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Hashira

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Posts posted by Hashira

  1. 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?

  2. 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

    https://i.gyazo.com/9417a1ee791e059c93d5ea174970628e.pnghttps://i.gyazo.com/53640410aa44ac3f62b97b522a9b63c5.png

    https://i.gyazo.com/5c91c341c27affc6d7fbd735b0237974.png


    Screenshot provided from a friend (How it should look)
    https://jkhub.org/images/91e8ce2eb9ce5b236ff6ae265db83ff0.png

    Smoo likes this
  3. 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.

     

    5a8e9be3b5439515414bebdde84bdd5f.pngtenor.gif?itemid=14022204

    3496312.gif

     

    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

    GamerRedNeck, Smoo and Siegfried like this
  4. 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 : .

     

    722dd7655cd2dd2d52dc0144d0565937.png

     

    83532648d94d39fe4b68f33b6f93a926.png

     

    da668680e8122386db5f1f30391ab50c.png

     

     

  5. 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:

    f2929904fbb8abf70d66343431d541c4.png4055917273df781599d40efd37c0b5f2.pngeceffa36fcca62a1b394c9446f8b9904.png

     

    This is what I have so far
    803c5bd3d3bab3b6fd74fb43f03bab47.png


    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

     

    Delmi and Droidy365 like this
  6. 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).

     

    ce9de5b58f9bf23aacd28356bd0468b5.png
     

    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

     

    724d2997bcab03a4f762e08d306092bd.png5ec2580c8f87919a2db626d3216cf97f.png

  7. 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


    ba5d9d4cecd607e8a25c209edb53a63b.png


     


     


    Iorveth


    b7866803c9584a03a684955e373c4258.png1c57c605de55e2083d2c3857134987c0.png


     


     


    Geralt From Witcher 1


     


    6cc305641293e512deed34a76fc221ff.pngbdeb68818c09e28ddc2922b8a3389b1b.png


  8. Are you sure the Ghoul2 Property name of r_hand_0 is correct? Since you copied it, it might still be named l_hand if you didn't rename it.

     

    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".

  9. What's your skin file?

     

    Thanks for the quick reply Jeff, the skin file is this :

     

    9fda8522833b46244c79cf60f8b26c4e.png

     

     

    *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 :P

  10. 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:

    b5c54f50f58cd99cc64ce83159e9be66.png4f450a443e1298e48ed7b830f9df2fdb.png

     

     

    Screenshot of Blender hierarchy + model.

     

    2179678243566cbb09d7dee456aa0d91.png

  11. I don't really use Blender and cannot offer much assistance with it. Now I'm not sure if this is an issue or not, but internally your models name is "models/players/Thexan/model" instead of "model.glm". Could be the Blender JKA plugin doing this and it may not even matter.

     

    A few things to fix:

     

    - head tags need to be parented to the head mesh

    - hips tags need to be parented to the hips mesh

    - you didn't include any foot tags, ie r_leg_foot & l_leg_foot

     

     

    Hopefully after fixing all of that, you'll have a working model.

     

    Thank you! It was indeed that tags were not parented correctly as well as missing tags under multiple meshes.

    D A R K S ! D E likes this
  12. Ok so I noticed you're missing a few of the basic model tags. Out of all the missing tags, the game requires *head_top or it will throw a "bad model" error to the console and refuse to load the model. If you add this tag, it should work fine. It can be found in any base JKA model.

     

    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

  13. Either you're trying to load a model with a custom animation set (GLA) or you've borked the model (GLM) in Blender. I don't use Blender, so can't help you there.

     

    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*

     

    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.

  14. 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)

     

    bd613ddc2c46b4ff5f29d35b789ba310.png

     

    Any help would be greatly appreciated! :)

  15. 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.

  16. When you mirrored the arm mesh and renamed it to "l_arm" or whatever, did you also rename the bones? It looks like at the moment that the mirrored arm might still be linked to the original arm's bones? 

