod is still pretty actively being developed. Here's the link: https://discord.gg/MFQDwQ7 @@DT85, we got any use for someone who's just strictly fleshing out the basic structure? I know @@Jedi_Mediator was doing a role like that but he's been AFK for a minute...
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Sounds like a screen resolution problem, try going into the base folder and modifying the "jk2config.cfg" with notepad and alter the resolution by changing these lines... r_customwidth r_customheight r_mode "-1" For the width and height you'll need to enter your monitors native resolution. It sounds like you're zoomed in. I could be totally wrong, Macs are blasphemous machines in the PC gaming world. Weird that you have to use the compatibility settings, I don't have to.
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Star Wars: The New Republic Anthology (Fan-Film)
minilogoguy18 replied to Psyk0Sith's topic in Art, Media & Technology
I like it but 30 years seems like too much of a time gap. -
Yeah, what I did was make it as easy as possible, so far no one has tried to build a biped in another software. Link is in my signature, you'll find video tutorials and file links inside.
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You need to make sure of one thing, the skeleton you used has the proper hierarchy and local transforms for each bone or you'll get some strange problems like ankles rolling the wrong way on slopes and neck rotating on a different axis when looking. I've been wanting to get around to remaking my rig in SI 2015 but lately I've been working harder than an ugly stripper and house shopping. BTW, the synoptic thing isn't very easy, best way is to get the base made in SI but switch over to Adobe Dreamweaver to get the hot spots drawn out in better detail, switching back and forth to check that everything works. Most of the scripting should be done in SI for simplicity but it's ability to draw a detailed hot spot region sucks especially in the small window they give you.
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Well I'm not sure what approach you took but it was pretty simple to do, just boring and tedious. I had the skeleton that was to receive the animations stored under a Model and imported the source file 1 at a time under another so that there were no naming conflicts. I also had a conversion table for some things but I'd simply store the fcurves and transfer them via the animation mixer.
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The animation rig I made already has all the missing bones, it's just not that easy to retarget the ones to match the rig controllers due to obvious transform differences. You could manually trace over them but it doesn't seem to be of much help to have all the animations in a editable file since well they're not really needed other than for reference. I did what you're doing once but using the source files since they also have the missing bones, just combined them into 1 file and had a animation mixer track with all the animations stored as clips and named properly but the file was lost at some point.
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We haven't heard from the original artist in a while, we're going to try to reach out at some point. All of the games characters will be redone.
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@@DT85 Might wanna skim this topic and remove the links, seem to all be on page #3. Not trying to be rude but the mod is still in early development and isn't available for release.
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Not sure where you got a link to the mod but it doesn't seem to matter since whatever you have doesn't work. The mod is not up for download to the public.
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Change JK3 GLM to JK2 "_humanoid" GLA
minilogoguy18 replied to KyleRendar's topic in Modding Assistance
You'd have to import them into the software of your choice (Softimage, 3DS Max, Blender) and redo the envelope weights using the skeleton from the other game. Going from JK2-->JA is much easier, just adding "l_hang_tag_bone" as the child to the bone "l_hand" and weighing the tag "l_hand" to it and recompile. This will fix the dual saber problem when using the dual saber special move and a few of the dual saber taunts. The other problem is that the cutscenes aren't in the "_humanoid.gla" they have their own files which would need to have the animations transfered from one skeleton to the other which isn't too hard if you know the software you're using well enough to transfer animations between 2 different skeletons. -
@@Lancelot just gotta remember that like he said, architecture for now, all the textures are just placeholders so it's easier to look at. Every single one will get redone in way higher res PBR maps.
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Yeah, make it flat and sorta bulge out where it meets the ground. https://vignette.wikia.nocookie.net/disney/images/7/78/Jabbaeating.png/revision/latest?cb=20130430195811