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TheWhitePhoenix

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Posts posted by TheWhitePhoenix

  1. 1 hour ago, Colonel Birdstrong said:

    Ohhh, that one! I don't have any plans to do any Zero Suit Samus models since the one we already have seems good enough, but that version of her Zero Suit has always been great. I'm pretty partial to the orange Zero Mission version myself.

    The orange Zero Mission one is a close second for me, honestly. I would love to see the model you did of Zero Suit Samus already. ^_^

  2. 2 hours ago, Colonel Birdstrong said:

    I use this site quote often! Though usually I prefer to use models I rip myself, like Marth and Robin. Brawl, Smash 4, and Ultimate are all really easy to get models from, thankfully.

    I don't have the Fusion Suit, but I have her Varia Suit from Metroid Prime that I'll be uploading sometime, along with Smash Ultimate Ridley!

     

      Hide contents

    spacer.png

     

    Ah! That's indeed badass as this game is DESPERATE for a new model of her varia suit, and the Prime model is the PERFECT cannidate. But what I was talking about was Zero Suit Samus in THIS costume. Note: The picture is of a texture mod variant for Smash 4/U, as the original is blue with yellow on the heels and armbands.58cd61036cf46.jpg

    Smoo likes this
  3. 6 minutes ago, Pahricida said:

    that tutorial is for an older version of blender though. I installed the plugin suite but I'm not sure it's all there.

     

    spacer.png

    2.8 has a completely different system on how it's installed. Fortunately, you can install earlier Blender versions to use too.

  4. 25 minutes ago, Pahricida said:

    I was told both Max and Blender have options to import .glm with functioning weighting so that will be a nice way to start again. I hated working with carcass so I might try out Blender

    If you wish to get started with Blender, have some tutorial videos done by the user Maui. Helped me out greatly in the past with learning how to Frankenstein. ?
    https://www.youtube.com/playlist?list=PLZpCZE32qt3FzHJETfTZlcGehsG7xGLH8

  5. 2 hours ago, jedi21 said:

    I finally managed to get everything in its proper place and dual sabers are now functional. Swings, taunts and kata work as intended without any weird bugs. However, the bad news is the texture issue from my first post has reared its ugly head again. This model is a heck of a lot more temperamental than I expected. Any ideas how I might go about fixing the glitchy robes?

    spacer.png

     

    Oddly enough, the model looks totally fine in ModView and animates without any texture issues whatsoever. The problem only seems to occur in-game regardless of map, gamemode, etc.

    spacer.png

    One word: Shaders. In Modview, they appear fine because if you go into view, there's an option to see textures double sided. Turn that off, and you will see a glaring difference in what appears to be a normal model.

  6. 10 hours ago, darthvader042 said:

    whenever i try to load the mod with the launcher for the mod i get this error

     

    OpenJK: v1.0.1.1 win_msvc-x86 Mar  1 2017
    Initialising zone memory .....
    ----- FS_Startup -----
    Current search path:
    C:\Users\lucas\OneDrive\Documents\My Games\OpenJK\MD2
    .\MD2\r_saber-blocking-addon.pk3 (175 files)
    .\MD2\r_pausemenuupdate.pk3 (21 files)
    .\MD2\r_newchallenges.pk3 (93 files)
    .\MD2\r_lqmenuscreens.pk3 (102 files)
    .\MD2\MD_Weapons.pk3 (1118 files)
    .\MD2\MD_RotE-Extras.pk3 (482 files)
    .\MD2\MD_PreqModels.pk3 (7067 files)
    .\MD2\MD_OTSeqModels.pk3 (2712 files)
    .\MD2\MD_Hilts.pk3 (760 files)
    .\MD2\MD_Ep3Missions.pk3 (1920 files)
    .\MD2\MD_Ep2Missions.pk3 (858 files)
    .\MD2\MD_Ep1Missions.pk3 (584 files)
    .\MD2\MD_DuelMaps.pk3 (1851 files)
    .\MD2\MD_Assets.pk3 (2021 files)
    .\MD2
    C:\Users\lucas\OneDrive\Documents\My Games\OpenJK\base
    .\base\assets3.pk3 (16 files)
    .\base\assets2.pk3 (62 files)
    .\base\assets1.pk3 (8320 files)
    .\base\assets0.pk3 (15346 files)
    .\base

    ----------------------
    43508 files in pk3 files
    execing default.cfg
    execing openjk_sp.cfg
    execing autoexec_sp.cfg
    Running Jedi Academy Mode
    ----- Client Initialization -----
    ----- Initializing Renderer ----
    Trying to load "rdsp-vanilla_x86.dll" from "."...
    -------------------------------
    ----- Client Initialization Complete -----
    --- Common Initialization Complete ---
    SDL using driver "windows"
    Initializing display
    Display aspect: 1.778
    ...setting mode 4: 800 600
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '960x540 1280x720 1366x768 1600x900 1920x1080 1360x768 1280x768 320x200 640x400 1280x800 1440x900 1680x1050 1280x600 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1280x1024'
    Initializing OpenGL extensions
    ...no supported texture compression method found
    .....ignoring texture compression
    ...using GL_EXT_texture_env_add
    ...GL_EXT_texture_filter_anisotropic not found
    ...using GL_EXT_texture_edge_clamp
    ...using GL_ARB_multitexture
    ...GL_EXT_compiled_vertex_array not found
    ...GL_NV_register_combiners not found
    ...GL_ARB_vertex_program not found
    ...GL_ARB_fragment_program not found

