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Everything posted by Hashira
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GTK Radiant bright UI since updating Graphics Drivers
Hashira replied to Hashira's topic in Jedi Knight Tech Support
I've tried 1.5, 1.6.4, 1.6.5 and 1.6.6. Same issue is apparent in each version 1.6.6 same problem should be more like -
GTK Radiant bright UI since updating Graphics Drivers
Hashira replied to Hashira's topic in Jedi Knight Tech Support
Update/Bump: I uninstalled my drivers completely and decided to launch radiant which fixed the issue however, upon a clean install of an older Nvidia driver I now have the same issue again... I have attempted to change colour calibration, reverted to multiple old drivers, installed different versions of GTK Radiant but the only thing that has worked has been completely uninstalling drivers with DDU. I have also found that changing Gamma in GTK Radiant from 1 to 0.5 makes everything even brighter so if there is a way to bypass the 1.0 gamma limit I wonder if that could potentially work. Feeling quite lost here and while this doesn't exactly prevent me from making levels, it is pretty annoying to deal with. Any advice? -
Recently installed new drivers and it has caused issues with Modview and GTK Radiant, Modview was easily fixable by installing Xycaleth's version however I am still having issues with Radiant. I have tried installing different versions but that has not worked, any help would be greatly appreciated Texture Window and background are way too bright Screenshot provided from a friend (How it should look)
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I think it would be pretty cool if possible to have such fx for jka with the likes of alternate saber trails inspired by the elements shown in the anime as well as possible force power alterations like force lightning and force speed. Regardless of being a Request/Suggestion, I'll try work on something similar to this and see how it turns out, although I have no current experience in FX
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I'm attempting to merge multiple gla's together. I am familiar with the process having done it before however, I am having trouble importing with the new version of Blender: 2.8. When I attempt to import a number of frames I get traceback call errors and I have no idea how to go about fixing this, hoping someone can help me out .
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My god it's beautiful
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HELP IM HAVing trouble having my SFX MOD TO work
Hashira replied to tannercyrus55's topic in Modding Assistance
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Heya, this isn't necessarily a model request but rather where would I be able to find the parts necessary to create a similar figure to the Integrity Knights from Sword Art Online : Alicization I have a little bit of experience in Frankenstein/Kitbash and would like to work on such a model For reference: This is what I have so far Looking for advice and alternative models that could be used to achieve closest to the above references Specifically a male body and shoulder-pads that can be re-textured
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Jeff, would it be possible for you to port the redeemed Arcann model from the Knights of the Eternal throne as it is effectively a 'healthy' Arcann model, both arms and full face(even though it has burn marks). EDIT: I did not realise this at first but after watching some KOTET clips, Thexan actually exists in-game but I believe his model would be harder to find due to him having little part in it whereas Arcann has much more? (I have not a clue in the slightest of how this port business works). https://youtu.be/U4p5uT94MEY?t=10m15s
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I am a massive fan of the Witcher series and I know many people who play JKA that also love the Witcher, I wonder if it is possible to add some of the fan favourites into this game such as Iorveth, Eredin and Geralt etc. Which i'm sure many would enjoy having the availability to play of some of these most iconic characters from the franchise but with use of better, competitive melee combat within JKA and I believe that such would be of great value to both witcher fans and the general JKA playerbase due to the medieval/fantasy looks of the Witcher artstyle. I really hope this is possible and if it is, I really have no words to describe how happy I would be to see such on the JKHub. Eredin Iorveth Geralt From Witcher 1
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I'm sure it is correct, each of the copied parts has its respective G2 property as well as the vertex groups having "l" replaced with "r".
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I'll send you the model files through pm.
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Yep I did not however make the model, only frankensteined it, all credit goes to Jeff and Ruxith. Jeff for the original Arcann model, Ruxith for the Galen Marek head.
