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Asgarath83

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  1. yes, i done: Ghoul 2 properties: name: md3shader shader: models/map_objects/abbey/alkhend is an object of soul reaver 1 drowned abbey, in that case. when i open md3 with MD3VIEW it told me "Null shader not found" it's like the shader and texture of model are set like "null" value.
  2. WOOOOOOOOOOOOOOOOOOOOW!!! NICE WORK! NICE WORK!
  3. @@mrwonko @@DT85 Well, they work, for works. I export by 3d max on 3ds format, import on blender 2.64, and exporting as md3 using md3 exporter of mrwonko. models have a different nbug now, but they work... the bug is: they are Black! all black! On md3, on gtk radiant, on jedi academy, misc_model and misc_model_static entity, too, the object is black, but the texture and the skinned had good setted. I apply with skin files on md3view, and when i reload md3 skinned and saved, md3 have the info of the texture. So that's is the good way. Only... my object are blacks. :\ Someone can help me with this last issue? I have tryied also that solution for my md3 trouble. mmm not work. on md3view, the model still white. if i use blender suite of mister wonko, md3 is textured and skinned, but is black and no show texture or lighting.
  4. EDIT: i downloaded blender 2.64 and install, with a lot of pain, the addon of mrwonko suite JA export \ import for blender 2.64. I need to thanks, @@mrwonko, because i found on youtube that's tutorial: for my luck, my models are already on triangled faced. i have export my balancelock md3 and md3view give me NO error of header size, so blender 2.64 and the md3 exporter work very fine!!! I need only to learn how to put the texture on the model on blender 2.64, and after i can fix all my md3. thanks very much! I not reach to find the properties of mesh for set the parameter like in that's video. .
  5. @@DT85. damn thanks for help anywhere. @@mrwonko: i can texture with blender, i think, but the model exported on blender are invisibile on radiant and JA, on md3view , they give me the error of header size, as i told, what mean thats error? O.o I think this error should be the key of my trouble. No matter with 3dmax, because my 3d max not take the texture in the model strings. i am forced to work on blender and apply texture with UVMAP editor of blender and after export to MD3, so i need a good version of blender and a good md3 exporter.
  6. I am making a little progress: - export balancelock on blender 248 with 3ds format, import, no error. - used UVImage editor for apply the correct texture to the model and save the edit. - exporting as md3. not error. - open with md3view and... md 3 error header size(1932) =! 108 What hell it mean? O.o can work however in the game?
  7. More doubts for future. O.o

    1. Show previous comments  3 more
    2. Asgarath83

      Asgarath83

      Ehm, what?? O.o Agenda21? No, i refear to the general decadence of valors and happiness of peoples i see every day in all my friends and ex friends. and at the mondial political, economic and ambiental situation, too.

    3. Onysfx

      Onysfx

      That's exactly what the NWO wants...depressed and powerless people.

    4. Asgarath83

      Asgarath83

      are they The Massonery that control the lobby like the Goldsucht, right?

       

