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bigphil2695

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Posts posted by bigphil2695

  1. After spending quite a while working on this, and listening to some VERY LOUD people watching cable of all things, I have solved the issue.

     

    See, the real problem here was I incorrectly installed Blender for Linux. I installed it from the online store that came with my distro, and not the command line. So in essence, this was more of a Linux noob problem rather than an issue with the actual Jedi Academy plugin.

     

    The Plugin still required some editing in it's .py files to work on my version of Blender, but it's all fine right now 

  2. So I managed to get the damn plugin  working again after having to edit some of the .py files to make it work with Blender 3.2. Once I got everything set up, and remembered how it's supposed to read in the file format, I started getting a weird error every time I wanted to import a model. Here's what it said

     

    Python: Traceback (most recent call last):
      File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2Operators.py", line 91, in execute
        success, message = scene.saveToBlender(scale, skin, self.guessTextures, self.skeletonFixes)
      File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2Scene.py", line 139, in saveToBlender
        success, message = self.glm.saveToBlender(self.basepath, self.gla, scene_root, skin_rel, guessTextures)
      File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 1050, in saveToBlender
        self.LODCollection.saveToBlender(data)
      File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 874, in saveToBlender
        LOD.saveToBlender(data, root)
      File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 805, in saveToBlender
        obj = surface.saveToBlender(data, self.level)
      File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 638, in saveToBlender
        bvert.normal = vert.normal
    AttributeError: bpy_struct: attribute "normal" from "MeshVertex" is read-only
     

     

    I genuinely cannot tell what this is trying to say to me. I think Blender is having trouble editing a file, but what that is has got me stumped. Maybe I'm just sleep deprived (I am), but this isn't making sense.

  3. 11 hours ago, Bubbles said:

    OpenJK and I think EternalJK both come with linux binaries.  So there is no need to run the game using proton or wine.

    https://builds.openjk.org/

    If you scroll down you will see there are linux builds that are already built and ready to download.

     

    If wine works for you that's fine, personally I do not see the point of using it when the OpenJK supports linux.

    I've tried the most recent one and no luck. I could probably sift through it for a while, but the Wine solution is just easier.

  4. My current distro is Pop!_OS. I only recently switched over so I'm unsure how most things work. I downloaded and installed the most recent build of OpenJk and have it being run through proton on Steam like I do with the base game. Base game works fine, I've been playing SP and MP both with zero issues. But when I try to run the game with OpenJk it causes my entire machine to remain softlocked and rarely even gets passed the activision title screen. Does anyone know what the problem could be?

  5. Does anyone else instinctively delete other modders NPC files? I have a specific way I want my game balanced since I play with realistic sabers on and use JKA as a Garry's mod sandbox game. I rarely play online and just fight NPCs all day. I have done this for over 12 years now 

     

    I bring this up because I'm always a little afraid my NPCs are a little OP, especially since Luke in vanilla only has 200 hitpoints. I guess it doesn't really matter, since NPC files are ridiculously easy to make, and it seems to be a bit more memory efficient to just clump em all together than having separate files. Still though, I just did it to a new batch of VERY good models. I'm wondering if that's normal or not

  6. I'm pretty sure I'll lose, but I would love to put him in the contest. I'm gonna give him a helmet first. Helmet, team skins, bot, all the little bells and whistles. I do hope someone else will enjoy playing with him. I like flying around with the model. The jetpack suits the Yoda saber style. The hair is the weirdest idea I ever had, but at the same time I love it! Will post a link soon

     

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    This was what I made, which inspired the model

     

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    DarthValeria, krkarr, OCD2 and 1 other like this
  7. Hi to you guys who commented earlier. I believe I've sent you what I had done. I've been on another extended hiatus for a bit. However in my absence I've been busy learning new things. I'll be finishing some of my old projects up soon, and then starting new ones. I have one just to refresh myself coming out, probably today. Not one that has been announced either.

     

     

     

     

     

     

     

    So basically, I made an young adult/teen Grogu based on a kitbash I did with lego. Idk if anyone else likes it, but I just sort of wanted too lol

     

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    DarthValeria and OCD2 like this
  8. On 9/30/2021 at 10:15 AM, fullkevlar said:

    Nice!

    Im on the same journey, and building some nice skills along the way.

    Its fun, look forward to seeing what else you make!

    Got some things in the pipeline. The hierarchy on Batman's model needs be worked on, and I'm trying to learn how to give him a really good cell shaded look. Which is why nothing is published yet. When this model does drop, it's gonna be great.

  9. Been physically writing everything down. Gonna learn to do shaders soon. When this Batman has a nice cell shading, I hope he looks a little less flat. I modelled him directly from the source images for Justice League. This is my first totally from scratch model. 

     

    I do think I've become competent in sculpting, texturing is still a weakness of mine. Been trying to develop new ways of doing it that work for me. Then of course making the textures is difficult as well. Perhaps I will look into some programs that can assist. Currently I'm using a.... dubious version of Adobe Photoshop 2012 to do everything. Not awful per se, but I'm not quite proficient enough to make the kind of textures that will blow minds (do people get their minds blown by textures???).

     

    It's just nice to finally be making real progress in my 3D modeling. Very happy

    Smoo and OCD2 like this
  10. Not dead, just been playing other games. My Ren model is releasable, but not perfect yet. If anyone would like the beta version of him

     https://www.dropbox.com/s/bxcv5e59kdbbjwk/ren.zip?dl=0

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    Update on TLJ Luke:

     

    So progress is being made on that tonight. Nothing visible yet, but the model is pretty much ready to go. It actually was a little while ago, but now it's set up for insertion into Jedi Academy. I still need to texture it though, so I got to redownload Adobe Photoshop

    OCD2, Omega, Smoo and 4 others like this
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