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Showing results for tags 'modeling'.
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Hello there, I'm not very active on this forum, but I've been following it for a long time, and from time to time I do some skinning and frankensteining of my own, but just for personal use. I am not that talented. I wanted to make a character from my fan fiction, and as a base I decided to take the Jedi torso, the human_merc head(s), the weequay armour, and the snowtroopers legs. I managed to get everything working (see pic 1), but one thing eludes me. Pic 1: Model in Modview (before separation of the kneecaps): https://ibb.co/kvd9cc The hips_armor surface on the snowtrooper legs contains knee caps, as well as 'crotch cap' and several bags around the waist. Since I'm actually mainly interested in the knee caps, I wondered if I could separate them from the rest. So I took them apart in blender by selecting only the knee caps (in edit mode), pressing P and then 'Selection'. It is now its own surface in blender, and I named it 'hips_knee'. Unfortunately, when exporting it to GLM, Modview gives the old 'this model needs rebuilding' error. Since this is where the frankenstein tutorials end, I was wondering if anyone could tell me how to treat a new surface like hips_knee for it to work in Modview. Pic 2: Model in Blender (after separation of the kneecaps): https://ibb.co/na8pAx Any help would be appreciated!
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Hi everybody ! Firstly I'm French, my english can be a little strange or totally bad, but I try to do my best. I follow this website since many years, but I never posted something, so its my first post here. I'm a big fan of Jedi Knight Series, but its Jedi Outcast wich make me still play in 2018, for many thing, like its saber gameplay for exemple. So, my problem now ^^ I'm doing a Mods Pack like KotF for me and my friends, but for Jedi Outcast. I converted many Models/Maps from Jedi Academy to Jedi Outcast. Now, I want to make my Bots talks, some years ago my bots was talking fine, but now, they don't want to say one word... I have searched in CVAR, JKB, but still impossible... Here, a BotFile : // Soldat GeneralBotInfo { reflex 1000 accuracy 50 turnspeed 0.01 turnspeed_combat 0.05 maxturn 150 perfectaim 0 chatability 1 chatfrequency 9 hatelevel 3 camper 1 saberspecialist 0 forceinfo 7-2-010000000000000000 } BotWeaponWeights { WP_STUN_BATON 1 WP_SABER 1 WP_BRYAR_PISTOL 10 WP_BLASTER 50 WP_DISRUPTOR 11 WP_BOWCASTER 12 WP_REPEATER 13 WP_DEMP2 14 WP_FLECHETTE 15 WP_ROCKET_LAUNCHER 16 WP_THERMAL 17 WP_TRIP_MINE 0 WP_DET_PACK 0 } EmotionalAttachments { Tavion 2 } BEGIN_CHAT_GROUPS Died { Test ! } Killed { Test ! } Hatred { Test ! } BelovedKilled { Test ! } KilledHatedOne { Test ! } KilledOnPurposeByLove { Test ! } GeneralGreetings { Test ! } ResponseGreetings { Test ! } OrderAccepted { Test ! } I already tried many thing on it... I take this opportunity to ask this question too, all Models I converted works fine, but there are 2-3 wich make me rage cause all the triangle in the .glm aren't in the good position I think, and the Models won't aim in front of, but they watch behind while walking in front... How I can do for a good conversion ? I already changed the wrong bone in the skeleton... Thanks guys !
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A few days ago I was trying to export some .DFF objects in 3ds Max, but it did not work because of several errors. I do not know if someone here could give me help exporting these objects (which are: 2) to OBJ, 3DS, MAX or LWO. I hope someone here can help me because I already try 3DS MAX and BLENDER. Perhaps it is due to the compatibility error of the programs but the truth is that I do not know anymore. Link of the objects: http://www.mediafire.com/file/9tyg7lrpg12cc3w/objects.rar Please i need help.
