Jump to content

Artemis

Members
  • Posts

    204
  • Joined

  • Last visited

Posts posted by Artemis

  1. What? Who plays 1.00 and why? I kind of almost see why some play JK2 1.02, but JKA 1.00?

    Oh no, not this again.  Some of us like 1.00 for the community... and stuff.

     

    This woulda been good for 1.00 as well. But alas it isn't needed atm :ap

    Do you know if Daniel was messing around with the .exe?  I'm pretty sure he edited it for something and people were using it client-side.

    Iburidu likes this
  2. I don't understand... I have followed the tutorial to the letter, but everytime I want to open the model in Modview I get this message:

     

     

    vfdpf.jpg

     

    Make sure you delete all of the parts that you're not using for the model.  If that doesn't fix it, you might wanna check that everything is named and linked right.

  3. Is there even something called head_hair_fedora on the model?  You've listed head_face_fedora, head_back_fedora, hair_fedora, and head_fedora, but I see no head_hair_fedora.

     

    You can also pull down the console in Blender by dragging the window underneath the File Add Render etc bar.  If you export the model and scroll down in the console, you might see something highlighted in red if it's wrong.

  4. @@mrwonko get a chance to check this out? I'm curious how to remedy this error.

    Actuallyyy, I went ahead and looked at it.  ._.

     

    First off, go ahead and delete the remains of Kyle.  I swear it's worked without having to do that before, but not now.  That should get rid of the "90 surfaces but only 83 connected..." error.

     

    You need to rename headb_face_0 and headb_eyes_mouth _0 in Ghoul 2 Properties, at the bottom of the Object tab.  If you ever rename a mesh, do it there too.  Headb_face_0 also wasn't renamed in the Object Data tab.  And headb_0 should probably be parented to torso_0.

     

    Scrolling back a few pages, it looks like the model's Kyle head was already working, though.  O.o  Old .blend?

  5. I pressed import I don't see glm

    Did you install this correctly?  http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/

     

    I just made one and loaded it in Modview, but it gives an error

    Are you sure that you fixed the names in the Object Data tab?  That's where I mess up most.  Another place is with the caps because it's a pain to find all of them.

     

    And you might want to look in the space above the model for giant pieces-parts that you might have unparented on accident.

     

    Aaand if you were to completely rename a mesh, did you change it in the Ghoul 2 Properties at the very bottom of the Object tab?

     

    My models never load in Modview if I mess something up, so I'm not sure what you would've done to get an error and still load it.

  6. @ChaoticConundrum

     

    I switched to to Blender 2.64. I got past this error, and made the frankenstein. 

     

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

     

    Though when I export it, and load up the model in modview, I get a normal StormPilot but this one has really low quality in the polys. 

     

    https://jkhub.org/images/V7mniuc.png

    You only needed the Kyle and Stormpilot, right?  Because you have a model_root.004 in there... and see all of the little pieces above scene_root?  Those belong somewhere, and they're not in the right place anymore.

     

    Try starting over, and import only 1 Kyle and 1 other model, and don't delete pieces of the models.  Usually, that's what makes things break and become unparented.

  7. These are all really cool, though I run into so many errors it makes it practically impossible for me to do anything (specifically loading up a second character on a second layer) 

    Do you absolutely need 2.71, or could you switch to 2.64/2.66?

     

    I don't know much about the program itself; if you think it's just some weird compatibility issue, you'd probably have to ask @@mrwonko.

  8. @@Circa

     

    Does this help?  :/

     

     

    blenderref_zps44b5577c.png

    A - The outline that I was referring to.

    B - Object tab.

    C - Object data tab.

    D - Where you rename the object.  (You probably already know what these are, but labeling is my specialty.)

    E - Where you rename the parent object...

    F - Layers grid/tab/thing.

    G - Idk why I marked that one.

     

    I think those were really the only parts you need for swapping pieces.

     

     

    yeyo JK and Circa like this
  9. I can try to explain what I do.  (With no pictures, sorry.  D:)  It's basic head swapping, but hopefully it'll give you an idea.  If I figured it out from a few posts, I think anyone could figure it out.

