Jump to content

Hashira

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by Hashira

  1. 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): Non-separated model in Noesis 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) The issue with separated objects: Hierarchy no duplicates?(0.001 or 0.002) 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
  2. Thanks MrWonko, this solved my issue and the export is working fine now. However another issue has sparked. Screenshots of issue: Error in ModView Noesis dosn't recognise arm - Hierarchy error? Model in blender, nothing seemingly wrong with it? Blender Hierarchy 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
  3. Thanks for the quick reply @@AshuraDX, I tried doing just this, however I have had no success in doing so, same issue with the export with no notable differences ._.
  4. So here it goes... I have been fiddling around with Jeff's model of Arcann to try to create a healthy Thexan model for a few hours, after having edited the model to some extent resemble Thexan, I exported the model to .glm format successfully, however, the file size is only 1kb? Yet the original Arcann model's .glm is 340 kb, the file will not load in Modview or Noesis so i believe i may have missed a step in the process of putting the model into the game. (See the screenshots below) Screenshots: ModView crash on load: Noesis 1kb? + won't load: Blender, did i do anything wrong regarding the model?: Now I don't know if it's the fact of the file being 1kb (export problem? even though exported successfully within Blender having no errors) that is the problem or if it's the model itself, help would be greatly appreciated as i really want to play as this model in game Thanks in advance - Peter.
  5. Haha, thanks for solving my whole issue around trying to import that model into the game, I never thought to check Jeff's dropbox.
  6. Oh my goodness, as soon as one error ends another begins, after that error ends the first one comes back .... I just can't do it Well anyway's, I've lost almost all hope inmyself and I really hope someone can solve these issues o_____________________________o Here is the link to the files if anybody knows how to fix : https://www.mediafire.com/?2bfnfuakqzzzaac
  7. Floating around MB2 forums you say? Where may I find this O_O I tried searching for it on the community forums but couldn't find.
  8. Hi Jeff, I'm a massive fan of your work, especially your ports from SWTOR, may I ask if it be possible for a Malgus port?
  9. Thanks to @@Kualan for helping with the traceback error. However, I still have a problem with UV seams when exporting, persistantly getting this error - "Could not load surface saber_w (LOD 0) from Blender: UV seam found! Split meshes at UV seams." I would love some extra advice on how to actually proceed in finding and dealing with this problem in exporting with blender to .glm file format. Screenies : https://gyazo.com/f9c4deb31b269b5d84d49966eebf678c If you need the download link to the current files I have please PM me. Any help would be greatly appreciated in resolving this issue.
  10. I think I have done this and I tried to export to .glm however I keep getting an error of some sort. https://gyazo.com/d7c7854cc05393cd9a6ce6b2f661b4e7 Currently i'm receiving an error as seen on the above picture at the top slight right of the screen. My main question is, how do I take this model in Blender and export the model with the texture correctly so that the exported file will be able to read the texture files. Instead of getting this textureless model - https://gyazo.com/17cb2568094e4eb3eb28d198122bb7d1 I have currently tried exported to .glm and .md3, the first not working at all for me and the second that i cannot figure out how to get the file to read textures, even after attempting using a .skin file and the ghoul2 properties.
  11. I have done both of these things and have had no luck in doing so, due to this I went back to what Langerd said about exporting as .md3 file format and using md3viewer to export to .glm, i have had a bit of luck in getting the model to actually work this time, however I can't seem to get textures working with the model. 1. https://gyazo.com/3eb6e9a734639b655bc44a0a38ae7c8b .md3 2. https://gyazo.com/3eaa1cc3cfece4d16c511c016de83dd3 .md3 + .skin file 3. https://gyazo.com/c32dbf119fbd4f996fe23181ba094a81 The model in Blender As shown in the first image above, the .md3 model file exported from Blender is white where I want it to have the textures of that in Blender (pic 3). In the 2nd picture I tried to use a .skin file but that didn't help at all as shown by just changing the white colour to a faded murky colour. Any more guidance on how I should proceed?
  12. I exported the model as a .md3 and tried to open the file with md3viewer, however the model dosn't exactly seem to exist when I open it : https://gyazo.com/e04f25c2c23872c381179a0e494ef07d - This is what happens when the .md3 is loaded in the md3viewer I have no idea about the cause of this, any more help would be appreciated ^^
  13. I havn't https://gyazo.com/2646135877f8eb52bb69042dad0ac156 - gif
  14. https://gyazo.com/04339a26f576523771e357cbe4d79ba8 Please help, i do not understand any of this
  15. Hello, I am in dire need of help regarding how to add a skeleton to a model. As this is my first week in modding in general, I wanted to take this ported model from SWTOR and somehow make it compatible with JKA, I imported the Humanoid.gla file into blender with the .obj file however I have no Idea on how to actually rig the model which is what I need help with. My question is; Have I actually done the right thing in adding the skeleton from JKA or should I create the skeleton bones myself, also, how should I proceed in doing this? Screenshots: Model : https://gyazo.com/db7795d85579bd79cf1bb9d4cd4c34d5 Model with Humanoid.gla skeleton: https://gyazo.com/ddbd7489ca0858c8ac21ad6a76bc9354 Any help would be greatly appreciated
×
×
  • Create New...