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Everything posted by ooeJack
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Yea. I have a feeling that I did end up forgetting to get it, that's all. ::(((((
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I could have sworn I got it, but I don't seem to have it anymore. Was it just a free weekend or was it a proper free game giveaway?
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Hey AuriusPheonix! If you haven't already, check out the Tutorials section of JKHub. There's a bunch of tutorials for a bunch of things including creating your own lightsaber. https://jkhub.org/forums/forum/161-modelling/ Search for Lightsaber. :) Some of these may be very old, so keep that in mind. Good luck!! Jack
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There are more recent versions of Blender, such as 2.9, you might want to have a look into. Good luck!
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If that's not it, then it may be because there is a loose vertex around somewhere that is not apart of/not connected to the main mesh. You'd need to find the loose geometry and either remove it or unwrap it/fix it to be in working order. One way of finding it would be to go to Edit Mode, Face Select, select some faces and hit CTRL + 'L' then 'H' to hide all faces. Do that until all your faces are hidden, then go to Vertex Select and hit 'A' to select all vertices that were not selected with your Face Select. That should show you where you got vertices that are not apart of your main mesh. In Edit Mode, hit ALT + 'H' to un-hide the mesh you hid by using 'H'. I hope this helps! Let us know how it goes. :) Jack
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Hiya Darth Rexie! It's saying that a section of the head_face mesh still has uv coordinate issues (multiple UV vertices when selecting 1 vertex along the seam). You gotta find the trouble spot and edge split it, I believe. Good luck! Jack
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La Sombra del Imperio [Fan] Playermodel
ooeJack replied to pliskin2009's topic in Modding Assistance
Hey pliskin. If you're working with Blender 2.80, have a look at this beginner tutorial. https://cgcookie.com/course/learn-blender-2-8-the-basics-tutorial All the best! Jack -
Hiya Pariah72. One possibility is that your "l_hand" & "r_hand" triangles may be misplaced. If I remember correctly, where those triangles are, is where the lightsaber will be positioned (Not sure about the rotation of lightsaber though, but maybe that affects it too). So check that out and let us know how that goes! Good luck!
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Hi Stryker. I don't think there is a way to simply snap the mesh onto the bone. You'd need to manually rotate the mesh, using the top of the leg as the pivot point, into position. Look into using a thing called 'Proportional Editing' which will automatically adjust nearby unselected vertices as you rotate to get a smooth result. Jack
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Dude that's so kool! It's awesome to see the actual code that makes bunnyhopping a possibility and the comments that the programmer wrote, "allows bunnyhopping" :D. Thanks for sharing, and I'm glad you got it working like you were wanting! :) ooeJack
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Oohhhhh! That! Yea man. Of course you can do that! Sorry I didn't catch that before! That required 3 separate icon files, named: "icon_default" "icon_red" "icon_blue" These icons have to be saved where your default icon is saved, which is in the "base/models/players/<Your Model/Character/Project name>/". In there you put your 3 icon files as listed above. If you've already got your icon_default set up, then you'll do fine with getting a red and blue version of it. When you use your red and blue version of your character, the game will use the red/blue icon. :) I think this is what you're looking for. Good luck, and let us know how it turns out!
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Ah well, sure. Ofcourse you can. You just change the icon file in photoshop or something similar and save it in the same location and name as the original icon file. If you're talking about it changing colour while in-game, animating from colour to colour as you're playing, then I'm not too sure.
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Hiya Maui. Are you talking about the icon that you see when you look at the character in the Profile in-game? Or when whoever is in first place, if they're playing that character, then the icon shows at the top?