  8. @@DT85 Uff, sorry, i was not understood. Here is the folder "def" contain all map_objects i need to use by Legacy of Kain Defiance Game, no one of they have the textures fixed and i not know wheni make the error. i suppose i make something wrong on 3d max, but i not know what. Please, see, if can you help me. :\ https://www.dropbox.com/s/ng6jbn4jqgppam4/def.zip
  9. I edit the first message how asked. Now i show you my problem. Let's we start with a Legacy of Kain Defiance artifact ripped by original game, fixed, scaled, and with the assigned material, that i have do as @ has suggests: me. https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-29%2022.08.01.png?w=AADdw3e0Wkmub82SHzplKwYPgIercKX-569CHB1jiStnsw How yu see i have changed the path of photometric file of bitmap of material into a generic "model" address https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.31.49.png?w=AACehxqQJHOqMkRwi68e2HOQWdIPFOQ8ap7SKHSNNjtAVw Exporting with Psykopat Md3 exporter plug in for 3d max 5. https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.32.24.png?w=AACgNTTybyhTUM63F3lUsE3SqWooTrXaPm0riPAxhmWjoQ Exporting parameters https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.32.55.png?w=AAC6tMIGIdoB-79zuj8inw24aZkSqNiEdry_GaRQTg-QYg Step 2: Md3view Opening file https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.34.22.png?w=AAA_FKQBbs-CEWf4p7WrAH6Fv_OP_F7P89EhactyKLRK7g How you can see , it's odd: white, with NO material\textured! >.< https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.34.36.png?w=AACWnB1eke6k_UpOAiTz3C0LRBaeFBRNx4NcDYU9nl66gw And so i load the skin file for texture it, again. https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.34.57.png?w=AACadOv2GdacoJw9SfFth-l-iyH-CB4bSlJxvk2hNTZoVA Texture applied, Uvmapping correct. Proceed so to save again for MD3 and GLM, like a saber building, and overwriting previous white no textured md3. https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.35.25.png?w=AACwXm4bN-zZKr5u7EZnqPAfaXFwONIuBrQiRm1KDvAetA The check of model info show the skin are correct applied on the mesh. https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.35.41.png?w=AADP_anwcp71roOo0Jx90plE0z3jM8ot-wHgl6rGtGoBjg Exporting the model into GLM and MD3 not give me any error. i use the mrwonko fixed md3 version. https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.36.12.png?w=AACWEfAG7GLABiOfQW5XYOG7zXZtNsxmKpKh3AHnqMPwFQ Next Step: On Gtkradiant 1.5.0 We can see something's wrong: the map_object model has NO texture (and is all correct, folder, texture address position, file position path etc etc) https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.37.50.png?w=AABze5rQlm_0wn271XAsjZP3Hf_RTj2VyKHoW_xJ0n_8_Q https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.37.59.png?w=AADxO4GFiEOHynSOllyxSX9Hybm3OVQLlSLNJZ1xUbJdXA Ingame: Kain of my Mod with Reaver of element Blood and the.... artefact no textured. https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.41.23.png?w=AADlAyBnrsWDo9jTBnLpJlJ5H9bNBEOyF8qvbFShYGZG-g Now, i should you another trouble: i wanna try with the second method: blender: i have a WONDERFUL map_object bulding called CDA : is a cathedral that i wanna use at end of my mod as outpost of vampires and wraith for protect the Pillars Restored. The building was maked by a my dear friend that spends weeks working on that. is very nice! https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.44.58.png?w=AAA-JMS6ur6Y6PUANJ_cJ_ltTuoWp34n7ItiyK0x8IP1Bw I export to md3 with quake md3 + shaders plug in for blender 2.48 https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.45.11.png?w=AADdg96esP3ugolOwRCJWM7lLcEpTPQkmPqKc9dFKWv8ug https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.46.17.png?w=AAB4Tofh-4SV1BXzxPmGc66We0LuvTOChamgdfZhhIpjjg https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.46.43.png?w=AAD2KgN0cyyGbWFxyDs-U-DPxSvfc1AweHzSv_HYAD3JHg https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.47.32.png?w=AADcsBGB96aU9qIIT3pveIoAJ1v7AoeR6nkgCd-OkoTQPQ and Now i wanna see on md3view and... https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.50.50.png?w=AAC83dBe1tbMidmigBtwuHWadBL3DEcDkb9xJBN4C9oZ0Q Bad header error. what the shame mean that? O.o https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.51.00.png?w=AABmqmrCtp1hNqssm2iqe45P9mP_kcXS58FrMrnS1rb4PA On radiant i put the building, but is not visible like the md3 created with 3d studio max: https://dl-web.dropbox.com/get/Screenshots/Screenshot%202013-11-30%2018.51.00.png?w=AABmqmrCtp1hNqssm2iqe45P9mP_kcXS58FrMrnS1rb4PA Show only the origin. I noticed a last thing: i have imported the CDA by blender to max with the glm format as middleway (the unique that not give me trouble of conversion and reading) but when i export by 3d max to md3view the building, and also, the md3 in general with a large amount of mesh or a large vertical size, they be deformed, in the case of cda, i can see on Md3view the white building with not text (the same problem of the artifact). Also i see the building after i texturing and... lol, the tower are INSIDE the ground, some mesh are splitted and in an wrong location, the building is correct, but little deformed. So, if i use blender (and i need to re-learn how to set material