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Posts posted by bigphil2695
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This is an image of the actual error
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I am always loading from a save file. I kinda just play this game like Garry's Mod lol
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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?
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But seriously, he never said which Christmas
Jeff likes this -
I asked him if he would release it, he said it would be out by Christmas. This was 6 years ago.
It's like that old joke about WW1. "They never said which Christmas"
Update: https://jkhub.org/albums/UHr9BJV
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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
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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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I was just working on that staff too
OCD2 likes this -
Does anyone know how to make new NPC classes, or add an NPC class to the NPC tool?
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I was gonna ask about this same thing lol
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I'm using Blender
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Learning 3D modelling. A really basic version of this seems like it will be easy.
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Yeah it's a Frankenstein, not my only one tho
https://steamcommunity.com/sharedfiles/filedetails/?id=2252346696
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Now all I gotta figure out is how to get my own textures working on a new model
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Also I'm having trouble getting my models imported, it keeps telling me "no .gla?"
I put the _humanoid.gla file in there with the model I'm trying to open. Does it need to be placed somewhere? Does each default model interact with a different gla?
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On 10/2/2020 at 7:38 AM, mrwonko said:
You'll need the Blender Ghoul 2 plugin to be able to import and export models. Unpack your asset PK3s and import one of the existing player models to see how they work, and read the PDF manual (though some of the restrictions mentioned in it no longer apply in that version).
Did Blender change how addons were put in? It seems like the Install segment is flat out wrong
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Thanks both
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I just started learning blender, and was wondering how you get a model from Blender to JKA. I'm learning how to animate a model, but are there specific steps to wiring a model for JKA? If there is another more in depth thread on this I'd love to see it
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Good mappers walk among us. They pick what they want. We are at their mercy. Power is not given easily
z3filus likes this -
Delmi, exarsenpai12, DarthValeria and 1 other like this
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Jeff, I've come to bargain
Removing a stance mod
in Modding Assistance
Posted
I'm extremely embarrassed. Turns out there was a file I did not remember was part of the mod. I actually had to redownload the entire mod to figure that out. Whoops. Problem solved everyone