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RobiWanKen0bi

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Everything posted by RobiWanKen0bi

  1. Well of course! How the heck did I forget it? ? I saw that a couple of years ago with the Sith sword. Thanks Jeff! ?
  2. I've seen it in mods, but couldn't quite figure it out on my own. Is there an easy way to disable the kata special lightsaber move trail effects for the fast, medium and strong style? I want to make it more realistic and those effects kinda ruin the feeling of the saber combat, imo.
  3. If it's allowed, then yeah, I could. First I'm gonna ask Tompa for permission of his Lando model. Forgot who the author is for the Remastered Reborn.
  4. Thank you Ramikad! I've done it. It's not perfect, but the remastered Reborn now has mouth/eye animations added. Now I'll probably do the same to Lando.
  5. Okay, so I've found that the "rblip2 lblip2, rtlip2 ltlip2, reye leye, ceyebrow and jaw" are on at least 2 different meshes: head_face_1 and head_eyes_mouth_0 I'm guessing I have to assign it at least twice then? https://ibb.co/BNDVgf6 EDIT: I'm making progress. Lips animations are visible on the model (Reborn), but it looks more like he's mumbling, rather than talking. Do I need to correct the "rblip2 lblip2, rtlip2 ltlip2"?
  6. Okay, I'll try it and let you know what I've accomplished. I'll have to ask the author of the model for the update, but for now, let's see if I can do it on my own. EDIT: Okay, I managed to get there, for the selecting part. So when I want to select the Vertex I need to press the left mouse button only and click on the regions to mark and after that ASSIGN. Tbh the selecting part is difficult. EDIT #2: I've figured out that in order to select it I need to use the right click. And it didn't work. Maybe I need to select the face_0 instead of the head_0 in the mesh (I think).
  7. Hello everyone! I've been waiting for awhile for an update, but with no luck, so I've decided to do it myself. I want to add a lip animation to some models, for personal use ofc. The models which I'm trying to modify are Lando and Reborn remodeled/remastered. I can't find the Reborn model on this site, anymore, but the Lando one is: https://jkhub.org/files/file/3289-lando-calrissian/ So, since it lacks the mouth movement animation, can somebody direct me to a tutorial, with blender I'm guessing? I've found some similar tutorials, but they are general and not related to Star Wars JA models/skeletons. EDIT: The Acolyte Reborn: https://jkhub.org/files/file/735-acolyte-reborns/
    The model is excellent, but it still lacks the mouth movement. Can you update it, please?
    Nicely done! Thank you! ? Btw his saber model is missing. Is this intentional?
  8. Tried the dedicated server, but it won't even start for me. Is there a step by step tutorial on how to set up the modelscale.cfg? Cuz apparently dropping everything into the installation folder and GameData, base isn't working for me.
  9. It isn't working for me and I've looked for tutorials and instructions everywhere. I have both JA++ and OpenJK installed on Windows 10 64bit. Can someone help me or explain to me how to Scale down characters, such as Yoda in Multiplayer?
  10. Just to point out a bug: In the map Artus Detention at the start of the level after the tram cutscene Kyle freezes. Not even the Noclip, nor Control cheats fixes this. I can't control him in any way. Does anybody have this same problem and fix? EDIT: Seems Kyle gets stuck/freezes after activating the tram at the end of the previous level, artus mine. Possibly a scripting error? EDIT#2: It seems the OS is making this problem. Win 10 messes up the game (at least for me). This happens with patch 1.01, but it doesn't seem to be affected when using a mod, such as OpenJK or JA++.
  11. Okay, so this is may be something similar to modding issue.... cuz it's giving me a headache. Lately some additional trees and rocks are appearing in the Yavin and Academy levels (maps). You can see them in the screenshots I've provided. I've emptied all the custom content from my Base folder and still it happens. The weird thing is that sometimes those objects appear, sometimes don't. In game you can walk right through those objects, but as you can see they're an annoyance. I've patched the game to the latest version (1.1, as I recall?). Used some mods, but deleted them and the problem persists. Did anybody have this problem? https://ibb.co/QYQQPLm https://ibb.co/41V8sLJ https://ibb.co/z72R8sx https://ibb.co/v4hVmtT https://ibb.co/1L1ZYqr Btw could it have something with the grass error? https://ibb.co/HtGdZsv EDIT#1: It seems the OS is making this problem. Win 10 messes up the game (at least for me). This happens with patch 1.01, but it doesn't seem to be affected when using a mod, such as OpenJK or JA++.