and texture on blender because after years i do a work about that for creating some magical gems for replace item of JA for weapons, i forbidden how texture the models with blender for JA.) i get the header size error. If i use 3d max, i getted malformed and no textured models. i have done hundred and hundred of models, and they are all saved on 3d max project, if i work on they with blender, first i need to export en mass. are models of soul reaver, soul reaver 2, blood omen 2 and defiance. I passed weeks of works for ripped, and scaled, and fix, and rotate, and make usable for JA. so it's a huge disaster. I not understand what i need to do know. There was a time, many yeatrs ago, 5 years ago, when i make the md3 of some magic gems, i remenber i used blender 2.48, textured fines, not got the header error, and the gems are agains in the game of my mod as artifacts for get power of element. grab an elemental gem, for shoot an element, that's is the idea. Well, now, i have that trouble. :| Help!!! EDIT: i wanna specify a thing: the skinning of md3 with not rtextures, white and unskinned on MD3 not work only for md3 export \ overwrite of model for GLM work: if i make a saber, the saber use GLM, so i not have any texture trouble, my trouble is ONLY with the damned MD3 format. I suppose there is not a way for using on radiant GLM for the map object, right? It's the easer way. and for deforming trouble of big md3 mesh, i can fix splitting the building in multiple md3 files, like a puzzled, that can be assembleb on radiant. So any suggestion? the 3dmax models are better of blender model for what i see, with less bug and error. S imply they have not the textures. :\
  10. I know that exist.... just now. O.o Sorry i cannot help. I have no idea of what can do. Maybe is some cutted type of item, like the WP_Jawa
  11. Hello, for my Legacy of Kain mod i have some... hundreds of map_object md3 model that i can use, also for building. My trouble is very big: i have make the models with 3d studio max 5, and i export using Psykopat md3 export plug in for max. When i use md3view for open md3 model,. they are white and without texture. so i texturre with skin file and save again into md3 for overwrite the not material \ textured file. but when i re open the model with md3view, it's already white and with not texture! yu can see the trouble on the screenshot of the previous thread i do for thatproblem. i not have 3d max 2010 and i have blender 2.48 and blender 2.62, too. I tried to export the model by max to blender and after i export by blender 2.48 with my quake 3 export (md3+shaders plug in export) but it told me an erorr called "header size < of "numeric value" . what hell mean it? I had tryed to putted my md3 model in a map, in radiant, i see the model not textured, with shader not found, in the game, also with models, skin and texture in the correct game address, i see white and grey, with no shadering and texturing. How can i resolve that problem? How can i texture in the more quickly and efficient mod without becom crazy my custom md3 objects? O.o I need to use 3d max or blender for exporting? How can i assign in the exactly way the path and texture to the meshes of model? O.o thanks for everyone help me. i have that trouble by a lot of months, i leaving forn doing efx for my mod, and before begin with coding i need to resolve that's isssue and ending my efx. So if anyone can help me to make a working md3 textured and shadering model to the game, someone can told me how can i do?
  12. @AshuraDX Old psds? O.o Well, I will ask to him after model is end. Thanks for answer!
  13. Kain in defiance was more.... strong and large in the body. But for other... is PERFECT! i am making a mod and total conversion about legacy of kain for making The Dark Prophecy cutted game of eidos, the missing end of defiance. and i need just a model of Kain. i have already the reaver but my kain model is ripped by 3drepaer by defiance rooted and textures. i cannot do all models of nosgoth mnonster and character by zero for JA, but almost for kain and raziel i prefear to use JA models. @@AshuraDX , Can i use your model? Where can i download? Need just a body little more.... ehm, strong. XD too much thin, the true Kain is very scarry and with a body more massive.
  14. Also you can use fraps and extract the audio trace with music disabled ingame with goldwave or audacity. I do that for rip legacy of kain sound of many weapons and spell there are not possible to extract by the OGG files of soul reaver 2 and blood omen 2, or mul files of defiance.ù The skin is wonderful!!
  15. I simply suggest to use the player noclip shader with the kyle katarn body marked as diviet. And create a brush around the lamp that avoid to player to collide with lamp when jump
  16. If i can avoid to use kain and raziel original model shoul be better. So if someone can do the models for jedi academy at level of deteaiol of defiance shoul be really a big help. Other NPCs of lok... welll, they are ripped. so i cannot host the ended mod on JKHUB site after i end. but remalke all NPC of Blood omen 2, soul reaver 2 and defiance is pratically impossible and huge works. too many models and animation. So i use the ripped and rooted model of game weighted for JA with the skeleton. :\ Almost Kain and Raziel non original, maybe would be better, yes. :\ but the Kain_RAZIELXIII pack have models ... mmm, they are not much detailed. Kain have not the mouth movement and jaw weight... i wanna something of better. I have the soul reaver and i make alsoi the wraith elemental reavers. I am ending just now the efx of States pillars. hug, bleah, puah! Acid explosion of Font of Putrescensce spell. LOL.
