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Found 114 results

  1. Alright so I have an annoying problem. I'm using blender 2.79 along with the 2.79+ plugin but I'm still getting an error message when trying to export saying I need to split the head at the UV seams. I thought this wasn't necessary anymore with the new exporter?? If there's a reason this is happening I would like to know how to fix it for future reference.
  2. So whenever I try to export my model from blender (2.64) it gives me an error message saying that the edges of a particular object have not been split but I already split them all using the edge split modifier? If anyone knows why it says this and how to fix it I would appreciate the help.
  3. I'm planning to make a Mando Super Commando model/skin. But i'm pretty bad at modeling, so if someone has some time to spare, you can help me with the horns. The textures can be made by me.
  4. A friend of mine gave AT-DP model from gmod so i can convert it to Jedi Academy but Whenever i attack the walker with lightsaber or weapons after its spawned It gives this error , btw i use this in KOTF 2.1 mod as it has OpenJK In blender everything seems fine as all meshes are less than 800-900 vertices Here it's link https://cdn.discordapp.com/attachments/563449440099368960/677946274158346293/NPC_AT-DP.zip Please help me ^_^
  5. A few weeks back I made a frankenstein model that has been working perfectly. This week I wanted to add some more to it so I added a couple other things. However when I exported this .glm it was broken. No error, the model looked perfect, the issue was that when you drew your saber it was messed up and held wrong. I tried to trace back what was wrong with it, and couldn't figure it out. So eventually I took the original model and imported the .glm into blender. Without making any changes i then exported the glm back and replaced it in the pk3 of the original (unedited) model. Despite that model working perfectly before, the same saber backwards issue occurred. So it seems like the issue is as simple as importing a working .glm and exporting it again will break it. I'm not sure if there's a setting I've got wrong in blender or if there's something else. Has anyone seen this before?
  6. I'm new to modding and have been working really hard on a player model in blender 2.64 for about a month (had to use 2.64 because I couldn't get the 2.79+ plugin to work, not sure why). So far, it's been going great and I've been able to figure everything out. I've got my model how I want it to look but there's a couple of problems....First of all, every time I try to set the parent object of some of the objects, they just seem to disappear???? Why would this happen???? Second of all, whenever I try to export my model, I get a weird message: "could not load surface l_arm_0 from blender: could not load a vertex: could not retrieve vertex bone weights: l_arm_0 has no armature modifier". What does this mean and how do I fix it? I'm so confused about weight painting, rigging, animations, gla, etc...help would be appreciated.
  7. I'm having a difficulty with a blender model I"m working on. When I export to glm, it no longer opens in modview because a surface is over 1000 verts. In blender none are however. I tried exporting and then reimporting to see if the exporting changed anything, and indeed it did. There were now 2600 vertices on one object that had previously been only 700 vertices. I have tried everything and I can't get it to reduce or export correctly
  8. On an RP server I play on, I recently had other players download a model of mine for a character. Amongst people with i the pk3 in their base folder, for some the model worked just fine, for others it didn't display, instead showing Jan. One player who it didn't work for said trying to use the model gave an error something along the lines of "Doesn't support multiplayer". Would anybody have an idea of why this would happen or how to fix it? Here's the model in question. The pk3 has two models in it, the unmodified original I used, and a modified version I made for my own sake. Both have the same issue.
  9. Quick question. Is there any way to snap the model limbs on onto the base JKA humanoid skeleton? For example I've resized the left leg and the right arm to a degree to better fit with the length of the skeleton and I'm planning to do the same with the right leg; what would I need to do to have the left leg on the model move to the same position on the left leg parts of the skeleton so it can be rigged properly?
  10. Hi. I have big problem. I am now using BlenderJAPluginSuite0.2.2 (Previously I used blender-2.7-ghoul2-plugin-master and had different error) When I try to export glm model I get error that one of the mesh/object (probably not one but more because once I got the same error for other mesh) has uv - seam. Error message indicated that it was one of my LOD 0 meshes. I checked it. In edit mode in edge mode. There was none UV - seams. I am 100% sure. I don't need complex uv mapping because my model only use textures which has 1 colour so I even tried to delete uv mapping and making new. I tried also do mark all edges as not seam/clear seams. Nothing worked so far. I need help. EDIT: Ok I think the problem is that this is outdated version of plugin. New has no uv seams problem in description. In version for Blender 2.79 ( I am using 2.79 Blender) I have different error which had another forum member and it looks like this: https://ibb.co/xJ7HRps It happens when i try to export GLM EDIT 2: Temporary solution is to open blend file in Blender 2.81 with new version of JAPlugin and export. I get other errors unfortunately (but in game and Modview not during export). I start making model from beggining and maybe I will avoid this. I hope...