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Can anyone have the time to low the texture & vertex (low poly) for some high models/skin that i have? The problem is for those models that i have in Single Player in the original game JA v1.0 the error is: Run out of transform space for ghoul2 Models. Adjust MiniHeapSize in SV_Spawn Server Arcann & Thexan Satele Shan Sith Stalker
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Hello everyone! Yes, I'm yet here again with another question but this time the problem is happening with my beloved model I always play with <3 What is the problem? The problem is annoying shadows on my playermodel's butt and shoulders. It is highly noticable when walking/running. First of all, assets models do not have this problem nor have I encountered it with someone else his model on JKHub. This must be something that is only happening to me. When does it happen? At the moment I'm playing with a version of my model in-game that only shows minor shadows. Strangly, when using Blender for whatever reason (UV-editing, edit mode) the result is more shadow primarily on his butt and left shoulder. I am really confused because i don't know what's causing it. Because I've put a tiny bit of glow on my players back, you won't notice the shadow on his shoulders that much. This is something I've been dealing with a long time since the very beginning of my creation but somehow it went away and came back at times, idk maybe because I've re-edited the model. I have really got no clue. I mean this holds me back to further improve my model. Is there someone who could help me with this issue? CLICK ON TITLE FOR BIGGER SCREEN: Video of my playermodel with minor shadows: https://vimeo.com/251292243 Video of my playermodel with more shadows:
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Hi, I need help rigging some characters. I already tried to do for myself so but I really have some problems in terms of time because of my VERY limited free time . I don't know if this is the correct section but I want to do a mod like movie duels but for recreating the duels seen in this game : - https://www.youtube.com/watch?v=WTRiH1byxzQ&t=8s The only problem I have is that I can't rig them, I have serious difficulties and I don't have free time except some hours in the weekend that I can't use for learning this. I don't know if it is a short work but if someone want to support a mod like this please let me know if you want to help me porting these models to the game I have textures and models in .obj format I already tried to do with XSI, Blender and I searched for 3ds Max 8 Version but nothing went right. So please if this work is short and you have time to waste and want to contribute in this project let me know.
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Looking for a "Jaden_Twilek" model in Jedi Robes Can someone help me pls?
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Hey guys, Looking in http://tf3dm.com/ i find this model: https://www.dropbox.com/s/rjeb2ctkvv66chh/Foto%2022-05-14%2008%2001%2030.jpg im such a fan of master plo from the clone wars animated series band i would like to play this particular model in the game. boothand help me with the inicial steps but the model is not weigthed yet and i honesty i tried several times to complete the process and make this model a full playable character but i falied miserably. https://www.dropbox.com/s/i9t40dcf56omg4f/Foto%2022-05-14%2008%2001%2039.jpg If someone have spare time and can help me to finish this to make this models a fully .pk3 to play in SP o MP ill be very gratefull. Here is the .max file: https://dl.dropboxusercontent.com/u/58757568/files.max Regards, and thanks Rodrigo
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I've been doing some work on the NPC files on Toshi's Luke, but I've hit a snag in the single player menus. All of the heads and some of the torsos appear out of order. All the skin files have the proper names as they were untouched. If anyone knows how to help rearranging these into the proper order that would be very helpful. Thanks, Arrow
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Hello, how are you... I was encouraged to have another go at my modelling issue and once again, I've failed. I can't do it. I need help i.e, someone to show me or do it for me. Here is a reminder of the problem: https://jkhub.org/topic/9287-playermodel-cvar-in-jedi-outcast/page-2?do=findComment&comment=133251 Endgame is I want to be able for Kyle to wear different attire throughout the single-player journey e.g. The Force Unleashed. THIS is the feature that is delaying the release of version 2 of my mod. @@Tompa9
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Hello. Recently I have started trying to make models (or rather to combine models other players have created) and I have tried to mod the Arcann model to have two healthy arms instead of the prothesis he has (also I added a Spanki's head, but it matters not). So I copied the arm in Blender, mirrored it and attached it where it belongs. Now in looks good in ModView, but in JKA the new arm appears to be somewhat concave, the texture is assigned to the inner surface of the arm rather than the outer one. Did anyone else encounter this problem? Thanks for the help :^) Picrel: How the arm looks ↑ How the other arm looks and how it should look ↑ That's how it appears in ModView ↑ A link if anyone would like to see the model themselves: https://www.dropbox.com/s/itzh3zn8qou8uwk/mymodel_1.rar?dl=0
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Hey guys, I've started making a mod for MBlocking, but I need help with finding the one that the Dual saber style uses. The Single/Staff uses BOTH_P1_S1_T_ But I'm looking for the one dual uses here: Front, Back. Please help, thanks. EDIT: Now I've got another problem, too. Whenever I press shift, I start walking and blocking, but when I let go, it won't run again. It's really weird, because I've used the exact same config for a previous mod of mine, and it worked perfectly. The animations aren't working, either. Please help ;-;
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So I've been trying to finish off my Sandtrooper model and one of the main things I wanted to fix was the sand knee pad, the way the original model was set up it left a decent bare chunk in the back of the pad. So through pushing some stuff I managed to add a new face and get the textures in place. Whenever I try to export it though it get the error message that there are "split meshes in UV seams" anyone know how I can fix this problem? I really want to get this model finished up.
