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DarthJava

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Everything posted by DarthJava

  1. Dissidia Final Fantasy for the PSP I believe
  2. @@AshuraDX That did it. You sir are a genius and I applaud you Can't believe it was that simple of a fix... well now I know. Thank you! I'm marking this as solved.
  3. @@minilogoguy18 thanks @@AshuraDX here's the link for it https://www.dropbox.com/s/284c7b2alkmx8cc/ff_chaos2.max?dl=0
  4. @@AshuraDX I'll post my .max then but... I'm a noob to forums so idk how... *embarassed*
  5. I'm starting to wonder if it's the model itself, since it's a port it might be kinda jacked up by jk3s standards. It also doesn't have a standard "spread eagle" pose... here's the link of the model https://www.models-resource.com/psp/dissidia012duodecimfinalfantasy/model/1225/ At first when I saw it i thought exactly what the rest of you probably will think.. wtf!? That won't work! Well I managed to get him posed proper but... Well obviously there's something else I'm not seeing, kinda wondering if it just has to do with the model itself. At some time somebody else was able to port the warrior of light from the same sight and the same game and succeeded, it also had a more proper pose..
  6. @@Kualan no lol, in this case basically what I'm doing is taking an existing skeleton (with the tags) and rigging a player model to it, I detach the parts of it so I have a head, torso, 2 arms, 2 hands and 2 legs and parenting them to the stupid triangle. I've used this process a few times now and haven't had problems with other player models. @@AshuraDX seems odd it would do it now for no apparent reason since there's nothing to change as far as settings go. I use 3ds max 2015 and I'll see if I can.
  7. 110 downloads

    A sword used by Chaos from Final Fantasy, by request I made the model from scratch, the texture I'll admit was photo sourced (wanted it to be accurate as possible). To install put ff_chaos.pk3 into your gamedata/base folder. The un-installation is simply removing the file from said folder. To get it in SP type into the console (after you've enabled cheats) saber ff_chaos_sword The only performance altering I did is the blade length is 50 as opposed to 40... so it's got some reach. Other than that it's pretty vanilla.
  8. says "R_LoadMDXM: models/players/ff_chaos/model.glm has more than 1000 verts on a surface (1679)" basically just says too many verts and no specifics and yes i named the basic parts what they should be (l_leg, r_leg, torso, hips, head, r_arm, l_arm, ect.) double checked that and my spelling a few times to make sure i didnt just typo it
  9. Alright.. I'm stumped. I'm trying to port this model and everything seems to be going ok in 3ds max as far as weights, hierarchy, and meshs/verts go. It exports with no problems (as far as I know), I go to Modview to check it out and it tells me I have too many verts (1679 to be exact). Ok.. well except the total verts overall is only 1771 and the biggest mesh on there only has 304 verts and I have DEFINITELY done a model with more than that! I've tried looking around here for the same topic and found a couple things to try, like make sure there aren't overlapping vertices or isolated verts. There were only 2 overlappings... and no isolated verts so the model is clean, that and it would tell me in the vert count if there were more. I use 3ds Max 2015 with Scoopers glm importer/exporter for 3ds max 2015 and have been for a few models with no issues (no I haven't submitted them all ). There aren't any settings to really change with the exporter or importer, it just asks for the _humanoid.gla file location and that's it. Well any ideas where Modview is getting 1679 verts on a single surface when there aren't that many on any one of them?
  10. 439 downloads

    A player model I modified from the vanilla jedi human male to look like a Sith pureblood from SWTOR. My first player model ever so don't be overly critical Has team support and custom taunts! Installation: Just put zzz_sith_pureblood.pk3 into your gamedata/base folder Insects (bugs): There's some clipping with the cape but other than that I think that's it.
  11. 516 downloads