     

    Go to the Object Data tab and under Vertex Groups check the names of the bones. E.g. if the mirrored arm is supposed to be the left arm, make sure under Vertex Groups it doesn't have bones like 'rhumerus' 'rradius' etc. If it does, just double click the entries and rename them to the exact same but with an L instead of an R at the beginning ('lhumerus', etc).

     

    Thanks! :D This worked.

  17. @ , I think you've overlooked something. Are you checking both the Object -and- Object Data tabs to ensure there isn't a duplicate name somewhere? (Telltale signs are that Blender has added .001 or .002 to the end of it.) as duplicate names won't count and are the number 1 cause of that error message.

     

    I've checked and can't find any .001 or .002's at all regarding arms, I did some more testing from scratch and It defo seems to be something with mirror modifier? The mirror seems to work with noesis having the model look fine but having a weird glitch in Modview, now after separating the mesh, this is when it dosn't load, and I cannot see anything wrong at all with the hierarchy, I'll show more screenshots to highlight the issue.

     

    Screenshots:

    Non-separated model in Modview (expected issue):

    01040cdb7b5488b300986b0b884fb2f4.png

    Non-separated model in Noesis

    99c5ee81fb03c46c3edd58e8c4c959f4.png

    Not Separate - blender (Mirrored arm so that it's the same on both sides, this version of the model is shown in the images above)

    10897bf643e471d5adacf97117718240.png

     

    The issue with separated objects:

    1fc96acbf5bd8ca23a3674f61a2f65b5.png71c81b18808f1229f98de3e7f14efe0a.png

     

    Hierarchy no duplicates?(0.001 or 0.002)

     

    2c26596d795fb59cbd98bcbee129bfa3.png

     

    As shown, when the arms are not 'separated' and are still classed as one object, it will show in both Modview and Noesis but due to having being only one object, it makes the one arm move around spasmatically. In fixing this issue I tried to separate the mirror from the original object and after this is where the model will have issues shown in my previous post having hierarchy connection issues where I don't think there is a fault in that as I believe it to all be connected correctly to hierarchy with no duplicates (0.00#) but I may have missed something other than this? I really don't know :(

     

    In short I'm beyond confused on why this won't work after following what has otherwise worked for other people.

     

    Any more help would be greatly appreciated

    Thanks in advance

    -Peter

     

    P.S : If you need the model to see anything that i havn't, PM me :)

  18. Read the plugin's manual, it describes how it works. In particular how it finds the model by searching for model_root_0, which in your case has no children, leading to an empty model.

     

    Thanks MrWonko, this solved my issue and the export is working fine now. However another issue has sparked.

     

    Screenshots of issue:

    Error in ModView

    639dd14baf69431bfbca2c6d526c31b5.png

    Noesis dosn't recognise arm - Hierarchy error?

    5f68520a6fa6c07672c37346078539fa.png

     

    Model in blender, nothing seemingly wrong with it?

    e3fe94e40e7a7aebf6477063873f9455.png

     

    Blender Hierarchy

    beca889ae0420ef17b7703dcbaa440a1.png

    e532cc31e3431365fa85eae636bf3d0e.png

    cafd05fda3d80eabca3e4442a8ef3bb7.png34c0b449c80e2a031daa2e9597fd28e9.png

     

     

    Now, I'm pretty sure that the hierarchy is practically the same as the original model's (Arcann) in the attempt to prevent any errors like this, yet I still receive faults in both Noesis and Modview which I believe to be because of the arms as these are the main things i have edited. Additionally I used a mirror modifier on the left (original) arm to make an exact copy for the right side which may be the reason why one arm won't show? The one arm being for some reason the original left arm not showing. - I tested this in two different ways, the mirrored objects are attached to each other so i had to separate them, after separating each piece of the arm accordingly

     

    I'm really not sure what's wrong and from all the other posts i've seen regarding this issue, I still after following everything i've found cannot get this to work.

     

    Again sorry for the troubles :P

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