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mrwonko

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Everything posted by mrwonko

  1. For the common description only, since they were too lazy to copy it to each weapon. It doesn't actually exist.
  2. You did not read the tutorial, did you? In edit mode, select all (A) and Triangulate the mesh (Ctrl+T) - you can't have any faces with more than 3 vertices, glm does not support that.
  3. Are you using a custom skeleton or creating a new playermodel? Either way, this is where the problem comes from: A glm file only refers to bones (for weights) by number. To be able to get those numbers right, the exporter looks them up in the .gla file, which contains the actual bone names. In order for this to work, the exporter needs to load said gla file. So you specify it when exporting (in the export settings, below the bookmarks in the export file choice) - the setting in question is ".gla name". You specify that relative to the base folder, just the way Jedi Academy does (because this path gets saved directly into the .glm), so for playermodels the default of "models/players/_humanoid/_humanoid" is just right. (Notice the lack of an extension - that's correct and important!) The exporter has to be able to locate that file, of course. So it has to be unpacked to the correct directory, and the exporter needs to be able to locate your base folder. In order to also support mods, the exporter searches for "/GameData/" in the chosen file name and assumes the folder below that is the base folder (e.g. "/GameData/base/" or "/GameData/mycoolmod/"). If you're not actually working in your base folder, or need to manually specify the path for some other reason, you can do so via the "Base Path" setting - so if you've unpacked the "_humanoid.gla" to "D:/JKA-Models/models/players/_humanoid/_humanoid.gla", you'd set it to "D:/JKA-Models/". (Not sure about the trailing slash, and I don't think I've ever actually tested exporting to folders outside of base.) Hope that clarifies it. Also take a look at the custom vehicle tutorial and the manual for further information. [sharedmedia=tutorials:tutorials:127]
  4. There's the deformvertexes autosprite shader keyword for camera-facing planes, used e.g. for flares. That what you're looking for?
  5. Judging from ModView's credits (seriously guys, just click help->about): nope, that would be Ste Cork with some help by Mike Crowns. Well, maybe he gave some advice without getting credit?
  6. Much more likely than getting the SP or Engine source code anyway, since it's just an internal tool that would probably not require the publisher's approval to be released.
  7. info_player_start has a spawn flag that makes you spawn without any weapons, I think. Like in that map with Rax Joris. That will do the trick for stripping away the lightsaber.
  8. Why? Worst thing that could conceivably to happen is a cease & desist. Where'd you get the saber code?
  9. Because only Raven has ModViews sourcecode.
  10. I think dismemberment works by saying "only draw surface X and its descendants," where X is fixed. So make sure you have a proper hierarchy and you're using the same names for your surfaces* as the original models. *I don't know which surfaces in particular make a difference, but this shouldn't be too hard to figure out from the MP SDK. I'll take a look later, if I remember.
  11. I see. I'd still go for map models since you do want models, but I can see how NPCs may be less work. If you're going the NPC route, you'll want set_anim_both, set_anim_holdtime_both, set_invincible, set_force_invincible and set_behaviour_state bs_cinematic I guess.
  12. It is, via Icarus scripting. Are those statues supposed to come to life at some point or will they forever be statues? If they'll stay statues, I'd just convert the model instead. And one thread is quite enough, don't you think?
  13. Because no matter what shader you use, it doesn't seem to work. So the shader can't be the problem, right?
  14. I've got this feeling the problem is your file, not the shader.
  15. It's nice to be able to read, eh? To quote myself: The tutorial didn't get approved until about 4h ago. The parts about animation don't really concern you since you likely won't need to edit the gla, but pretty much everything else is relevant. You'd start with the imported original glm file, but since you're adding parts you still need to heed the instructions about UV mapping and smoothing etc.
  16. One thing to keep in mind about scale is realism vs fun. Cramped maps are no fun to play. But if we were going for a map that plays smoothly, we would've started by greyboxing the layout first and playtesting that a lot instead of adding room after room.
  17. Don't you still have to use a shader when using the alpha channel? Or is the default shader sufficient? --edit-- Way to answer too late. That was the latest post I read. OmegaSigma, that shader is not useful for models since it references a lightmap, which playermodels don't have. Master_Ibonek, take a look at the shader for Chewie's fur instead, that's transparent as well.
  18. Here we go... (Once it's been approved.) Took longer than expected but did help me find another bug in my add-on. So now the add-on's back in moderation as well. I had planned to get other stuff done today, but this is at least a better use of my time than surfing and gaming.
  19. If you'd taken a look at the manual of the plugin I've linked you'd know the difference between gla and glm. Oh well, I'll write a tutorial on creating a vehicle from scratch with Blender since if I'm going to write a detailed walkthrough I want as many people as possible to benefit and I think creating new vehicles is of more interest to most people. Also, the process is mostly the same when changing something, except for the part where you create the model itself. I expect this will take a while, but I should get it done today.
  20. Well, if there's going to be rescaling I suggest turning the parts in question to .ase, those rescale flawlessly, you just need to manually add some clip brushes.
  21. You know, if we'd done this in Blender it'd be much easier... *wink* *nudge* One of my maps was notoriously overscaled... It's not that simple, really. But then I suck at designing in general. Is there a dislike button, too?
  22. Yeah, it can be hard to contact the people after all this time. At least you tried. So just give proper credit, I guess.
  23. Do you have any modelling experience? If not, I suggest you pick up Blender. Thanks to a couple of plugins I wrote you can import and export playermodels with it. (Vehicles are playermodels in the broader sense.) Next, I'd suggest you spend a week or so getting comfortable with Blender. You'll want to learn the basic navigation, how to edit meshes, the basics of skeletal animation (Armatures) and about UV mapping. Then you'd import the model - for which you've obviously gotten permission from the original author to modify - into Blender, do the modifications you want while making sure any new geometry is properly UV-Mapped, split at the UV seams (see the manual included with the plugins) and rigged to the Armature, and re-export it. If you've done modelling before in something besides Blender, the hardest part will be importing and re-exporting the model. There's an official converter by Raven to turn XSI'S .xsi files into playermodels, and besides my plugin Milkshape 3D can import glm files, though the skeleton is lost in the process. (Since vehicles are often not animated, this might not be too bad.) There might be some other software with support as well, I've never had to investigate since I'm using Blender.
  24. So since apparently updates don't get into the "New Files" sidebar redsaurus suggested I make a post here to tell you all that a new version of my Blender Plugin Suite is out. For anybody who doesn't know: The Suite is a collection of plugins for Blender aimed at use in Jedi Academy, including above all full GLM and GLA support, meaning you can create and edit playermodels and animations. The new version consists mostly of bugfixes, so you'll hardly notice it unless you were trying to import GLMs on Blender 2.65 and later, working with .rof files or trying to export new skeletons (i.e. not based on existing ones, unlike new _humanoid animations). What you will notice though is the addition of a manual, so if you were confused about how to do things, fret no more! Linky linky click clickety-click! So long, Mr. Wonko
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