    Liked Naga Sadow's and Ludo Kressh's Sith swords? Well... Here's some more!!! I have left the old versions of Sadow's and Kressh's swords in this pack, so if you still have the old pack replace it with this version. To install, put the_other_sith_lords_swords.pk3 into your gamedata/base. To uninstall, simply remove it. In this pack we have 9 swords to play with (well ok, one isn't really a sword... more like a techblade ) (and also it's technically 10 swords since there's two versions of Naga Sadow's sword) As it was pointed out to me, the old version of Sadow's sword didn't have the splits in the blade... so I fixed it. Upon request, someone mentioned that Ajunta Pall's sword should be added, so guess what... I added it! As I said above, I left the old versions of Sadow's and Kressh's swords in here so your old pack is no longer required Here's the list: (if you plan on using in SP type in the console /saber <the names to the right of them>) Naga Sadow's Sword(new) naga_sadow_sword or naga_sadow_sword_v2 Ludo Kressh's Sword ludo_kressh_sword Sith War Blade from SWTOR sith_war_blade Sith Sword 1 (a random) sith_sword_1 Darth Java's Sword (yeah I had to add in a classic looking vibroblade ) darth_java_sword Darth Drear's Sword (or at least my take on it) darth_drear_sword Sword of Ieldis sword_of_ieldis Sith Sword 2 (google sith sword and its the 4th or 5th result) red_sith_sword Ajunta Pall's Sword (dual bladed) ajunta_pall_sword A little on Darth Drear's sword. Very, very little is mentioned about it... other than its purpose. This is the description from the book: "...Its shining blade seemed to have been forged from the same black durasteel as the walls around them, and streched as long as Saborous's arm... its lethal edge shimmering and disapearing again as the Sith Lord swung it overhead." So basically... it's long, pointy and black... well my brain filled in the rest of the 99% and this is what we got Well that's about it, enjoy and thanks for the downloads and support!
  12. oh yeah.. almost forgot about that lol. Got side tracked with the Arwing, then improving the textures on this . Got a few more to make and some textures to improve
  13. 1,940 downloads

    This is a pack of 16 custom sabers with the "Star-Forged" theme, meaning they have a sort of disrupted/unstable sound set. I've been working on these sabers for around a year and a half, mainly for my own use and experimentation. I did go a bit crazy with WavePad and mix, pitch, distort, reverb, and gargle the crap out of some random sounds and add lots of low end bass. If you've got good ears you might even guess the base sound I used! The ignition sound on the longsaber and Fury I made using a mix of high and low tones. I modeled a few of the sabers using the MHS Builder from thecustomsabershop.com for ideas, some are just random design, a couple were from Google images, and 1 of them I modeled after one I bought from ultrasabers.com (Aeon)! There are also 3 crossguard sabers included! These are, for the most part, vanilla sabers. There are a few tweaks here and there but nothing substantial as far as performance to your base game sabers. The crossguard sabers naturally have an advantage over base sabers, of course. _________________________________________________ The sabers are as follows (using saber <saber ID>): Fury - starforged_fury Focus - starforged_focus Defender - starforged_defender Marauder - starforged_marauder Aeon - starforged_aeon Mortem - starforged_mortem Lord - starforged_lord Knight - starforged_knight Descendant - starforged_descendent (yes I know... typo'd ) Generation - starforged_generation Darth Java's Longsaber - darthj_longsaber Sentinel - starforged_sentinel Heir - starforged_heir Last Alliance - last_alliance_saber1 Redemption II - last_alliance_saber2 Venom - last_alliance_saber3 __________________________________________________ Enjoy them!
  14. 170 downloads