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Thanks for the quick reply Jeff, the skin file is this : *EDIT* hahahaha, on line 10 which consists of "r_hand", the specific mesh i had an issue with actually had a spelling mistake, as soon as i fixed the word "player" to "players" it worked, deepest apologies for taking up everybodies time
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So the problem is that the model works perfectly in game, however, the one hand is missing as can be seen in the provided images below. To create this model, I had to duplicate/mirror the left arm directly onto the left side, as seen the arm has worked but the hand is missing? Even though I used the exact same process for each. Additionally, at looking through the Blender hierarchy and tags, i saw no problem whatsoever that could trigger that r_hand to be invisible in-game. The tags are the same on each hand, the hierarchy is also the same for each hand along with their parents being set accordingly to their respective 'arm' mesh. I really see no problem and would greatly appreciate any help with this as i could not find such throughout the forums. Kindest Regards Gizka. Screenshots of Issue: Screenshot of Blender hierarchy + model.
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Bad/missing bone or missing animation sequence?
Hashira replied to Hashira's topic in Modding Assistance
Thank you! It was indeed that tags were not parented correctly as well as missing tags under multiple meshes. -
Bad/missing bone or missing animation sequence?
Hashira replied to Hashira's topic in Modding Assistance
Hmmm, after looking at the original Starkiller head hierarchy, I noticed that I forgot to move across all of the tags so I added them, however, I still get the exact same issue May I ask if possible for you to have a quick look at the new blender hierarchy to see if the tags are correct? If not i'll just post the link here anyway : https://www.mediafire.com/?9ha3j9dt9qhv112 -
Bad/missing bone or missing animation sequence?
Hashira replied to Hashira's topic in Modding Assistance
Well it's not the first option I don't see how I could have borked the model either since I've followed what many have said to correctly make a Blender model work with JKA, also managing to have zero errors pop-up in Modview and Noesis, able to see animations and the textured model perfectly. Now, if the model was borked in Blender shouldn't it have errors show up in Modview, i thought if it worked there it would work in game? (I'm still relatively new to Blender and only just started Frankenstein Modelling) The hierarchy is i'm pretty sure correct as i've had many errors in this area which I managed to overcome, I get no export to .glm errors with the model anymore, the animations work fine in modview, the model shows up perfectly in Noesis and Modview, I tested with other models and it was exactly the same. Sooo i'm really confuzzled on how I could have messed up the model in the process :/ ^ Bump, If the file is needed, here it is http://www.mediafire.com/file/slpoohblx5tde5h/Thexan+Model+blend.zip I really need help with this if the model is infact not 'borked' so to speak. -
After seeing that the model that i've been editing seems to work in both Noesis and Modview, having textures applied with no faults of animations, I try to add the model to the game which does in a way work, when choosing my class in multiplayer and selecting the model I can see it perfectly in the class configuration menu working with animations and looks exactly as it should, however, when i get to actually starting the match the model appears to be... Kyle? Through checking the console, I see this (http://images.akamai.steamusercontent.com/ugc/254843095473229016/4E15FB1D733C73A27A2AA7218E624940E3FE6E63/) Warning message yet I don't see how there can be a missing bone or missing animation sequence as it seems to work fine in modview + can see the model moving perfectly in the class config menu, the export from blender also reads models/players/_humanoid/_humanoid which I have been told is the correct location so i'm really confused at why this won't work. Screenshot of model in class configs (animation of walking works in menu as with all other game models) Any help would be greatly appreciated!
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Hi, sorry for the late response. I have I believe got the model to, well 'work' in a sense, I can now properly view it in both modview and noesis, animations working correctly and no errors appearing, however when I add the model to the game it just crashes jka upon loading a map ( I play MBII ). The export .glm reads "models/players/_humanoid/_humanoid.gla" so I doubt this is any problem. I am completely clueless so I must ask if you may please take a look at the blender file and see what I have gone wrong . The download link for the model is here : https://www.mediafire.com/?slpoohblx5tde5h Thanks again ^^ EDIT: I somehow managed to get the model to not crash the game? Yet now it seems to look as if it should work, seeing animations and textures, the whole model in general within the game's class configuration, however when I actually get to the start of the round, instead of being the model that seemingly works fine, animations, textures, everything, I get the Kyle model instead? Here is an image of the error I get : http://images.akamai.steamusercontent.com/ugc/254843095473229016/4E15FB1D733C73A27A2AA7218E624940E3FE6E63/ - making a new forum post for this issue in particular.
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Bump Just need help regarding how to duplicate the arm correctly, images shown above ^.
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Thanks! This worked.