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The Punisher

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Posts posted by The Punisher

  1. Without looking at the model would be difficult to identify the actual issue but the issue on the screenshots seems to be a naming issue. Seems you have 2 "meshes" with the same object name (in the ghoul2 properties), therefore one of them is over-written by the other during export.

     

    As for the seams issue, there are a few posts about it. You can check https://jkhub.org/topic/8009-assistance-needed-for-blender/?hl=%2Bseams+%2Bfrom+%2Ban+%2Bisland&do=findComment&comment=115635

    ksgWXfan likes this
  2. Hello @@Jeff mate, do you know where I can find ripped Battlefront 3 models? I would like to use Rebel Endor body for my Rex kitbash  :)

     

    Try also the Rebels backpack from GOH.

    • Is "low poly", yet looks good
    • is not so "bulky"
    • has the Endor texture colors and looks good with the model.
    • includes "shoulder straps" (needs some tweaking around the model's torso but nothing big) so it doesn't looks like is hanging on the model's back.
    Tompa9 and TheWhitePhoenix like this
  3. I did the right thing? https://yadi.sk/d/n-LgUUl9TJQ8Iw[/size]

    I don't know what you did but it is not right. Seems you added the entire CamSP.cfg at the end of the inhame.txt (and still no lines to call camsp).

     

    You are over-rating something very simple.

     

    Extract the ingame.txt from the SP animations.

    Open and inspect it, see there is a list of load instructions. Every load instruction is practically the same except each one call a different menu.

     

    All you need is a single new line identical to those already there to load camsp (which you can copy from the ingame.txt from camsp).

     

    Then save the file to your custom pk3.

  4. your  ingame.txt is just 2 copies (duplicate lines) of the ingame.txt" from"Animations Menu". There is nothing to load "camsp.menu".

     

     

     

    // menu defs
    // 
    {
    	loadMenu { "ui/ingame.menu"						}
    	loadMenu { "ui/ingamesave.menu"						}
    	loadMenu { "ui/ingameload.menu"						}
    	loadMenu { "ui/ingamecontrols.menu"					}
    	loadMenu { "ui/ingamesetup.menu"					}
    	loadMenu { "ui/ingamequit.menu"						}
    	loadMenu { "ui/ingameMissionSelect.menu"				}
    	loadMenu { "ui/ingameGotoTier.menu"					}
    	loadMenu { "ui/ingameForceSelect.menu"					}
    	loadMenu { "ui/ingameWpnSelect.menu"					}
    	loadMenu { "ui/ingameForceStatus.menu"					}
    	loadMenu { "ui/ingameForceHelp.menu"					}
    	loadMenu { "ui/ingameWpnSelectHelp.menu"				}
    	loadMenu { "ui/datapadforcepowers.menu"					}
    	loadMenu { "ui/datapadmission.menu"					}
    	loadMenu { "ui/datapadweapons.menu"					}
    	loadMenu { "ui/datapadmoves.menu"					}
    	loadMenu { "ui/error.menu" 						}
    	loadMenu { "ui/ingamevid_warning.menu"					}
    	loadMenu { "ui/videodriver.menu"					}
    	loadMenu { "ui/saber.menu"						}
    	loadMenu { "ui/saberstyle.menu"						}
    	loadMenu { "ui/missionfailed.menu"					}
    	loadMenu { "ui/loadscreen.menu"						}
    	loadMenu { "ui/emotemenu.menu"						}
            loadMenu { "ui/ingame.menu"						} <- from this line on, is duplicate copy of lines above
    	loadMenu { "ui/ingamesave.menu"						}
    	loadMenu { "ui/ingameload.menu"						}
    	loadMenu { "ui/ingamecontrols.menu"					}
    	loadMenu { "ui/ingamesetup.menu"					}
    	loadMenu { "ui/ingamequit.menu"						}
    	loadMenu { "ui/ingameMissionSelect.menu"				}
    	loadMenu { "ui/ingameGotoTier.menu"					}
    	loadMenu { "ui/ingameForceSelect.menu"					}
    	loadMenu { "ui/ingameWpnSelect.menu"					}
    	loadMenu { "ui/ingameForceStatus.menu"					}
    	loadMenu { "ui/ingameForceHelp.menu"					}
    	loadMenu { "ui/ingameWpnSelectHelp.menu"				}
    	loadMenu { "ui/datapadforcepowers.menu"					}
    	loadMenu { "ui/datapadmission.menu"					}
    	loadMenu { "ui/datapadweapons.menu"					}
    	loadMenu { "ui/datapadmoves.menu"					}
    	loadMenu { "ui/error.menu" 						}
    	loadMenu { "ui/ingamevid_warning.menu"					}
    	loadMenu { "ui/videodriver.menu"					}
    	loadMenu { "ui/saber.menu"						}
    	loadMenu { "ui/saberstyle.menu"						}
    	loadMenu { "ui/missionfailed.menu"					}
    	loadMenu { "ui/loadscreen.menu"						}
    	loadMenu { "ui/emotemenu.menu"						}
    }
     