    Frankly I am surprised nobody has made this for JK3 sooner! (Unless someone did and I didn't know?) To get in game, open the console and type npc spawn vehicle arwing_v2 (yes I made an experimental version before this one but am not releasing it) If you've never heard of the Arwing, it's the starfighter from Star Fox games made by Nintendo. I modeled this one roughly around the one from Star Fox 64 (3D). It's a nimble and fast fighter with plenty of firepower. It's probably an unfair vehicle for JK3 for the fact it has more health and shields than the X-wing, out runs the Tie-Fighter, and has linked rapid-fire twin lasers and a homing concussion missile. So if you are dog-fighting against any vanilla JK3 vehicles, it will probably be a forgone conclusion who will come out on top. The wings and fins are animated! The wings swing outward and the bottom part of the fins open to reveal the lasers. This ship also comes with sounds from Star Fox 64! This website http://www.starfox-online.net/Media/sfx-sf64/ has them to download/direct link. Even if you've never played any of the Star Fox games, this is a fun one to fly! If you're wanting to add it to a map, or modify it, just make sure to credit me for the original. One last thing... DO A BARREL ROLL!
  15. Depends on what you wanna do I think. If I have/want animations then I would assume you'd check animations, if not then don't. For some reason if I un-checked animations assimilate would yell at me but I got my vehicle in game and working. Looks like crap since I didn't really put time into the modeling/texturing. I mainly just wanted to see the process first hand so I could do it again, maybe next time I'll try a simple "idle" animation
  16. I used the Blake Robinson, which yes, I figured out didn't work but I would try it. Had I known it was here at JKHub the whole time... lol This is what I do when I export now.
  17. from here http://www.maxplugins.de/max9.php?search=xsi&sort=Author And that would probably help too, but it's actually working for me now. There was a trick from a forum with a similar problem that said to open the root.xsi with notepad and it would tell you the version right at the top. When I did it would show "xsi 0300txt 0032" which was apparently compatible with assimilate, but the version of the actual xsi exporter was 2.0
  18. And I did get the Assimilate and Carcass from jkhub, though I might re-download it just to see... Definitely made sure "make it's own skeleton" was checked. I have followed the tutorial to a T but now I'm starting to think it is the xsi exporter plugin. I'll have to look into why it's not working. Yep... just figured out my plugin was actually a 2.0... So now when I build it says "bolt_driver has no weights", but that I can figure out I think Yep... exceeds 1000 verts LOL! Oh well. You guys answered my question and for that you have my undying gratitude!!! Thanks a million!
  19. *sigh* tired of beating my head on a brick wall with this one lol Sorry if this is such a long post! I am trying my hand at making a new swoop for JK3. I've never made a vehicle before (successfully), and was following the old tutorial by Duncan https://jkhub.org/tutorials/article/189-duncans-vehicle-tutorial/ (as closely as I could with all the typo's and grammar issues) I've hit a few road blocks along the way and have gotten over them, but I am stuck on Assimilate and Carcass... It will seem like everything is going fine then I get the "error: 1 message" I use 3ds Max 9 (and yes have found an .xsi exporter that is the correct version, 3.0 to be exact) also have MilkShape 3D 1.8.5 that also exports .xsi (this seems to work better?) When I use the .xsi from Max, assimilate tells me it's a "bad xsi" (even though it's the 3.0 version??) the .xsi from MilkShape doesn't give me that error. I've set up the file path correctly I assume. My preferences are set up correctly again I assume, but then again, from what I've heard or seen it wouldn't surprise me if it isn't. After I run the build I get this... ...and then this... I've searched accross the web for answers, and it feels like I've tried them all or they're not quite my situation. Any help you can give me would be greatly appreciated! Oh, and I run on Win 7 OS if that makes any difference.
  20. I was actually considering doing a big sith sword pack like with Ajunta Pall's and a few others. I might even just take creative license and make a few random sith swords. Any suggestions would be awesome!
  21. 186 downloads

    Installation: Put the "Kressh and Sadow Sith Swords" pk3 file into your GameData/base folder. Uninstall: Delete/move file out of the GameData/base folder To get in single player: type saber naga_sadow_sword or saber ludo_kressh_sword in your console (watch that typo in Kressh!) I have returned! After seeing my old Sadow Sith Sword made its way into JKHub, I chuckled to myself honestly. I made a lot of personal mods across different games and my modelling skills have definitely... improved. So I decided to revisit the Sith Sword line! Not only did I remake Sadow's sword, but Ludo Kressh's war blade! After doing some research a little deeper than one sketch of Sadow's sword, I made it look more accurate and realistic. I also tweaked the .sab files too, making them able to switch styles instead of being stuck on Desann's, among other things. No, I did not add the static lightning effects to the blades mainly due to the fact it's... annoying and spammy. There is a couple lightning-y effects with blocking and hitting but they're not as spammy in my opinion. I'll admit they're not perfect, but definitely better than the old one! Give them a download if you like them! If not... download them anyways!
  22. 262 downloads

    November Sith Themed Hilt Modelling Contest Entry Description: I decided i was (somewhat) worthy to partake in this contest... So I decided to make Naga Sadow's Sith Sword from around 5000 BBY. I've been fiddling around with shaders and voila! I got them to work! Pros: Accurate and good looking model. Sith Sword not a subject often explored in JKA modding. Cons: Textures look somewhat blurry.
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