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Hey, I've been attempting to replace melee with the Gaffi Stick/Tusken Staff by replacing the models/weapons2/noweap files with the renamed tusken_staff files, which usually works for me as I made a DH-17 Pistol before and a Tusken Rifle using this method, but for some reason it's not showing up. Any ideas?
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Hello everyone. Right now, I'm attempting to change the base/vanilla Cloud Car map_object model into a playermodel. The thing is, the skin/texture isn't showing - it just looks like a missing texture. Does anyone know how I can apply a *.skin file to this thing? As far as I know, this model doesn't have anything I can put a skin onto. I'm honestly not a modeler, if I was, I'd be making a better model, too. Please do help if you can
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for some reason, blender's animation is crashing the game on Movie Battles 2 with their openjk build and normal Jedi academy. can someone tell me what's wrong with that .blend file? @@mrwonko @@Ramikad @@Langerd
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Hello! I've got an issue that isn't anything huge or gamebreaking in any way, but rather a small aesthetic bug which is slowly, but steadily driving me nuts on my models. I haven't been able to find a thread on this, although I am pretty sure there has already been one. If so, please don't burn me and direct me to an appropriate place. The problem: Recently I've made a skin for my fellow clan member, which I based on base Twi'lek model (jedi_tf). I imported it into blender, split some meshes, but I didn't touch any vertices that are on the borders between different parts. When I exported it into the game, everything worked fine but the shading was nowhere near what it used to be on base model. The shader file is directly copied from original, with only bits I changed that shouldn't affect this matter anyway. The difference is quite noticeable to say the least. (Sorry I didn't bother to change back to normal textures, but I guess everyone can clearly see what's the deal.) My model looks like it was LITERALLY frankensteined. The shading on base skin is smooth and nice, while mine looks just like a bunch of parts stuck together. Okay, I've changed few vertices, but the same thing happens to the meshes I didn't even touch. I'm pretty sure it's either my mistake with some settings, although there is really none of them in exporter, or just the working of the exporter itself which is already a great piece of code, so I don't mean to blame anyone. Is there any way to change that? This would make some of my models SO much better. Thanks in advance, Arth.
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Dear All, I have no experience in modding. I have no experience in asking for help. I can not really draw well I have some simple experiences with making banners/avatars/logos, cutting backgrounds, so let us say I have no experience at all. What I would like to create: That one could come in handy as a reference to what we would be creating - in term of the shape precisely. Author of the above is Mr. Andre Kirk. Thank You for Your work. The final effect might be more like: Model would have support for dismemberment - that is the part of fun too!(So I saw this Droid once (and it got stuck in my head, for good) in Star Wars Clone Wars rude Maul sliced them to bits. These Droids had some interesting sounds "I want a scan of the entire perimeter", "You are coming with us", "halt" "*siren sound", "intruder", "where are You". Anyway, it would make a damn fine asset to the Trooper Class for Movie Battles. Rebels, badly need some Droids too). What can I provide as for now: I have some original sounds ready, the ones quoted earlier. I could also provide sounds to other skins you are currently working on, or refresh the sounds of an old skin. Might be even a few of them - your choice. What else can I say to You people of JKHub... Soldier class in MB2 is the very first step in to the game, it is a great chance to get to understand the basics and appreciate having 3 lives over next seconds (from my experience). Having a wider choice of Soldier class characters would most certainly encourage people to loosen up a little trying so hard on Jedi and instead allow them to focus on team play as a Soldier resulting in improvement of lots of things. I can bet, Your finger, anyone of us saw that one guy saying "If You are a newcomer, do not take Jedi" do not destroy my fun dying in first 30 seconds - I am sure he meant. There is a lot of truth in that (I suck as Jedi, but I am still playing it for Kanan, Ezra and Starkiller skins as for my case and that lightsaber and powers of course, others might be picking that Jedi/Sith becuse even if it is hard to learn it is most rewarding and fun to play (also, these classes offer a quite wide choice of skins*). Brand new face, like our little Droid would be really appreciated in a long term by new and old players alike. I am well aware we all have our lives and other things to do I would help out with something that does not include playing with models if it was possible. So if You have anything on Your mind, please share. Please help me out - You are my only hope, Sincerly, K_4.
