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ChalklYne

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Everything posted by ChalklYne

  1. dont ever leave things on yer desktop that arent shorcuts. or the langoliers will get it
  2. 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?
  3. 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
  4. is there a way to exec .bat files from jka? and if not would u be able to incorporate something like that?
  5. 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
  6. 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
  7. 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?
  8. 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
  9. 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...
  10. 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.
  11. 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.
  12. way to save the day man. cool ill export a fbx right? then import it in 6?
  13. wow... that last bit about the xsi 7.5 really bummed me out. so this is what i did today... and its garbage lol
  14. 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?
  15. 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/
  16. texture update. still working on the textures but just wanted to show the progress
  17. u can add in some trim here and there like ive done in brown here. maybe wood trim, smaller bricks, darker bricks, anything to add some contrast and make the depth stand out lightning flashes n sounds would b cool. also small details like stagnant ponds with bugs flying above them, bugs around lighting fixtures, vine decals up the castle, and if repetative textures are being a problem, open the textures up in photoshop and give em some grunge, u can mess with the offset and clone stamp tool to make it nice and seamless still, but have like 3 or 4 different brick textures only differentiated by the different amounts of grunge on them and alternate between those textures on the castle. also that huge clock might look better as a model u know? lil more detail to its sides and u could have an animated shader for the hands. maybe even spin em backwards castlevania style. yeah its a super cool idea and the maps gunna rock. u could really kill with good ambience tho like lightning, wolf howls, random bugs, gargoyle or angel statues, and grungy textures. just some ideas im not knocking it at all im not currently modeling anything atm. im working on maris broods body but its gunna be a minute for her face... so... if u want i can make u some quick map objects thatll add to it like maybe a few different piles of brick and moss, a gargoyle or two, piles of bones, maybe even a cool clock. i could texture em too, or just uv map em and u can texture em to match yer current colors. the bugs would just be animated shaders edit: here i made this in like no time.. want it? u can texture it yerself so it matches if u want heres 4 textures all the same but all with different vines and grunge so u can see what i mean by making it less repetative. and u can just swap between the four so none of the castle appears to be repetative. also, u can use the lighting to kinda blend it all in too even just random bits of clutter like this all these ar just rough draft bs but u should get the ideas im trying to relate. heres an idea... how about if u set triggers in different parts of yer map to trigger different ambient sounds? like if this was a top view of yer map and the white boxes are triggers... anything u need like the gargoyles or maybe some random clutter models like piles of brick and bones just ask. also, maybe instead of just rotating the same tree three times maybe u can have new dead tree models, some different sizes... stumps maybe, etc. also, instead of texturing those stone walls with the mossy wall texture, maybe u can texture em just stone and dirt and put an alpha mapped plane of moss over it spaced a bit so it has some depth to the moss. i like this map idea i did a library wayy back in the day and it was pretty cool so im stoked to see the castle.
  18. thanx ill fix him up cuz yeah it looks like a flipper lmao
  19. hey i got that eclypse weighing tutorial if anybody wants me to up it. also, it doesnt say it in eclypse's tutorial or any ive seen yet, but if u get all done with yer model ive noticed it helps if i set a keyframe at base position at frame 0 and rotate a bone a bit and keyframe it to frame 1 that way i avoid that "error: header# frames 2 but i read in 1 terribly bad" bs error in assimilate
  20. yeah i dunno. i unchecked textures and it worked.
  21. well... i can give an object just one bone (thanx jc) and compile it in assimilate and itll be a .glm with a .gla and an animations.cfg. i have animated it and stuff too so the object spins when gripped. so, technically i made a custom skele and it worked. same thing right just more bones? sure id have to start his anims from scratch, but hed be boss if i did as long as i replaced his animations.cfg with the _humanoid one, and changed his framenums to match his new anims, hed be a playable character just like every other one. seem plausable anyone? nevermind i got it figured out thru better rigging. for the most part. some stuff is inevitably gunna have to be reanimated. but now i cant test it out cuz im running modtool 7.5 and when i export a .xsi it says function not implemented in mod tool version =(
  22. what about a custom skele? i could make him a decent rig, give him a .gla and an animations.cfg and just go from there instead of starting off working with the jka skele? crap i double posted
  23. yeah ill just have to reanimate him then. it wouldnt be extremely impossible, but it would put anything else im currently working on at a serious standstill
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