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Everything posted by Tempust85
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Ok now I'm getting the model to work with the GLA. New issues now though. Exported from the exact same scene file: Carcass compiled FBX2GLM compiled As you can see, there are splits in the model which is making me think that it's not keeping the 4 bone influence for weighting. The fingers are also very skewed.
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Problem is, that's for ambient sounds and afaik only 1 soundset can be played at a time.
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The mod itself is only 200mb, it's the source files that I'm also uploading. But with googledrive I have 15GB so problem solved, thanks guys.
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When this is all working, I'll do up a small how-to-export. This will be so sweet, now any 3ds Max/XSI/Maya can practically export character models for JK2/JKA including 2014 versions.
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I'm asking for referrals on here, as everyone else I know either don't use it or already use it. I'll check out googledrive, thanks.
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I'm using a fresh GLA from base JKA, and exporting the exact same FBX file as I sent you for testing. If I specify an invalid path to the GLA then nothing will compile so it must be getting the correct path, just not doing anything with the GLA.
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Ok since Megacloud looks to be dead I'm now using Dropbox for this project's source files & game files. Thing is, I only have 2.5GB of space on my account.
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I think it's misc model ammo rack. There should be options you can set to spawn things in it.
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I personally think all of them look ridiculous for JKA, so my vote is none lol.
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Yeah and still only model_root. I had a look at the GLM and the GLA looks to be mentioned, just no bones.
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Yeah, the converter & FBX are in my base folder and the GLA is in models/players/_humanoid/_humanoid.gla. The converter is setting each mesh object to be weighted to model_root. I've tried different FBX versions and tried ASCII as well and no difference.
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Lol yes, it won't compile unless there is a GLA to point to. Tried this: fbx2ghoul2.exe -anim models/players/_humanoid/_humanoid.gla models/players/dt_stormtrooper/stormtrooper.fbxAnd This: fbx2ghoul2.exe -anim models/players/_humanoid/_humanoid.gla stormtrooper.fbxIn a bat file, no errors come up and it appears to compile fine.
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@@Xycaleth I'm only getting "model_root" bone used for my stormie, the same file I exported for you to test with. It's ignoring every other bone.
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Yeah it would. Still a neat feature to have methinks, but I have no idea how hard it would be to add support.
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It would be a nice feature for future modders and there are many things you could do animation-wise that would look pretty cool. You could for example have a mod where you can make your character thin, heavyset or somewhere inbetween.
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Yeah individual bones, but that would require a ghoul2 version bump right?
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Great progress so far. I noticed that when I hover over menu buttons, the colors change on the player model.
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I was just thinking. Would it be possible to add bone scale support to the ghoul2 format? For example, you set a bone's scale via key frames as you do with position & rotation. While on the topic of adding things, are jiggle bones a possibility?
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If you import a GLM, the splits are there as they are ingame so it's not the renderers fault. The problem is either the dot xsi 3.0/3.5 format or carcass itself.
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Doesn't matter if you break the model at the UV seams or not, there will always be a seam line where you don't want it. @@Xycaleth Looking great! What's up with the lradiusX & rradiusX bones? They look a bit odd lol.
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Working on a few secret areas while finishing up details.
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Might be a good idea to post on the MB2 forums about this.
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The skin isn't that great and I think you could do a better version of it Chalk.
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I use 1.5 on win 7 64bit and my textures are fine. Check your project paths are correct to the gamedata folder.
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All I know is that's a reskin of toshi's Luke.