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- 7 comments
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- JKHub Exclusive
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Does anyone know how to make such a shader?
ooeJack replied to scp_chaos1's topic in Modding Assistance
Hiya scp_chaos1. I had a similar issue a long time ago. That purple stuff you got there is called a 'Normal Map'. I posted a topic here about how to get that working in JKA and I received the help I needed. Check it out here: https://jkhub.org/topic/8692-normal-maps-for-player-models/ I hope it helps you out! Jack -
I think you can do that yourself, my dude. Unless it has changed from when my Normal Map thread was answered, you just find the reply that fixed your issue or helped you the most, and there should be a "answered" or "best" or some kind of button to set the thread to answered. ooeJack
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Blender v2.79 + 2.7 plugin suite - Exporting issue
ooeJack replied to Maui's topic in Modding Assistance
Heya Maui. I've personally never come across error messages such as that where it's got multiple lines of stuff. Usually I just got errors that are 1 line such as "Error: Could not load surface <object_name> (LOD 0) from Blender: Could not load a vertex: Unweighted vertex found!" and "Could not load surface <name> from Blender: Vertex without UV coordinates found!" I don't think I can help you out here, man. Sorry. ooeJack -
Blender Exporting Problem for Jedi Academy
ooeJack replied to DarthValeria's topic in Modding Assistance
Heya DarthValeria. Unfortunately I've never had that problem before, so I'm not sure if I can help you with that. When I was working on characters for JKA, I wrote down some notes to help me during export. They might help you out: - EXPORT CHARACTER [Current Character Progress: 0%] - Make sure scene only contains just the Character + Tags & Skeleton - Set skeleton pose to 'Rest Position' - Place "_humanoid.gla", "animation.cfg" & "animevents.cfg" into _humanoid folder - File > Export > 'JA Ghoul 2 model (.glm)' - Left panel Properties: - base Path = The directory that leads to and includes the base folder - Example: "C:\Projects\FINAL OUTPUT - OBIWAN\base" - .gla name = The directory following /base that leads to and includes the '_humanoid' file - Example: "models/players/_humanoid/_humanoid" - MUST CONTAIN FORWARD SLASHES (/), NOT back slashes (\) - Check the following, then EXPORT: - Model must be named "model.glm" and exported to 'models/players/<character name>/"model.glm"' Hope this helps. ooeJack -
Blender Exporting Problem for Jedi Academy
ooeJack replied to DarthValeria's topic in Modding Assistance
That's good to hear, DarthValeria! Good luck with your current and future projects! ooeJack -
Blender Exporting Problem for Jedi Academy
ooeJack replied to DarthValeria's topic in Modding Assistance
Heya Darth Valeria. 1: To move the skeleton, you need to be in 'Pose Mode'. To get into pose mode, go to the bottom of the screen where it'll show what current 'mode' you're on. It should either say Object Mode, Edit Mode, Weight Mode etc. Make sure your skeleton is selected, hit that button at the bottom and change it to Pose Mode. You should now be able to select a bone, and rotate it and be able to check your weights. 2: By "weight transfer" I assume you're talking about how to adjust weights specifically so that when you rotate a bone, it'll move specific vertices. While you're in weight paint mode, look to the right, at the properties panel, and select the 'Object data' button. It kinda looks like a downwards pointing triangle. Once you select that, it'll bring you a bunch of settings and stuff below it, search for the "Vertex Groups" panel. As you're weight painting, you select the vertex group which corresponds to a bone in the 3D scene. So if you're working on the elbow, you find the vertex group that corresponds with the elbow (Should be named so it should be easy to find), and you start working on that. If you find that when you're testing by going into pose mode and moving the elbow, and it's moving too much, then go back to vertex groups and select the parent bone, ("Parent Bone" meaning the bone/vertex group that is above the current bone) and add a bit of weight there so that it spreads among the 2 and therefore is moved less when testing the elbow bone. https://i.imgur.com/D65RoSQ.png In the above image, "lhumerusX" is the parent of "lradius" 3: You gotta get the Ghoul 2 addon to be able to import and export JKA models/skeletons. I'm not sure where to get that anymore. Hopefully somebody else can answer this part. Good luck, mate!! ooeJack p.s. You're asking for assistance for a mod you're working on. "Modding Assistance" part of the forum is the way to go! -
Heya ksgWXfan. Usually when the segments are missing or grey/white in colour it means that the skin file is incorrect in some way, either spelling or reference. Check your skin file and check the segment names in Blender. I haven't done JKA mod stuff in a while so I may be wrong. But to my experience and recollection, this is the issue. ooeJack