    I'm hoping you have a Gamedata folder somewhere, like on the desktop or with any other modding stuff.  For frankensteining models, you need Gamedata - base - models - players and the _humanoid folder in Players, along with the folders of whatever you wanna stick together.  You also need the plugin suite for Blender.  Hopefully you know all of that; if you don't, I can explain more later!

    Ok, so load up Blender (I have 2.66, so that's what this is based off of) and delete any junk it starts out with.  That'd be the lamp, camera, and cube.

    Go to File - Import - JA ghoul 2 model (.glm) and find one of the models you want to use.  A quick note on this--I usually want to try and pick the model that I'll use the most parts from, just because of stuff that may or may not be explained later.

    Because it's getting late and I don't want to come up with something complicated, I'm going to load Rosh.

    Import Rosh's model.glm.  It should load up in the middle of the grid thing.  You can turn it to textured mode if that makes it easier to see the parts.

    As an important note that might save you many restarts, don't move any part of the model.  At all.  Never move the parts around on the axes; it just makes it so much harder to line them up.

    Rosh is annoying.  Tuskens are annoying.  What if Rosh was secretly a Tusken?!

    There's a little 5x2 grid thingy above the timeline.  It says Visible layers or something like that.  Click in a different layer so you don't see Rosh.  (I go for the bottom right layer most of the time.  It helps keep things separate.)

    In the new layer, go to File - Import - JA ghoul 2...blah blah blah, just import the Tusken's model.glm.

    Ok, great.  You need to notice that every limb that has the same name as one in the first model's glm has a .001 after it (like head_02.001).  Just notice that for now.  (This is why I picked Rosh first.  Less renaming to do later!)

    Go back to the Rosh layer and move the heads and faces (That's all of the heads, head_0 to head_3 and all of the faces, head_face_0 to head_face_3!) to another layer by selecting one (or more) and pressing M.  I like to move them to the layer underneath, so that's the bottom left corner.  For this model, you'll also want to move the head_teeth and head_mouth objects.

    Then go to the Tusken's layer, select the heads and faces, and move them all to the layer where most of Rosh's body is.

    So back on the main layer, you should have what looks like a complete model--Rosh's body and the Tusken's head.  But it's not ready yeeet.

    Over to the right somewhere, you should find the "outline" of the models' hierarchy (scene_root and onward).  Ignore the duplicates with .001s attached.

    Select the Tusken's head_0.001 and rename it to head_0 in the Objects tab.  You need to do this to every piece you've moved over that has the .001.  After renaming it, scroll down to where it says Parent: torso_0.001.  Change it to torso_0.  Do that for all of the heads, then all of the faces.

    Correcting tags and caps can get messy, but I think the only messed up ones in this instance were between the head and torso. It's easy enough to fix the parent object.

    If you export it now, you'll still get an error.  Why?  Because we renamed the object, but not the object data.  It makes no sense me, but yeah.

    So select something you've renamed, like head_0 and find the Object data tab.  It still says head_0.001 there, so... fix it.  Fix every single piece that you renamed.  (At least the head and face in this example.  Check the caps if you want, but they were ok for me.)

    Then select all, and File -Export - JA ghoul 2 model - and navigate to Rosh's model.glm.  It's just easier to use his and not the tusken's.

    So now, go into the .skin file and delete the lines about teeth and a mouth; they no longer exist.  Aaand copy the tusken's head and face texture into Rosh's folder.  Then load it in Modview, and tada, you have a doubly annoying, frankensteined model.

     

    And I lied, here's a picture:

     

    shot0292_zps47fcb0d9.jpg

     

     

     

    I might have left stuff out; I've been typing this for too long now.  xD  So if you run into problems, just ask.

    Smoo, ent, Mand'alor and 2 others like this
  10. *Drops the project she already started working on for Christmas.*

     

    This will be interesting... if I have the time.  December's an awful hectic month for me.  Gonna have to think about iiit.

  11. Just to make sure theres no confusion, RaceArena's A-Mountain is made by Acrobat, and is also featured in his map "Expedition".  As far as I know its identical except for the cell shading in the racearena version.

    Then vvhy is it so much harder to grab the walls in certain places in Expedition's version?  o.o  I figured that they were the same thing, but it's weirdly more difficult on Expedition.

     

    Anyways, another MP map that I really really like (when we have enough people) is that Wrecked Alien Spacecraft map.  Uber fun to play pred there.

×
×
  • Create New...