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bigphil2695

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Posts posted by bigphil2695

  1. 21 hours ago, mrwonko said:

    Just to clarify, you've added a player model, not a weapon model, right? GLM uses so-called "Tags" to represent locations on the model like where it holds weapons, they're represented by special surfaces. You can check them using the ModView tool from the SDK. It's usually easiest to copy them from an existing model. What software do you use?

     

    So there don't appear to be any surfaces on his hands. Any thoughts on how I could fix this? Maybe make some new arms? I'm using Blender as my 3D modeling tool, how would I go about adding these if at all possible? If you don't know, I can always see if I can just grab new arms from another model, and see if that will fix it. 

    https://www.dropbox.com/s/gv2l53fpipjgoka/bobasurface.JPG?dl=0

    That second screenshot is not a different model, it's the same one with the helmet on. I switched to model's arms and hands for the original in game Boba Fett, yet no surfaces are being detected still.

    Could it have something to do with skeletal alignment? It looks pretty aligned to me, but it also seems like I'm putting the hands on wrong. I might just try starting from square one, since I keep pulling things from the original model now anyway

  2. 16 minutes ago, mrwonko said:

    Just to clarify, you've added a player model, not a weapon model, right? GLM uses so-called "Tags" to represent locations on the model like where it holds weapons, they're represented by special surfaces. You can check them using the ModView tool from the SDK. It's usually easiest to copy them from an existing model. What software do you use?

    Yes it is a playermodel. I will open it in Modview to see. Pretty much tried everything else I can think of.

  3. I have gotten one of my models in the game successfully! However before we all start cheering, the NPC's weapons are not appearing in his hand. I'm not sure if this needs to be remodeled, or if I can just turn something off in the skin file. Any advice?

     

    https://www.dropbox.com/s/p4nhwlkenij6v10/20210115090136_1.jpg?dl=0

    There are a few shader issues on the model as well. I think I know how to fix them. As well as the bit of clipping on his lower area. All of that will be ready by final release of course.

     

     

    Update: Stretching the model by a scale of 1000 doesn't help

    https://www.dropbox.com/s/irwo51sqxtr9jcx/20210115092952_1.jpg?dl=0

  4. I have a very specific build of Openjk, and uninstalling the game is just not something I want to do. However I have on a stance mod that I am tired of using. It's not a bad mod, but the blocking animations are buggy, so I just don't want it anymore. Anytime I remove the pk3 file from my game, everyone ends up in a T pose. Mind you this has led to some fun memes, but it's far from the desired effect. What would be a good way to revert my game back to the original animations without a full reinstall?

  5. 2 hours ago, Circa said:

    Are you asking how to fix the camera so you can actually see properly when using large NPCs? It’s not something you can fix via the NPC itself, you would have to use the camera commands like cg_thirdpersonrange and cg_thirdpersonvertoffset. You could make a cfg and put those in there along with the playermodel command to automate it into one command.

    Or just use @therfiles’ handy CamSP mod to do those in a nifty menu.

     

    Beautiful. Thank you

    I wanted to play as a giant robot the size of the Mutant Rancor. Now I can use it properly

  6. How do I make a giant NPC that I can playermodel swap to and the camera follows them normally. This works okay for Darth Vader, and Desann, but I made a giant robot, and wanted to be able to control him like a normal playermodel.

     

    The scale is 500, height is 320, Width is 80. I am using NPCtool

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