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Everything posted by Langerd
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Tryin make playermodel in blender... didnt work
Langerd replied to Langerd's topic in Modding Assistance
Yep but still i have some problems with that. I don know how to add the tags and how to make this textures work - this is the main problem. -
Ok ... well i tried. Every time an error that it cant find a vertex in export. I dont know many things about making a playermodel too. Pls link me download able link for some program : not Blender because there is no tutorial for player model. I wanted to download other programs but for some reason the links were dead or the file weight 0kb. And i remember that we need the old version. If Someone have a full old program, skeleton to put into it , tags and other stuff pls add dropbox link or something... I would be very grateful
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If think that talking about prted models is a risk. We should make a tag a shortname from ,,ported" in our forums. - ,,trop" or something. Because talking about ported models is still a little illegal. The word ,,PORT" should be banned on our site. We should create our slang language on the forums.
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When You have a model in 3rd person You name it - *mymodelsname*_w ( the _w is probably short of weapon) and this is glm But 1st person model of the weapon is MD3 and You call it normally - *mymodelsname* In this model you add two tags tag_flash - the muzzle_flash effect comes from this and shot of the weapon tag_weapon - the place of the apperence of this MD3 If You want it to have more than 1000verts which is total you can add a barrels models But if You want to change the one of the default weapons you should check how it looks in the original weapons because the resault of your work will be not as You planned.
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@@IrocJeff - do you have list of options that we can put in the script for npc ?
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JKHub Exclusive Star Wars: Vader's Meditation Chamber
Langerd commented on Daedra's file in Mixed Gametypes
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Pretty sure it is hard coded D: . It is part of the game but it also a function of npc itself.
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The class of the npc is important too. Class jan and lando shots faster than stormtrooper i think (but it give the undisarmable bonus). The other shooting classes change their fire speed that depends on the game difficulty settings. In npc file ... no. You can only set fire distance . If you want npc that shoots faster or it using alt fire - use script.
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Is there anything You made by Yourself? Every model looks like port . I am immpresed that MODDB is still active with a lot of ported illegal stuff.
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Well we all know how much it sucks in Jk3... The bodies are like wet paper sheets. :/ Is there anyone who was working with this or already fixed it?
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He he ^^ Thanks for that!
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Hmm i think You should rig it the same way as the minecraft Steve model. He is blocky and big but it was well made (or ported but i think it was made from scratch). In Jka it works nice: But now i see he has a arms a little to the middle of his body :/
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Hejo kolejny Polak
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In blender you can open glm and export UV layout - this grid that You want. It is very helpful to know which texture of the face we are editing in our model.
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But DON'T edit original assets!
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The crap with her is that they probably forget to change her model. On Hoth she was in her armor but in I made it!!! @CID Listen. If You have a pk3 file in your base that is working in JKA open that rar and create folder ext_data- in that folder create folder called npcs and put there alora.npc file that you want. It should work because You are 100% that the game read this pk3.
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Kinda sculpture art here! I like it
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Well i try it too and it doesnt work. It is something not right with the npc file of her.
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Well i can proof that misc_model worked with MD3 which is created of above 3000 verts. I was thinking about the same but yesterday changed my point of view
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Ok to begin with I convertet for Spc_chaos_1 Left4dead model of airport car ( http://jkhub.org/topic/5483-help-me/ ) and i thought - over 3000 verts for misc_model is kinda diffrent than 1000 and it is immposible to work. I know that some models in JKA itslef have over 1000 verts. BUT HOW THE HELL?!?! The model from new generation of gaming ( ok now we have UE4 but valve made the Left4dead not long ago) works fine in the older game???? What is the limit of Misc_model ( Misc_model_static doesnt work with this... the limit for it is our symbolic number 1000 verts) how the hell it works?!? Is there a random limit or limit in the map compiler? I was so confused about it ( today i will convert model above 5000 verts and check it would work) sry for big text
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Artus mine in Jk2 has stormy wheather with asteroids falling from the sky
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Rly? Hmm i dont know how to fix it thought :S
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lol ... Listen i dont have time today and in this week D: So i cant make promises Ok? And this texture issue is rly immposible to change ... I would have to select all faces that is to the textures and create it as the another part of the model which is time consuming VERY time consuming work.