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Heya guys! I am working on a character for JKA and will be making more in the future. I am currently in the process of sculpting detail into a high poly version of the player model and am going to bake an ambient occlusion map onto the base mesh that will be going in-game. Ambient occlusion on its own looks fine, and definitely adds to the detail and realism I'm working on, but also being able to add a normal map would make it looks amazing! Unfortunately, I read that normal mapping in JKA is not supported. I am wondering if there is perhaps a work-around or some kind of scripting way to be able to add a normal map to a player model. I'm looking for any help that could allow me to do this. Thanks! ooeJack
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I would like to know weight adjust by using the "Paint tools" of Softimage Mod Tool. I select bone and mesh and then push palette icon within Paint tools box. I export the dotXSI file. I have an error "Surface '' has 5 bone weights, max is 4" on carcass.exe How can I do to adjust weight with Paint tools without carcass error?
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I would like to know weight adjust by using the "Paint tools" of Softimage Mod Tool. I select bone and mesh and then push palette icon within Paint tools box. I export the dotXSI file. I have an error "Surface '' has 5 bone weights, max is 4" on carcass.exe How can I do to adjust weight with Paint tools without carcass error?
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So I have a series of models that I have mirrored objects from the left to the right and in Mod-View it looks fine, but whenever I take it in game, a good chunk of the parts are missing. I have a feeling this might be a shading related problem in some way. Anyone know the proper way of mirroring objects and having them appear in game correctly?
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*sigh* tired of beating my head on a brick wall with this one lol Sorry if this is such a long post! I am trying my hand at making a new swoop for JK3. I've never made a vehicle before (successfully), and was following the old tutorial by Duncan https://jkhub.org/tutorials/article/189-duncans-vehicle-tutorial/ (as closely as I could with all the typo's and grammar issues) I've hit a few road blocks along the way and have gotten over them, but I am stuck on Assimilate and Carcass... It will seem like everything is going fine then I get the "error: 1 message" I use 3ds Max 9 (and yes have found an .xsi exporter that is the correct version, 3.0 to be exact) also have MilkShape 3D 1.8.5 that also exports .xsi (this seems to work better?) When I use the .xsi from Max, assimilate tells me it's a "bad xsi" (even though it's the 3.0 version??) the .xsi from MilkShape doesn't give me that error. I've set up the file path correctly I assume. My preferences are set up correctly again I assume, but then again, from what I've heard or seen it wouldn't surprise me if it isn't. After I run the build I get this... ...and then this... I've searched accross the web for answers, and it feels like I've tried them all or they're not quite my situation. Any help you can give me would be greatly appreciated! Oh, and I run on Win 7 OS if that makes any difference.
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Hiya. So I rigged a character model to _humanoid in blender for use in Jedi Outcast. I tried exporting the model directly to .GLM but it didn't work. I tried opening up in modview and I got this error: And I tried re-importing the exported .glm and it seems like only the skeleton is exporting. I'm thinking I might have set something up wrong in the model itself. Is there something I'm missing here?
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Hello, I'm beginner and I created player model based on the force unleashed model. I would like to know the following, and I'd love some reply. -Snapshot of front view in game I can take back shot or multiple bot players. is there any controls, commands or tools? -Icon spec of player model type:jpg, size:128x128? is there any restrictions? Thank you,