  17. The Otana! My prefear starship of Star wars Xwing alliance! I passed years to fly as Ace Azzameen Should be wounderful to see as a good vehicle on JA.
  18. with open JK possible to set the damage weapon with dmg, altdmg, splashdamage and altsplashdamage in weapons.dat. Make the lightwhip is hard. need to animate the model, is very hard and need to encode a new kind of lighjt saber that support that0's animation. :\ The shield regeneration also, need to be coded. For shield and saber on left is not a problem, i have a character in my mod that use a mace in right hand and a sword in the left hand, need only the same mechanism. is a thing that can be done by NPC file and playermodel cheat.
  19. 1. A lightshield carried in the arm opposite to the lightsaber, present in the majority of Force users and rising press the right mouse button, you would protect front impact of any projectile. ----------------------------------------------------------------------------------------------------------------------------------------------------------- Well, for that is sufficient make a special claw saber in a bolttowristh with special shader and an highest parrybonus and lockbonus. ---------------------------------------------------------------------------------------------------------------------------------------------------------- 2. The shield would psychokinesis, auto-regenerative and it would be present in all Force users. ----------------------------------------------------------------------------------------------------------------------------------------------- I not known if is possible to make an autoregenerative saber, but for psychokinesis, what yu mean? is throwable like a saber? ---------------------------------------------------------------------------------------------------------------------------------------------------- 3. A lightwhip both the player and some enemies. explain better, please. ------------------------------------------------------------------------------------------------------------------------------------------------ 4. A grapple hook boththe player and some enemies. ----------------------------------------------------------------------------------------------------------------------------------------------- a grapple hook for SP shoul be a good idea. ------------------------------------------------------------------------------------------------------------------------------------------------- 5. Make the most of the gunners with heavy weapons, but only Force users would be challenging for the player, because I think that in general the Force users have to be more powerful than non-Force users. ---------------------------------------------------------------------------------------------------------------------------------------------------- If the shooter ignore the player, why they exist to do? O.o The heavy weapons are easily possibles. Look, need to alterate the source just for the grapple hook, but for the other, is simply modding. i not understand the autorecharge shield, yuj mean an arm shield with a bar of energy on HUD and self recharging of bar? Yes, it need really the coding. Is a work of medium hard coding on the HUD codes files. is not much easy and need people with the competences. Yu may ask some delucidation to @@eezstreet, @@ensiform, @Razor and other programmers.
  20. Ahahahaahah!!! Nice Realizzation!!!!! Too cool!
  21. Sorry, folks. i need to do a day hospital recover for same bad heal problem. See ya soon, i hope. Bye.
  22. Should be an interessing thing for making another fun video like noghri video
  23. Ok i will do and i will inform you for news. i have already downloaded it. i suppose i need to follow your tutorial. Damn, i need to reexport all my objects :\
  24. I open my ventshaft.md3 https://www.dropbox.com/s/lx54xb927hfczyq/Screenshot%202013-11-18%2013.27.04.png Here is textured by skin file. https://www.dropbox.com/s/6p2xcs202au84k1/Screenshot%202013-11-18%2013.27.16.png Overwriting the old untextured ventshaft not get me any error. Here there are the parameter of textures: how yu can see they are applied correctly. https://www.dropbox.com/s/vycmuqy8fgycnyu/Screenshot%202013-11-18%2013.27.39.png I reopen the file https://www.dropbox.com/s/b824dpo23tuevow/Screenshot%202013-11-18%2013.27.56.png and... is not already textured! Is like first time! If i import into a map, i see the object with grey and white boxes! https://www.dropbox.com/s/grrnc186vij89rg/Screenshot%202013-11-18%2013.28.14.png
  25. Is possible to download this campaign? I wanna try. Oh... LOL! Now i understand why yu have an avatar so strange and funny. XD i see the duck model!!! LOL, is so funny that can be used like easter egg in some mod. O.o Really, is TOO FUNNY! ROFTL Yu are a genius, friend. .
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