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DT.

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Everything posted by DT.

  1. I recommend opening up the original jk1 map in ZED (jk1 map editor) as this will give you a 3D reference. Could really use a tool to convert jk1 maps to q3 map format. I know there's one or two tools out there, but they aren't perfect and source isn't available.
  2. If you're interested, I've added custom saber blades. Modders can load custom blade textures (eg. Kylo's unstable blade, Rebels blades, etc) & set a custom dlight color, when saberColor is set to custom. I've only added it to single sabers, not double-bladed sabers though it wouldn't take much to do it. Here's the code: https://github.com/DT85/OpenJK/tree/Custom_SaberBlades
  3. Getting a GLM to FBX: Noesis reads the GLA associated with the GLM from the same directory as the GLM. Be sure to place your GLA in the same directory as your GLM or you won't get any bone data/animation exported. If it's just a weapon GLM, then just import. - Open Noesis (4.0996 at least is required) - Load the GLM model you wish to convert to FBX - Export the GLM model to FBX As far as I'm aware, Noesis will export the legacy FBX version (2006 version?) which is importable by all versions of FBX plugins. Getting an GLM from FBX to game (Player Model): Noesis reads GLAs from the same directory as the export directory. Be sure to place the _humanoid GLA you wish to have your model work with in the same directory as your export directory or you won't get the proper bone ordering. To get texture names stored in the GLM, name your material in your 3D package like this: models/<yourmodelpath>/<yourtexture>.jpg - Create your model following the JKA model construction guidelines as normal, and weigh the model using minilogoguy18's ModTool rig or the included max file if you're using 3ds Max (8+). - Export your model to FBX - Open Noesis (4.0996 at least is required) - Load your FBX model - Export your FBX model to GLM with the following command in advanced options: JKA GLA: -scale 0.64 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla JK2 GLA: -scale 0.64 -g2exforceskeleton 72 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla You may need to play around with the number for -g2extagtrivertshift to get your desired result. Getting an GLM from FBX to game (Weapon Model): To get texture names stored in the GLM, name your material in your 3D package like this: models/<yourmodelpath>/<yourtexture>.jpg - Create your model, and split it up so each object doesn't go over 1,000 verts - Create your tags with the name starting with * ( example *blade1 or *weapon ) - Export your model to FBX - Open Noesis (4.0996 at least is required) - Load your FBX model in Noesis - Export your FBX model to GLM with the following command in advanced options: -g2exanimname *default -g2exfakehierarchy -g2exforceskeleton 1 -g2exmodelname models/weapons2/<yourweapondirectory>/<yourweaponname>_w.glm If your tags are angled wierd in modview, use the "-g2extagtrivertshift" command like so: -g2exanimname *default -g2exfakehierarchy -g2exforceskeleton 1 -g2exmodelname models/weapons2/<yourweapondirectory>/<yourweaponname>_w.glm -g2extagtrivertshift 4 You may need to play around with the number for -g2extagtrivertshift to get your desired result. Notes: I've included a max (Max 8+ required to open) file that has the all the bones & tags you need. Everything is put into layers: Base Bones - Base bones that are shared between JKA & JK2 skeletons JK2-Specific Bones - Bones specific for JK2 model rigging. Unhide this layer if your model is for JK2, and hide "JKA-Specific Bones" layer. JKA-Specific Bones - Bones specific for JKA model rigging. Unhide this layer if your model is for JKA, and hide "JK2-Specific Bones" layer. Size Reference Mesh - Reference mesh used for proportions when creating your model. Isn't weighed. Tags - All the game tags. the "bolt_l_hand" is weighed to the "lhand" bone by default so if your model is for JKA, please re-weigh this tag to the "lhang_tag_bone". Rich has also provided a zip which contains batch files that allow you to include LODs: http://www.richwhite...JediAcademy.zip max8_JKA_JK2_skeleton.zip
  4. Getting an MD3 to FBX: - Open Noesis (4.0996 at least is required) - Load the MD3 model into Noesis - Export the MD3 model to FBX As far as I'm aware, Noesis will export the legacy FBX version (2006 version?) which is importable by all versions of FBX plugins. Getting an MD3 from FBX to game: To get texture names stored in the MD3, name your material in your 3D package like this: models/<yourmodelpath>/<yourtexture>.jpg - Create your model, and split it up so each object doesn't go over 1,000 verts - Add any bone objects you want as tags and name them "tag_<name>" - Export the model + bone objects to FBX, any version should be ok - Open Noesis (4.0996 at least is required) - Load your FBX model into Noesis - Export your FBX model to MD3 with the following command in advanced options: -md3tbone <BoneName> <TagName> without the < > of course. Notes: Tags are created from bone objects in Max, not sure about other software. Rich said any skeletal joints. If you're wanting to create world weapon models (held in the player model's hand), then please check out my GLM tutorial.
  5. Nah, just protein shake. The steroids are coming.
