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Maui

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  1. Introduction: Hey there, I'm Maui and I love to learn new skills. That's why I learned how to do frankenstein modelling with Blender using the Jedi Academy Plugin Suite originally made by Mr Wonko. I made video's in the past but these are pretty much irrelevant now because I developed an addon which will make everything alot effortless and indirect cost less time to do so. Requirements: Modview -> http://jkhub.org/files/file/90-modview/ Pakscape -> https://jkhub.org/files/file/89-pakscape/ Blender -> https://blender.org Jedi Academy Plugin Suite updated by @Cagelight https://github.com/cagelight/jedi-academy-blender-suite Skeleton Tool -> https://github.com/Mauii/skeleton_tool What you'll learn: Frankenstein modelling How to use "Skeleton Tool" Proper way of naming your objects NOTE: This tutorial is written as a follow-along project. A video is made to show you the process as I've written it down. The video has been recorded without sound, so put on your best modelling music, and enjoy! STAFF NOTE: Video is still down, here's a different tutorial that covers this topic instead until/if Maui's video comes back. BACKUP VIDEOS (One | Two) Download Everything Download everything mentioned above in the Requirements section. Place everything on desktop (relocate wherever you can easily find it when needed). Prepare Directory Add models/players/ Go to your JKA installation and navigate to gamedata/base. Add new directory -> name it models and open it. Add new directory -> name it players and open it. Add _humanoid Go to your base folder and open assets1.pk3 -> do not close this. Navigate through the following path -> models/players. Click and drag _humanoid into base/models/players. Add models Go back to assets1.pk3. Click and drag Desann and Rodian into models/players. Prepare Blender Install required addons Open your file explorer (windows 10 shortcut: windows button + e). In the navigation bar -> %appdata%. Navigate to Blender Foundation\Blender\2.91\scripts\addons. On my end it looks like C:\Users\Kenny\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons. Click and drag (or copy/paste whatever method you prefer) jediacademy and skeleton_root into script\addons. Enable required addons Open Blender. Go to Edit -> Preferences -> Addons. Click on All and select User. Make sure the addons are enabled by ticking the checkbox. On the left bottom corner, press on the triple-striped icon and select Save Preferences. Further Steps Import primary model In Blender, click on File->Import->.glm. Navigate to gamedata/base/models/players. Open Desann and click on model.glm, import it. Delete stuff we want to replace Hold Z and with your mouse, hover over Wireframe and release the button again. If you haven't got the same view as the first image, try to press ALT+Z this enables/disables the function X-Ray. Select the parts from the head we want by pressing B (box select) and drag everything we need (no need to hold shift. Box select will keep everything select even when you make new selections. What we do now, is delete every part we want to use from another model. -> Click on the object and press X and press D to confirm. (it might look strange on your screen but it'll be better soon) Hold Z and select Material Preview to show the textures again. Import salvage model Now do the previous steps from Import primary model and import Rodian. Time to use my addon Parent Objects/Tags To start fixing stuff, we select a random object in Blender (3d view) by using our left mousebutton. Make sure you have the same screen as I have here: Click on Clean Hierarchy. This will delete every object with atleast .001 in its name. This means that there are objects with the same name, and we don't want that. (this might take a small moment) After that's done, click on Parent Objects/Tags. You might or might not get errors, depending on the models you're using. always make sure the Naming Convention is followed. If you have an object called helmet_0. Rename it to head_helmet_0. -> Do so by doubleclicking the object's name in the hierarchy list (above the Property panel) or in the Object Property panel as shown in the picture above (head_fins_2 is visible) You'll notice that (if all went right) the hierarchy list appears to be ordened. Create model_default.skin file Press on the Folder icon and navigate to base/models/players again and add a new directory and give it a name you want, I gonna name mine Desodian. DESann / rODIAN, get it?? ... yes?... anyways.. let's move on. Click on the folder you've just made and press Accept, you got a chance you'll have to click Accept again. Now press Create Skin and voila. You're done... or so you'd think. We still have to check whether our model works or not, this will be done in the next chapter. Control model in modview Go to your newly created folder in file explorer and right click model.glm Select Properties and click on Change (or adjust, whatever the english windows shows you) Navigate to modview.exe with whatever means you require. Click it, apply and confirm. Now double click on model.glm and modview should open. You'll now see 2 warnings: Shader blablabla.. click Ok. Caps, Stormtrooper blablabla.. click No. Well done, your model is ready to use. If you want to learn more about other things you can do with it now, have a feast and enjoy the tutorials made by other wonderful people. Thank you I hope you've learned something out of this tutorial, if you do please let me know in the comments below. If there's something unclear to you or isn't working as you hoped it would, don't hesitate to contact me by either using the comments section or send me a PM. I prefer the comment section so other people can use your question (+ solution) aswell. Thank you for reading and following along with this tutorial. I hope it went flawless for you, and again.. if it wasn't the case don't hesitate to call for help!
  2. I used seta disable_item_ysalimari 0 to enable the ysalamari
  3. I found the issue. The item disable also has a ysalamari setting. Added that into the .cfg and put a 0 behind it. Now it works
  4. Hey, I added an ysalamari that works as an admin key as you described here. But in our server, the ysalamari is not visible. If I devmap it, it shows up. Any idea what influences this? Do I need a cvar for this?
  5. I don't see any option for that in there
  6. Hello readers, I'm currently facing a weird issue with map modding / server management. I'm using my old map mod (ffa3 with teleports and a few ysalamari) but it has the issue that the ysalamari aren't spawning in the server. But when I do devmap mp/ffa3 while the pk3 is in my base, it's working as it should. Is there something I might be overseeing?
  7. Make sure to install the latest version, which can be found on my github.
  8. ADDON COMPLETELY CHANGED No longer creates tags (alternative way is prepared for you, read my tutorial for more information) or apply armatures for you. No longer need to select LOD level, just press Parent and it will parent everything for you. Naming convention is a MUST. -> helmet has to become head_helmet, else it'll throw you an error. Updated file found in github (see description above)
  9. Addon currently not functioning as intended. EDIT: Please refer to my github to download the latest version. This one will be used in future tutorials.
  10. Exactly. The correct hierarchy is optained by using this addon. It's not only efficient but also saving a shit ton of time.
  11. Upload the latest version (v1.1), this can be considered as final. Added new features and improved the ones it already had. Full description added aswell, I hope this works for all of you. Enjoy!
  12. What it does: It loops through all the objects in the scene and makes sure all objects are parented correctly. legs -> hips torso -> hips l_hand -> l_arm -> torso head -> torso It also give you the opportunity to use custom objects, so when you got an armor piece, you name it l_arm_armorpiece or whatever it's called, and then it'll be parented onto the arm. Atm I'm working on a Tag Creator
  13. Please let me know what you think of it afteryou tried it. Thank you!
  14. 159 downloads

    Blender Version: 2.91 (most likely compatible with earlier versions that use atleast Python 3.0) Features / What it can do: Parent Objects/Tags Clean Hierarchy -> Usage explained in tutorial Folder Browser Create Skin -> model_default.skin Please visit my Github to download the latest version since the download link has one of the first releases. Using Github allows me to instantly update the addon when needed. Current uploaded picture is showing one of the very first releases. Download from Github: https://github.com/Mauii/skeleton_tool Credits I recently began learning Python along using the Blender API thanks to @Milamber. I'd like to thank you for giving me this idea and support on every other way.
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