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Nai

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Posts posted by Nai

  1. Okay guys, i followed all of the topic but im still confused about the YTD method.

    The audio sound like crap. but i need to export the .ROQ file in 22050 HZ so whats the best thing to do, export my video to mp4/avi and use the freq to 44100 HZ, then export to finally convert it to .roq in 22050 Hz ?

    I have tried that but the audio sounded even worse.

    Any tip on how to achieve a correct sound ?

  2. Psykosith -> No idea what's the deal with theses tga files, i've never seen them in any pk3 i downloaded but by opening some custom saber's glm in blender they where still pointing to tga files (not included in the pk3).. so this is very confusing to me...

     

    MrWonko, thanks a lot man you are a legend, that was exactly my problem, replaced \ by / and it instantly worked perfectly !

    Thanks again !

  3. Hello, once again i have a problem with a saber hilt model ='D

     

    I wish to create a staff saber.

    My model is basically done and i have a basic texture on it.
    The problem i have with it is that no matter what i do the shaders dosent seems to work, they dont show ingame.

    My pk3 is done based on my previous saber that is working properly.

    The saber is made of 3 different parts ; emitter one, emitter two and the metal bar in the middle
    what i wish to do it to have 2 different shaders, one affecting both of the emmiters and one affecting the hilt.

    In blender for the Ghoul2 proprieties, i have the following :

    Part 1 (Hilt)
    Name : saber_w
    Shader : models\weapons2\saber_kitty\kittyhilt

    Part 2 (Emitter 1)
    Name : saber_w_2
    shader : models\weapons2\saber_kitty\kittyhiltshine

    Part 3 (Emitter 2)
    Name : saber_w_3
    shader : models\weapons2\saber_kitty\kittyhiltshine


    So i tried to apply a shader to saber_w (The metal bar between the emitters) to begin and see if it works :

    Spoiler

    models/weapons2/saber_kitty/kittyhilt
    {
        q3map_nolightmap
        {
            map models/weapons2/saber_kitty/kittyhilt
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/weapons2/saber_kitty/kittyhilt_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
        {
            map models/weapons2/saber_kitty/kittyhilt_g
            blendFunc GL_ONE GL_ONE
            glow
            detail
        }
        {
            map models/weapons2/saber_kitty/env
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            detail
            tcGen environment
        }
    }
     

    But it dosent show up.


    Now im very confused by how the shaders are triggered since i opened another saber to see how it was structured in Blender and i saw that in the shader
    section of the G2 proprieties, the path pointed to a .tga file, but yet no .tga file where to be found in the pk3.

    Any idea what im doing wrong ?

    Do i need a .skin file pointing to the shader for each part of the model ?
    Do i need to point the .shader to the model part name instead of the texture ? (kittyhilt or saber_w)
    Or do i need to change the Blender ghould2 proprietes to point in a different direction ?

    i include my pk3 if you wish to take a look.

    https://we.tl/t-f188QGr48l

     

    Thanks !

  4. ---SOLVED---

     

    Thanks a lot, to be honest i did not understood everything but hopefully i will learn more about that by watching different tutorials.

    To solve my problem i separated my saber into 2 objects and its now working properly.

     

    Also, i had another problem where some parts of my saber where invisible, but not in modview, only in-game. the cause was some inverted faces in the editor, i simply used a "flip normal" modifier.

    I should also recommand getting rid of gmax, some old tutorial are explaining how to use it, but really it is not ideal, you are better getting the last version of blender with the GLM import/export plugin.

    import a saber that is working properly and use the same proprieties to create your own.

     

  5. Thank for the advice but iam really a complete noob in modeling so ill need more explainations...

    1- Non smoothered hard edges.

    I really dont want my model to look more smooth or rounded, id like to keep it blocky, also i dont really see how smoothing the edges could reduce the vertices count...

    2- UV Seam

    Okay this could be a problem, for some faces i dont need to have 6 different squares, so i stacked them, but not perfectly, it basically looks like that

    https://jkhub.org/images/uvwyweU.png

    are you telling me that each of them will count as a vertice somehow ?

    Should i correct them to be perfectly stacked ?

    3- Divide the model into sub parts

    I think my model isnt that complicated and could be patched so it fits the game witout that, but as im unexperimented i may be mistaken, here's a screen of my model, maybe you have a better idea about that ? 

    https://jkhub.org/images/pw5nkbV.png

     

    Last note : im no expert but i really think this part (screenshot below) is the main problem, the "radiator-like" part was another object that i assembled with the main part of the hilt.

    the parts crossed and merged in a wierd fashion.

    I also added some buttons as you can also see here, they are crossing the main part too...

    In both cases i end up with theses wierd glitches, and by looking on some other posts this could create hundreds of unwanted verteces in the exportation...

    https://jkhub.org/images/FovMo4D.png

    Do you know exactly how i could remove them ?

     

    Sorry, there is a lot of questions but im really new to this =D

    Thanks for your help !

  6. Hello everybody !

    Okay so i decided to create a hilt following the virtue tutorial with Gmax.

    https://virtue.thejediacademy.net/tutorials/hilts/saber_tutorial.html

    However i have a problem.

    When i select my object it says that i have around 400 vertices wich should be okay.

    but after export in md5-view it says i have over 1800...

    needless to say the game cant handle it and gives me an error message.

     

    I think i may have an overlapping problem but i have zero idea how to solve it.

    Here are the md5 and the gmax file if you want to take a look.

    https://drive.google.com/drive/folders/1KaT2b_kJJTndzrfi3Oan1dmrYggBx7Uu?usp=sharing

     

    IF you have any idea how to solve this i would be very glad =D

     

    Thanks

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