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Psyk0Sith's post in Blender Verticle Problem for Jedi Academy / ModView was marked as the answer
The issue is coming from the legs of the character (and more). If you want to get rid of the error, split the boots themselves as separate objects, you could detach the plate armor on each leg as their separate object and repeat with other parts if that is not enough. There are also a bunch of other meshes that break the limit.
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Psyk0Sith's post in Help with a quick head replacement for personal model. was marked as the answer
Try this:
https://tinyurl.com/y4ofqk3d
/model neormx
-Only tested in mp,
-If used in SP you might get texture issues because of how the 3ds max exporter writes texture paths the wrong way.
-You'll need to create / update all the crap for npc, playerchoice and whatnot.
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Psyk0Sith's post in A rather strange request: Rodian Spider-Man was marked as the answer
I will make this bastard for you. I will provide the .glm for JK3, no caps on first iteration. You will add bot and all the other things you want him to have.
There you go (type spiderodian to load)
https://drive.google.com/open?id=1lGtFQeZq19aRLS5Jtf4YkPgjDUxc79Li
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Psyk0Sith's post in Rapier Lightsaber (REQUEST COMPLETED) was marked as the answer
I tweaked the spec a bit, hopefully it's less boring.
@@Lord Of Hate that's going to be the OP's choice, as well as sounds and whatever he wants to customize.
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Psyk0Sith's post in Texture glow and transparency. was marked as the answer
Did you paint the alpha channel of your .TGA where you want transparency (and saved as 32 bit?).
Also try this code.
models/players/yourmodel/"diffuse_texture" { q3map_nolightmap { map models/players/yourmodel/"diffuse_texture" alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen identity } { map models/players/yourmodel/"glow_texture" blendFunc GL_ONE GL_ONE detail rgbGen identity } } -
Psyk0Sith's post in Missing Body Parts In Some Shadows? was marked as the answer
Look at your polygon count, if you have a mesh with too many verts it's probably the cause (possibly the torso). Also check the console for potential error messages, can't remember if it bitches about vert limit in there. Also using Alora's caps is a pretty hacky job, you should create proper ones .
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Psyk0Sith's post in Mesh problem was marked as the answer
I'm asking for the modified version with the new neck position.
@@Alvar007 here's how you can do it without messing with xforms.
1.Select the neck piece and click on the skin modifier
2.Under skin modifier, go to advanced parameters tab and uncheck always deform
3.Now click below the skin modifier where it says editable mesh, enter a selection mode, in this case, pick element for moving (because it's faster) and verts/edges for tweaking.
4.In element selection mode, you can now move the mesh down and modify it to your liking
5.Exit sub object mode and go back to step 2 and re-enable always deform
6.Export
Modifying a mesh in sub object mode does not mess with Xform and it will keep the pivot intact. Note that the always deform step is probably not even needed, just a safety.
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Psyk0Sith's post in Bad or missing bone/anim sequence? was marked as the answer
@, your hierarchy is incorrect, you linked everything to the head. You can't do that, you have to follow the universal hierarchy. There might be a script or a reference for this step in blender, all that stuff is done via script in max so i never bothered to write it down. You'll have to open a working model and look under "stupidtriangle_off" to see how the linking works. Or checkout minilogo's XSI tutorials, there's most likely a diagram for it.
Another major problem is you have no tags in the hierarchy either, that's also really bad. All those little triangles that you imported along with the original models are mandatory (well one set of tags needs to be there, no duplicates).
If this model attempted to be compiled the old fashioned way, there's no chance it would have been turned into a .glm Also the .gla in your .pk3 is useless you can take it out.
EDIT:
Checkout the hierarchy section in Tim's tutorial.
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Psyk0Sith's post in Rigging - Caps and Hand Tags was marked as the answer
I usually weight the mesh when it's still one piece. Doing so ensures your detached limbs will match 100% between each other. Caps should be weighted in the same manner as their parent limbs, because they also need to move in the same manner. They're sharing border vertices between two open meshes after all.
If the tags look off, it could be the way you positioned the hand mesh, if it doesn't quite fit the base pose than the saber will be out of alignment to some extent. You could import kyle's saber and move it into proper position there should be a tag along with it, telling you exactly where it should be. Move the rig's tag to match the saber's or use the one with the saber, don't forget to change name and re-assign weights.
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Psyk0Sith's post in The Missing Tarsal Bones was marked as the answer
Skeletons that have tarsal bones can be used to compile for Jedi Outcast as well. JA doesnt use them, period, i'm pretty sure carcass will reject them saying the bone hierarchy doesn't match.
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Psyk0Sith's post in Model Lighting and Invisible Objects was marked as the answer
Alpha maps: do you see any error messages when you bring down the console (after loading the model)? It could be a shader issue, if you used any. Was the png file saved in the proper format?. Apply a texture without alpha to make sure everything shows up correctly, you need to isolate the problem by doing changes one at a time, you probably tried most of these but you never know.
Shading errors: the seams or shadow issues are caused by the split meshes, just like using different smoothing groups in max. JA doesn't support custom vertex normals done in max so that approach won't work. Try the options in assimilate called "smooth all surfaces" and "remove duplicate verts during compile", try one at a time and see if it helps.
The glm importer in max imports geometry based on UV splits, that is how most game engines work. It's a lot more obvious with engines that support normal mapping, but it's been this way for a while. So think of smooth all as using 1 smoothing group, while the other method is based on UV shells / manually split edges. So what you import doesn't matter, it's how you choose to smooth it that defines how it will look in the game, if you don't touch the mesh expect odd shading.