     

     

     

    • Clear the contents of your "custom" ingame.txt (or remove the duplicate lines).
    • Copy only the contents of the ingame.txt file from Animations Menu into your "custom" ingame.txt" file.
    • at the end of the:"loadMenu" instructions, add a line for camsp.menu. 
    • Save your "custom" ingame.txt
    • add your "custom" ingame.,txt file to your pk3
    • make sure your pk3 load last by renaming it to something like "zzzzzz_ingame.pk3"
  5. What the first screenshot shows is normal for models with multiple outfit options. Each outfit option uses a "skin" file (model_tunic.skin, model_endor.skin, etc).Each skin file assign the textures to the parts (meshes) used on that outfit and turns off the rest.

     

    When you open the model in Blender, unless you specify which skin file to use, it uses the Default sklin file (mode_default.skin) which in this case would turn off the tunic, poncho, helmet, etc). Blender does not turns off the meshes, it just doesn't know which textures to assign them so it shows them like that. You can always drag and drop the texture file over the mesh and it should show it fine.

     

    Also, meshes are "parents" of "child" meshes. Mostly "hips" is parent for r_leg, l_leg and torso. At the same time, torso is parent for "r_amr, l_arm and head )head is parent for eyes, mouth, hair, helmet, etc.).

     

    In the second Screenshot seems you deleted the the "main" torso (torso_0). In this case the head, which was parented to the torso, becomes "orphan" (would be floating in the air way up). If you export the model back to "glm" without re-parenting the meshes that became "orphans", they will be removed form the model.

     

    I suggest you visit the Tutorials sections as there is a lot explained there.

     

    https://jkhub.org/topic/10158-playermodel-tutorial/

    https://jkhub.org/topic/10027-skinning-guide-with-team-supportmodviewicons-explained/

    https://jkhub.org/topic/10019-keys-introduction-to-skinning/

     

    And especially

     

    https://jkhub.org/topic/10172-blender-jka-frankenstein-modelling/

    Jeff likes this
  6. I am not sure about the max numbet of NPC files (there are several treads about the max allocated space to read them). I might be wrong but i believe 15 is too many.

     

    Try splitting them into 2 or 3 NPC files. My replacement NPC file replaces every mercenary, stormtrooper (including tie pilot and snow troopers ), imperial officers, imperial workers, saboteurs, every cultist and reborn (even Chewie, Alora, Luke and Kyle).

     

     

    Another option woukd be renaming the model folder (model\player\YourPlayerModel) exactly ad the one you want to replace (for example if you want to replace Luke with another model, rename the new model player folder to “Luke”)and rename the pk3 to load late (rename it something like “zzzz_YourPlayerModel.pk3”. That way you wouldn’t need t use NPCs but you will also have to edit every Skin and shader file to march the new name of the model folder.

     

    Is an alternative but I wouldn’t recommend it. I would prefer using just pne or two NPC files.

  7. If you replaced the characters via NPC files, that might be the problem...Too many NPC files for the game to read. If that’s the case, i suggest you create a single NPC file (or divided it into 2 or 3 NPC files).

     

    I made a separate pk3 file just with 2 NPC files on it, one for replacement models and one for playable models (and i replaced 99% of my models).

  8. The thing with the animations menu is that I've added custom animations to the game that I'd love to implement on the menu, but it'd require you to replace your _humanoid.gla file with my own, which means it'd be incompatible with any other animations mod you have. That's stopped me from doing more stuff with it. The good thing about it, would be that you'd have access to a ton of new animations. 

     

     

    Hi Noodle

     

    Sorry for asking as I am mot sure how the menu part would work but (maybe that’s the reason), why not use your own separate humanoid folder (like _humanoid_noodle/_humanoid.gla)?

  9. Well, I downloaded the mod, and the first thing I saw was an animation.cfg file outside of the .pk3, not sure if that's supposed to be inside the pk3 or not if that affects anything. One thing I didn't look at was Jabba holding a gun though:

     

    4mTxhka.jpg

     

    Again, the weapons are just oversized, plus Jabba seems to prefer looking up instead of looking forward (pictured next to stormtrooper for reference).

     

     

     

    Problem with weapons is this (NPC file)

    	scale		250
    

    It will scale everything on the model. The same thing happened to me with Kazdan Paratus but in the opposite (they are scaled too small).

  10. Forgot about this, does that mean you're going to end up fixing up the Scourge model yourself?

     

    Jeff mostly makes these for stuff he feels like playing with in multiplayer and it kinda sucks for us SP players who just feel like acting out battles by themselves.

     

     

    They work perfectly fine in SP. If you mean for the model to show in the SP character Selection menu, all you need to do is copy and rename some files. Follow the example below

     

    https://jkhub.org/topic/8435-we-need-some-tulak-hord/?do=findComment&comment=121542

     

    For a fix during Hoth SP mission see 

     

    https://jkhub.org/topic/10013-how-to-make-a-singleplayer-species-with-variants/

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