-
Posts
2,046 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Langerd
-
-
E-11 Standalone project (To be featured later in WeaponsHD)
Langerd replied to Rooxon's topic in WIPs, Teasers & Releases
OuO cant wait ! -
Blender hilt export error? - Traceback script error
Langerd replied to Hashira's topic in Modding Assistance
@ wait.. whaa??? I made a lot of models and i exported them as the md3 - i didnt split the edges because exporter ALWAYS exported the model for me. For making weapons you must delete all ghoul properties and in the object data just simply add a table called - md3shader and below add path to the texture. Also models need to be made of triangles. That is why Your model was invisible. Also check normals because many times it is an issue. Mrwonko made tutorial on Youtube how to export hilt. I made a lot of the md3s and i used seams .. not edge sharp and it always worked fine -
-
Blender hilt export error? - Traceback script error
Langerd replied to Hashira's topic in Modding Assistance
@ Dont export as the glm file but as the md3. Download md3viewer and open your model in md3 format and export it as the glm. Blender supports glm only for player models -
I would love to see Hoth map where we assault the echo base as snowtrooper. For Episode 4 i suggest scout trooper mission (two scout troopers were sent on Yavin planet to find the massassi temple but they were attacked while scouting
-
-
My animation skeleton is screwed up after exporting...
Langerd replied to Langerd's topic in Modding Assistance
IT WORKS!!! YEAAH!!!! To fix this issue first! You must do what Ramikad said :3 - I take it you exported the animations .gla with gla reference to the original skeleton, models/players/_humanoid/_humanoid It is right in the exporting.. I just simply add path to the _humanoid.gla and it took all origins, bones and all stuff and it worked ^^ Many Thanks @@Ramikad dunno which post i should select as the anser though O.o -
My animation skeleton is screwed up after exporting...
Langerd replied to Langerd's topic in Modding Assistance
Maybe i will upload the animations for You to check.. i slrsy dont know how to make it work.... -
My animation skeleton is screwed up after exporting...
Langerd replied to Langerd's topic in Modding Assistance
But look at the bone origins in the modview.. They look normally // In blender player model is moving 100% nicely... but in the modview and in the game everything is screwed up... -
My animation skeleton is screwed up after exporting...
Langerd replied to Langerd's topic in Modding Assistance
EDIT: I imported the original _humanoid with range 5 frame of animation... I exported it .. SAME THING!!! My exporter is broken or what??? -
Well .. i was making animations.. everything was fine and i hit export.. for watching it in the modview i just placed it in the _humanoid folder to make modview use animations from my skeleton.. but... when i loaded the model.. It looks like this: I want to check the bones but everything seems to be fine? But some of them are not but the weird thing is that .. origins of the arm bones are in the right place.. but model doesnt give a damn about it.. The only one animation that works fine is the animation called root... but rest of them are completely screwed up.. In the Blender everything seems to be fine.. I made animations even changed animations for vader and everything worked fine.. Here is the skeleton_root... Hee... Srlsy I was making last animations for my Cloudy map and i am soooo pissed that it doesnt work..
-
WOW!!! Who is he? He has rly cool outfit! :3 And model is rly nice! Good Job!
-
[Request] Original Anakin Skywalker (Episode VI)
Langerd replied to Lancelot's topic in Mod Requests & Suggestions
This is not funny.. this is sad T___T Not sure about that model.. i think the shape of his head is wrong and even good skin texture work will not give the effect :/ -
@@Grab You can make screenshot of your map in gtkradiant from the top. Someone will show You how to make hint brushes. Your map plan looks kinda simple. .. for Multiplayer maps optimalization is he key.. because for the multiplayer there are also issues such as lags or weak server host... and map can look awesome and ebautiful but it will be.. unplayable
-
@@AshuraDX .. Can i use this Hud for my Vader modification and change colors a little bit?
-
Movie and jk2 atmoshpere! I like it!
-
@minilogoguy18 might be right. Show us the hierarchy in Blender and also .. open the blender and import the model WITH animations and check how it looks. Sometimes animation in the program are diffrent after exporting the model
-
But You checked it in the gla file ? with Hex editor? You can also share the model to us to check everything
-
Hmm.. i think i found the issue.. what exaclty the motion bone do? EDIT: FIXED !!! AHAHAH .. the issue was the motion bone. I looked at the bone angles in the modview.. the running had diffrent motion bone angle than in the walking.. and i made changed animation for Vader to not make him run but he walks but faster. Now it is fixed ^^
-
https://www.youtube.com/watch?v=_BRktFlP5sI Check this simple tutorial.. It will show You how small maps should look and maybe it will show You how skybox are working. You dont need to show the sky with brushes! Skybox shader is special shader that makes the distance automaticlly. Map shouldnt be one big box. You should make smaller. It should be not a big box but a grid of smaller ones - Of course sometimes boxes are big as hell like in the sp map with the rancor. It is very large area but it is like this to show big strong mountains .. to make a depth to the map. But there is no need to make places where player cant be or cant look right? And this is important not only because we dont want to player see these places in the map but we also dont want a drop of fps and lags in the game. The game should render for us only the things that we see - not the entire map.
-
@@Ramikad AAAAaa.. sry i had some problems with the internet lately D: Check in the modview how everything is going, When exporting the glm file You can change paths of the skeleton. If skeleton is new the name is not a problem.. If You copied the x-wing skeleton and put it in the other folder and called it diffrently.. There is the stupid path in the gla file... And even if Your skeleton is in the other folder than original and it is renamed -it uses the original file instead.. To fix this supid thing you just need to download hex editor and change the path. How animations works in the modview?
-
- 4 comments
-
- Episode 7
- Star Wars Related
-
(and 1 more)
Tagged with:
-
hmm.... shaderlist? Or maybe wrong shader with the compile. Did You sent to Magsul a map file or BSP file?
-
@@Grab hmm... The shader of Lava has deform vertexes line in the shader? Its rly make laggy effect on the maps. Also I recommend to use some hints brushes: http://www.quake3world.com/forum/viewtopic.php?t=3620 Here is some tutorial for You Keep going on Your works! They are rly impressive