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ChalklYne

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Everything posted by ChalklYne

  1. site lookz like awesome. how bout a pic of the week, upcoming contests, nostalgic file of the week. pic of the day, and of course.. stuff like this too http://www.flashmonkey.co.uk/lab/pacman/ 8D or this. especially this http://www.isketch.net/ yes.
  2. hi razr. long time no chat man.
  3. thx guys. n likewise r
  4. sigh... func not implemented in modtool version =( poo ill just start over again but im positive its got something to do with the way im assigning textures.
  5. hi im chalk i do mapping, textures, shaders, animating, and efx files, but mainly modeling. and causing mini headaches. sorry mini. dont feel bad i drove ashura cr@zy im mainly famous for slow learning, over or even double posting, and repeating myself and slow learning and i have a horrible memory i had a dog named rex that died when i was 14. i hate cherry flavor. and to be completely honest, my neighbors dog takes too long to and he looks at me. or it might be a she. but its definitely got tummy problems. i think stormtroopers are cool and about 3 years ago i lost my original raphael action figure i never took it anywhere and now its gone. pay attention to your dogs diet, and keep yer turtles close if they matter to u. hi. o0
  6. dude mini u totally fixed it man ima dummass. thx man. now i just gotta figure out the texture problem... do u assign a lambert or something or just the image directly into the material on surface? edit: o.m.f.g dude.. i totally screwed the pooch. thats why my textures arent exporting. duuuuuude.. im such a tool ima get it right now from that link. mini my bad man. i am honestly just lmao @ myself right now. so... besides screwing up every aspect of it, i think i got it this time lmfao. should we get a pot going? moving on... hey man i saw online a couple of multiple .obj importers and dragndrop .obj importers u ever get any of those working on 6?
  7. yeah i got the skin file all correct and in the right place. mini said i could reset transforms by clicking freeze modelling which i did. crazy stuff i dunno edit: skinfile i named it model_default.skin hips,models/players/proxy/stomache.jpg lhip,models/players/proxy/hips.jpg head,models/players/proxy/head.jpg legwires_left,models/players/proxy/legwires.jpg lleg,models/players/proxy/legs.jpg lfoot,models/players/proxy/feet.jpg legwires_right,models/players/proxy/legwires.jpg rleg,models/players/proxy/legs.jpg rfoot,models/players/proxy/feet.jpg torso,models/players/proxy/torso.jpg chestplate,models/players/proxy/chestplate.jpg emblem,models/players/proxy/emblem.jpg neckring,models/players/proxy/neckring.jpg neckring_hinges,models/players/proxy/neckring.jpg shoulders,models/players/proxy/shoulders.jpg eye_left,models/players/proxy/eyes.jpg eye_right,models/players/proxy/eyes.jpg head_wires,models/players/proxy/head_wires.jpg larm,models/players/proxy/arms.jpg larm_ext,models/players/proxy/arms_ext.jpg larm_wires,models/players/proxy/armwires.jpg rarm,models/players/proxy/arms.jpg rarm_ext,models/players/proxy/arms_ext.jpg rarm_wires,models/players/proxy/armwires.jpg ribs,models/players/proxy/ribs.jpg rings_left,models/players/proxy/rings.jpg rings_right,models/players/proxy/rings.jpg spine,models/players/proxy/spine.jpg
  8. yeah. hey what about adding new breakable style in the func_breakable portion of gtkradiant. u know how u get glass, i think stone, metal..ropebreak... maybe is there a way we can have more of those? i like to make nice breakable stuff in my maps and i need the option of making more breakable styles instead of modding the base ones
  9. dont ever leave things on yer desktop that arent shorcuts. or the langoliers will get it
  10. dude... i started from scratch with that skele provided in the thread. both times i export i get 0 textures.. and if i check the textures box i get func not implemented in exp version im using xsi 6.01 any ideas? also, even with starting over, with 2 different models now, when i open in modview, the right arms and legs look rigged to the left bones so it looks like all my characters have 2 left arms n legs n 0 right ones. wtf any ideas? when i select the bones in modview, theyre in the right spot. but the mesh is over rigged to the other side lol just to be straight... 1. i imported the janull skele as an xsi didnt change any import settings... 2. i imported all the mesh's as .obj's, a. select a peice of mesh, go to materials-lambert go to diffuse and select an image to use b.select image for that particular peice of geometry c. repeat for all peices 3. fit mesh to skele 4. heirarchy hips -torso -arms -hands -head -legs -feet pretty much in lamens like that 5. set a keyframe at fram 0 on rotate and translate 6. switch to frame 1 so i dont screw with the skele base position 7. put the tags under their corresponding mesh in the heirarchy 8.envelope each peice of mesh according to which bones are going thru it or necessary 9. weight paint 10. test on frame 1, if no problems, switch to frame 0, freeze modelling 11. select model root in heirarchy and go to select model 12. export .xsi with the settings i posted previously. i get no assimilate problems, but the problems i just explained above. did i screw up somewheres?