  6. It would end up the exact same as it is now game-wise, just that it's split up into parts for easier modding. Personally, I'd rather just have every animation loose like Quake 4 does with MD5anim but I'm pretty sure this appending code has some sort of memory limitations and appending 1,000+ GLA's would kill something.
  7. You couldn't just export to ase/md3 and load it in as a misc_model?
  8. what I'd like to do with this is break up the main gla into parts like so: - Core (runs, walks, crouch walks, jumps, stands, idles, deaths, legs, swims, face) - Guns (all gun animations) - Saber (all saber animations) - Force (all force animations, including acrobatics) - Misc (any animations that do not fit in any other category)
  9. Good, cuz we wants to see moar of the physax.
  10. Superb! Just need to merge the normals to stop that edge split on his head.
  11. Yes, it would override the existing animation in either the base _humanoid.gla or a previously appended GLA. What would be the point of making anims.h external? Any new animations would still need to be coded in to actually do something, unless of course you mean for ICARUS where you can just play an animation.
  12. Long answer: The initial thought was to have an easier way for modders to add new animation in (though it would require code edits for them to be added to the animtable, and to actually do something). But I noticed that the last appended GLA will override the main GLA's (and any other previously appended GLAs) animation, which is great because people like to make stance mods. Short answer: It works to add and/or replace animations. Side note: Might be possible to do this per class, not sure.
  13. So I've figured out how to load another GLA ontop of the base _humanoid GLA and the cinematic map GLA. Here's the code: NPC_stats.cpp - Game Find line "if (Q_stricmp(skeletonName, "_humanoid")==0)" and put this in after the cinematic GLA stuff. // loading the "modder" animation GLA for new animations, so animators don't need to edit the base _humanoid GLA. char _humanoid_mod1Name[MAX_QPATH]; Com_sprintf(_humanoid_mod1Name, MAX_QPATH, "_humanoid_mod1"); const int mod1_animsGLAIndex = gi.G2API_PrecacheGhoul2Model(va("models/players/%s/%s.gla", _humanoid_mod1Name, _humanoid_mod1Name)); if (mod1_animsGLAIndex) { assert(mod1_animsGLAIndex == normalGLAIndex + 2); if (mod1_animsGLAIndex != normalGLAIndex + 2) { Com_Error(ERR_DROP, "_humanoid_mod1 GLA was not loaded after the normal GLA. Cannot continue safely."); } G_ParseAnimationFile(2, _humanoid_mod1Name, fileIndex); G_ParseAnimationEvtFile(2, _humanoid_mod1Name, fileIndex, mod1_animsGLAIndex, false/*flag for model specific*/); } tr_ghoul2.cpp - Renderer Find line "if (!strcmp(mdxm->animName,"models/players/_humanoid/_humanoid"))" and put this in after the cinematic GLA code. // loading the "modder" animation GLA for new animations, so animators don't need to edit the base _humanoid GLA. RE_RegisterModel("models/players/_humanoid_mod1/_humanoid_mod1.gla"); This "modder GLA" takes preference over the base _humanoid & cinematic GLAs in-game, so modders can do easy animation replacements. You can make stance mods or add new animations (would need code edits obviously for new animations) without having to touch the base _humanoid GLA.
  14. I'd rather see someone enable the use of other file formats for player models and animations. Wouldn't mind giving IQM a whirl for player models.
  15. Honestly, I just feel a bit robbed. I wanted to see Luke in one, if not final REAL lightsaber battle. We needed more Jedi temple flashbacks of a younger Luke teaching others including Ben, to really drive home what got destroyed. We needed to see Luke as he was before snoke corrupting Ben. Speaking of Snoke, why the hell is he dead? He was cut about the same place as Maul. I'd very much like to see Hux somehow bring him back to life, if only to kick Bens ass.
  16. Had a go at painting, rather than photo-sourcing: https://www.dropbox.com/s/12y6qougvlmcmlk/Pic2.png?dl=0

    1. dark_apprentice
    2. Bek

      Bek

      Needs more rend2

    3. AshuraDX

      AshuraDX

      coudl use more shape definition in the form of lighting and some more surface detail, looks like a doll atm

  17. Poly counts must be through the roof.
  18. More thinking of the PBR textures, though yeah photoshop would work. Still, extra work to be done.
  19. To port these, you'd need either rend2 to be completed to use the textures or someone needs to take the time to bake them. The poly count will need to be lowered either way. You will never get battlefront quality even with the models ported but in saying that, rend2 would bring it pretty close.
  20. Still would be better off with a model, for best results.
  21. If you're having lightmap issues, I suggest giving the brush model a "nodraw_solid" shader and load an MD3 using "model2". I've had to do this with lifts/elevators before. You won't need to make a clipmodel either, as your brushwork will be solid but not visible.
  22. Finished the campaign, was good. Billy Dee Williams is hands down the best part about it. Pissed that I had to use 1152X864 res and everything on low just to play it. MP However, I can play @ 1080p with medium settings. #wtfdice
  23. Keep the mask on, is all I'll say!
  24. Worked with source, hell no. Go UE4.
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