  12. Thanks everyone for the help! It seems something else was the real issue. I've noticed Desann's JO skeleton was higher from the JA version. I've moved it by -0.200 on the Z axis before saving and it seems it works now.
  13. So I've been converting some models from JA to JO and came across this one model that's giving me a headache: Desann I've been trying to convert this version of him. I'm converting characters in Blender, as I've found out it's possible with this method, which we've solved in my previous thread. Successfully converted Luke, Kyle, Lando, so far, but the (not so) mighty Lord Desann is giving an error. Now I know what a vertex is, I've experience with SolidWorks, SolidEdge, AutoCAD, CREO and such... but I have no idea why is this model giving me this specific error? So to get to the point, when I follow this tutorial to the end, it won't allow me to save the new model.glm, cuz it says: "Could not load surface 'l_hand' (LOD 0) from Blender. Could not load a vertex. Unweighted vertex found!" Can anybody help me with this?
  14. The solution which I wrote IS for Academy: Outcast mod. The solution: So first you need to download Blender (it worked with ver.2.79b) and a plugin Blender 2.64+ - Jedi Academy Plugin Suite v0.2.2 (BlenderJAPluginSuite0.2.2.zip) Download Blender (simply Google it) and the plugin is in the Downloads section in JKHUB. USE this tutorial https://youtu.be/srfpb2042lE Follow everything in the tutorial except for one thing. Don't use the JEDI OUTCAST GLA file. Instead use the GLA file (You need to extract it from the jaooutcastv1.00a.pk3) from "Jedi Academy - Outcast v1.00a". When you extract it, it should be located in "\models\players\JK2anims\" in your JA BASE folder. During the tutorial, when asked for the GLA file, you need to choose the "JK2anims.gla" which is now located in "\models\players\JK2anims\" Copy this code, when asked: skeleton = bpy.data.objects["skeleton_root"] for object in bpy.data.objects: if 'skin' in object.modifiers: object.modifiers["skin"].object = skeleton I'll add this solution to the first page in case anyone else needs it.
  15. So anyway I think we need to mark this topic as SOLVED. How do I do that? Or is it the Admins job?
  16. OK, I've done it! Thanks everyone for the support! Using the Blender tutorial, I've managed to replace the skeleton, or rather the GLA file from JA model.glm, with the JO version. Since I'm using the JO import into JA, I had to use the JK2anims.gla and not the JO original GLA files. It's rather easy now to add your skins to the JO cinematics. I've already added a newer version of Kyle, Luke and Lando. Here's the code, so you can copy/paste: skeleton = bpy.data.objects["skeleton_root"] for object in bpy.data.objects: if 'skin' in object.modifiers: object.modifiers["skin"].object = skeleton Here's the result: And here's a rather odd bonus video which I've made. It surprised me in the end and hopefully you'll laugh too. It's a happy ending, if you know what I mean...
  17. This bothers me too. I've turned off the rotation, but it seems BOTH_WALK1 can't be replaced, or is it just me? Btw is there a simple tutorial or file to achieve this, but with sliders?
  18. Here's an update: I've followed the video tutorial about Blender and here's what I've got: PS: Now I know how Weequay are made. (9_9)
  19. Magsul is right. The original, old Kyle works quite well in the cinematics, and the new Kyle works in the game, but I want the new Kyle in both cinematics and during gameplay. The shape of model.glm of the new Kyle doesn't match the old one, cuz it's a different model. I'm trying to figure out Blender. I need a bit time to learn it myself. Also on a quick note: I've even tried to put the .gla file from the HUMANOID folder into kyle's folder, with the .glm file altogether, but it didn't fix anything. I suppouse all of you have a Yoda character in your base folder, right? So how does Yoda has his own animation, or "humanoid_yoda.gla", rather than "_humanoid.gla"?
  20. Thanks, TheWhitePhoenix! I'll try it out this weekend and get back to you.
  21. Are you suggesting I should contact those two members or?
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