  11. i was thinking if u maybe wanted to have more weapons. like.. umm.. more guns i guess i mean. like. what if u wanted to use the physics of the e-11 blaster on more than one gun model, that way u can have tons of "different" guns to swap from. but if u gotta restart theres no point. sorry dude
  12. to change out pk3's ingame
  13. is there a way to exec .bat files from jka? and if not would u be able to incorporate something like that?
  14. im totally for it. even tho im not fully understanding... is it something like being able to add lua or something to the existing engine? sorry im code n00b
  15. yeah i made that one =)
  16. desktop and objectdock features. i usually just remove the toolbar n start menu and just kinda make my own. xsi is awesome for having almost the same kinds of customizing. so does zbrush i dig em a lot
  17. well, after vigorous tampering... ive learned that xsi6 cant export the materials in the modtool version. so i just screwed up by assigning materials to the peices rather than just the textures imported with the .objs. make sense? so should i just assign textures and not materials?
  18. these are my settings... and this is my error... exporting from xsi 6 doesnt give me the error if i uncheck textures, but then it doesnt gimme the uvcoordinates in modview just white heres my crosswalk export settings from 7.5 to 6.0 id really love to be able to rig in 7.5 and export from 6 if possible
  19. not to be a whiner er nothin, but i really liked the old skele cuz it had the actual bones not just lil asterisk looking nulls it made it easier to know where to rig what...
  20. so how exactly does one screw up the transforms? just to avoid the problem in the future. is it cuz i might have been testing the bones on the wrong frame and tried to ctrl+z it to undo? seems like u cant really undo the bone movement fully once u do it to test the deforming. did that make any sense? ima start over with that new skele thx mini. ill fit the skele a bit better, thx for the advice on the feet cuz the skele kinda confused me, and just to be perfectly clear, the new skeleton will have the tags already weighed to the skeleton right? and i just need to drag like the l_hand tag under the l_hand mesh in the heirarchy right for all the tags? i dont need to weigh it to the l_hand bone or nothin just link it? also, any ideas on why the textures didnt work? i made a skin file and its not even showin skins available tab in modview. seems as if the uv coordinates and what not maybe werent transferred from xsi6 to assimilate. textures work fine in xsi6.
  21. nostalgic http://forums.filefront.com/sw-jk3-modding-mapping-editing/410503-jedi-knight-saber.html ashura had a few problems with clipping on that im sure u are too. i think he rotated it and messed with the shape a bit at the base i forgot.
  22. way to save the day man. cool ill export a fbx right? then import it in 6?
  23. wow... that last bit about the xsi 7.5 really bummed me out. so this is what i did today... and its garbage lol
  24. i found those tutorials i was looking for... http://psyko3d.50webs.com/tuts.html and i fixed all assimilate errors i was getting. theres also a bone in the jk3 skele u just posted named rtaluss and it should be rtalus which threw me off for a minute lol. but all in all its perfect and everythings going smoothly. ill start rigging proxy tonight most likely. one dumb question tho, how does the engine know what is yer arm when u chop off an arm is it the tags? i should be linking the tags to whatever part of the body it is right? and dont i like not link the hand bone or something?
  25. yeah im still not grasping how textured decal has to show everything all contrasty n washed out, but my bad mini here u go. the ring around his neck is still untextured i just left my stand in texture there to show myself what was going on. but progress none the less ive rigged kazdan a couple times and keep getting assimilate errors mainly the one where u have too many frames or whatever so im just kinda chillin on riggin them til u get yer tut goin anybody got an idea where these went? http://www3.sympatico.ca/psykopat/tutorials/
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