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GPChannel

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Posts posted by GPChannel

  1. Compiling, compiling. 

    This is the thing that I really hate about modding JA. Interestingly the process also takes place when you finish making a big and detailed map, and also depends on the machine you are using to do it.

     

    The second aspect is that after the compile some bugs still come up and you have to fix them and then – compile the map again.

     

    While this is the problem, indeed, there were other things, which we tried to change - menus, HUD and icons for instance, Being a vivid fan of Dark Forces II, I replaced the Force icons back with the original ones from DF2, where these abilities appeared for the first time in Star Wars games. The first versions were quite pixelated, but I recreated them from scratch in a vector form.

     

    S4RhvoG.jpg

    Looks very interesting!

    Any news btw? 

  2. So double post, but for information -- apparently tag_blade is actually tag_blade1. So a simple hex edit won't work due to a length change. It's faster just to import the models into Blender and change the tag name then re-export. Hex editing can be done, but it's faster to use Blender at this point.

    Tompa edited the glm file and changed the tag_blade1 to tag_flash. not worked.

    @@Tompa9

  3. @@GPChannel @@Circa @@Psyk0Sith Lightsaber hilts in JKO expect a tag_flash instead of a tag_blade.

    So in order to make it work you'll have to rename the tag.

    Ashura,i tried to find the blade tag in the model what i wanted to port to JK2 but cant find it. :/ 

    https://gamebanana.com/skins/162982

    https://jkhub.org/files/file/2802-the-prodigal-son-lukes-lightsaber-weaponshd/

    https://jkhub.org/files/file/2796-the-stinger-reborn-lightsaber-weaponshd/

     

    If you can help me,i would be very happy 

     

    *Edit

    I renamed the blade1 tage to flash but when i saved the glm in blender,blender jsut did not rename it. 

     

  4. No, because the md3 files are for uses other than the player weapon, I believe. I could check the model later tonight to test my theory, but if you open it in Blender and look for the blade tag, it's either not there, or JK2 doesn't use the blade tag and the model just needs to be moved to the 0,0,0 coordinates so 0 is where the blade should start.

    maybe if u check it tonight,can you make with all the hilts? :o 

  5. Pretty sure they work the same, but it looks like that model may be missing the blade tag, so the blade is defaulting to the 0 coordinate instead.

    is it possible that the problem is that the original kyle saber have md3 files but this version only have 1 glm ? 

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