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The Punisher

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Everything posted by The Punisher

  1. 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.
  2. your ingame.txt is just 2 copies (duplicate lines) of the ingame.txt" from"Animations Menu". There is nothing to load "camsp.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.txtadd your "custom" ingame.,txt file to your pk3make sure your pk3 load last by renaming it to something like "zzzzzz_ingame.pk3"
  3. You need to edit the in game.txt of each one and add the other one (or create a separate Pk3 with an ingame.txt that loads after both of them).
  4. https://jkhub.org/topic/9030-swegs-fuckin-wips/?do=findComment&comment=129853
  5. https://jkhub.org/topic/10013-how-to-make-a-singleplayer-species-with-variants/
  6. A.K.A. Man-baby, egghead, ruin johnson (his name doesn't deserve capital letters)
  7. The "I want it from Filefront" tread (under Mod Requests & Suggestions) also returns this message in Chrome.
  8. 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/
  9. 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.
  10. 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).
  11. Is amazing that something as simple as "Rebel Scum", as hilarious as "Star Wars Troops" or as complex as "Dark Resurrection" can put Disney's crap to shame.
  12. 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)?
  13. 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).
  14. Then don't download the models and do it yourself.
  15. 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/
  16. I second that. Gosh, I miss the good old days where every game had a story, like X-Wing, Tie Fighter, Wing Commander, Strike Commander, etc.Heck, even flight sims back in the day had some kind of story on them.
  17. Yeah, I am concentrating on the weight and LODs for now.
  18. Funny,...I was doing the opposite. I was giving Kyle a change of clothes...
  19. https://lopieloo.deviantart.com/art/Kyle-Katarn-mesh-mod-749372678
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