    GL_VENDOR: SciTech Software, Inc.
    GL_RENDERER: GLDirect 5.0 x86 (Dec 10 2007 21:11:41)
    GL_VERSION: 1.1 Mesa 6.0
    GL_EXT_texture_env_add GL_ARB_multitexture 
    GL_MAX_TEXTURE_SIZE: 4096
    GL_MAX_ACTIVE_TEXTURES_ARB: 2

    PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
    MODE: 4, 800 x 600 fullscreen hz:N/A
    GAMMA: hardware w/ 0 overbright bits
    rendering primitives: multiple glArrayElement
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    picmip: 3
    texture bits: 32
    lightmap texture bits: 0
    multitexture: enabled
    compiled vertex arrays: disabled
    texenv add: enabled
    compressed textures: disabled
    compressed lightmaps: disabled
    texture compression method: None
    anisotropic filtering: disabled  Dynamic Glow: disabled

    ------- sound initialization -------
    SDL_Init( SDL_INIT_AUDIO )... OK
    SDL audio driver is "xaudio2".
    SDL_AudioSpec:
      Format:   AUDIO_S16LSB
      Freq:     44100
      Samples:  1024
      Channels: 2
    Starting SDL audio callback...
    SDL audio initialized.
    ^3WARNING: Couldn't parse item keyword 'rey_darkfold_ep9' Line #451 of File 'ui/saber.menu'
    ^3WARNING: Couldn't parse menu keyword rey_darkfold_ep9 as itemDef Line #451 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_SAESSEE' Line #452 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'saesee' Line #452 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_SHAAK' Line #453 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'shaak' Line #453 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_STALKER' Line #454 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'sith_stalker' Line #454 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_STARKILLER' Line #455 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'starkiller' Line #455 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_TAVION' Line #456 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'tavion' Line #456 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_YARAEL' Line #457 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'yarael' Line #457 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_YODA' Line #458 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'yoda2' Line #458 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword '@SAB_YUN' Line #459 of File 'ui/saber.menu'
    ^3WARNING: Invalid keyword 'yun' Line #459 of File 'ui/saber.menu'
    ^3WARNING: Couldn't find image for shader models/players/darthmaul/caps.tga
    animfile[0]: models/players/_humanoid_jka
    animfile[1]: models/players/_humanoid_gon
    animfile[2]: models/players/_humanoid_maul
    animfile[3]: models/players/_humanoid_obi
    ----- CL_Shutdown -----
    Closing SDL audio device...
    SDL audio device shut down.
    -----------------------
    UI_ParseAnimFileSet: 4 == MAX_ANIM_FILES == 4

    Did you launch it through JASP.exe...? If so, launch it through MovieDuels.exe. The default JASP will N-O-T work with the mod.

  7. 23 hours ago, Grillsen said:

    thanks for the help. I was hoping that there was a way to use sfx sabers outside of jka enhanced but I guess not

    *cough* Knights of the Force *cough* Movie Duels Remastered. But yeah, JKA Enhanced was the progenitor of SFX sabers in Single Player. So give it a try. 

  8. Okay, so it turns out all this time, THE ANSWER WAS RIGHT UNDER MY NOSE!

    With KOTF and MDR, you need to type in an extra few commands to get Animation Menu to work with NPCs. In KOTF and MDR, you need to type it like this:

    npc spawn <npc> <npc side> <npc name> as opposed to in default and JKA Enhanced where it's just npc spawn <npc> <npc name>.

    The sides are: light_side, light_side_follow, dark_side, dark_side_follow, neutral_side, free_side

    The sides only matter and work if you use Animation Menu in KOTF. MDR uses the same code as KOTF, hence why it has to be there in MDR to at least spawn the npc if you want to use Animation Menu with it.

    Sapo San really helped me with that and I'm glad I found out late than never that was the case. :D

    And for CamSP, you can always initiate it via console if binding it to a button crashes your game.

    Circa and Noodle like this
  9. Okay, there may be a lead now as KOTF gave me this message when I was testing CamSP and tried to initiate it in the console rather than the button I binded it too:

    "Client Command Overflow"

    Adendum: It seems that initiating CamSP via console doesn't also crash as much in MDR and KOTF compared to the button binding. 

    As for the Animationmenu, I think the reason why the NPC doesn't do the animations is because KOTF and MDR aren't registering the names I spawn them with.

    https://jkhub.org/images/07a8ccfa641175ab1393346d0577bd5d.png

  10. If you're referring to a build on builds.openjk.org, those are nightly automatic builds. They will build every day, despite any new commits. I don't think anything has been changed in OpenJK for over a year.

     

    So any hardcore changes haven't been happening for a year, but the auto builds are pretty much refined. Is that correct, Circa?

     

    @@Linken & @@General Howard I thought I would tag you guys in here too since you are prominent members in the mods in question.

    General Howard likes this
  11. Did you try with just pure OpenJK as well? Not that any development is happening on OpenJK right now, but figured that should be part of the troubleshooting so the mod developers can cover all their bases.

     

    I will do that just to see if it works. And funny enough, a build was released YESTERDAY (the 12th) but that just may be refining things.

     

    Addendum: Okay, so pure OpenJK works with it as I jumped in and used it without issues. Though it is strange that Movie Duels Remastered and KOTF 2.1 aren't working with the builds in question.

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