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Tempust85

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Everything posted by Tempust85

  1. 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.
  2. Problem is, that's for ambient sounds and afaik only 1 soundset can be played at a time.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. I think it's misc model ammo rack. There should be options you can set to spawn things in it.
  9. I personally think all of them look ridiculous for JKA, so my vote is none lol.
  10. Yeah and still only model_root. I had a look at the GLM and the GLA looks to be mentioned, just no bones.
  11. 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.
  12. 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.
  13. @@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.
  14. Yeah it would. Still a neat feature to have methinks, but I have no idea how hard it would be to add support.
  15. 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.
  16. Yeah individual bones, but that would require a ghoul2 version bump right?
  17. Great progress so far. I noticed that when I hover over menu buttons, the colors change on the player model.
  18. 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?
  19. 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.
  20. 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.
  21. Working on a few secret areas while finishing up details.
  22. Might be a good idea to post on the MB2 forums about this.
  23. The skin isn't that great and I think you could do a better version of it Chalk.
  24. I use 1.5 on win 7 64bit and my textures are fine. Check your project paths are correct to the gamedata folder.
  25. All I know is that's a reskin of toshi's Luke.
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