  11. I've seen it in mods, but couldn't quite figure it out on my own. Is there an easy way to disable the kata special lightsaber move trail effects for the fast, medium and strong style? I want to make it more realistic and those effects kinda ruin the feeling of the saber combat, imo.
  12. Hello everyone! I've been waiting for awhile for an update, but with no luck, so I've decided to do it myself. I want to add a lip animation to some models, for personal use ofc. The models which I'm trying to modify are Lando and Reborn remodeled/remastered. I can't find the Reborn model on this site, anymore, but the Lando one is: https://jkhub.org/files/file/3289-lando-calrissian/ So, since it lacks the mouth movement animation, can somebody direct me to a tutorial, with blender I'm guessing? I've found some similar tutorials, but they are general and not related to Star Wars JA models/skeletons. EDIT: The Acolyte Reborn: https://jkhub.org/files/file/735-acolyte-reborns/
  13. Hey, i have just started with frankensteining models in blender and now i wanna try to do the same with lightsabers but can't really find any tutorial for lightsaber modelling and importing/exporting via blender.
  14. So I recently discovered that Fallen Order has saber parts for all of the parts you can use for saber crafting at Galaxy's Edge. I have a galaxy's edge saber, so I thought maybe I could get those models and their textures, and make a saber for the RP server I play on. However, I'm fairly terrible at blender, as I"m relatively new and mostly do Frankensteins of playermodels. I've assembled the proper models, but getting Blender to work for applying the textures has been a pain. Plus, I believe it needs to be set up differently for JKA .glms and all the tutorials I can find are for 3DS Max. Even a lot of googling of my issues was turning up dry. So, my question is has anybody done this before? When you have a pre-existing .obj file, with associated .tga files for textures, how difficult is it to merge them all in blender and export a .glm saber? Any suggestions? My current struggle in particular is just getting it to where I can map one of these textures to it's corresponding model
  15. Hey guys, I have been playing around with some modeling software and a few models and looking through the tutorials and I have a few questions. First off, I have been using Blender mostly because it has had the best tutorials so far, I am wondering though what other people are mainly using and why. I am particularly having the problem that most modeling tutorials seem to be for blender, but most skeleton/ringing/ animation is for soft image. Second question Does anyone have a good rigging for Blender for JA? Finally, And this is probably in tutorial I just haven't gotten to yet so if you can just point me in the right direction that will suffice. but what file type should I be exporting and bundling when I am actually ready to drop it into the game. Thanks
  16. I have a 3D model and I realy don't know how to rig it for jedi academy. I never have done it in my life and I seen tutorials about it but I don't understand nothing and I really can't learn to do it. Someone can help me in any way? I have the _humanoid.gla imported in blender and I tried to see if any auto-rigging plugin could help me but they use only a predefined skeleton. I saw all kind of tutorials about rigging but I don't understand what I need to do and I can't apply what they say for jedi academy. I already asked here in the forum how to do it and I tried but for a newbie in rigging and animating is difficult. If someone can explain or do something for help me importing at least one character in Jedi Academy would be helpful. After I understand how to do it with one model I can apply what I done with the remnant alone. Thanks for possible replies which I hope will be , I really want to learn modding this game and sorry for my bad english is not my primary language
  17. Hello Fellas. Following situation: My model was created in Blender 2.8. Mesh and UV/textures are done. After this I exported it as .obj file for importing in Milkshape 3D. Later on it looked fine in Milkshape 3D I created a .qc file and exported as a md3 file. Opening in md3view or in Radiant shows a broken model. The Meshes are unlimted deforming into the void. Here is my .qc file for integrity: So maybe here are some modelling gods who can help me what I am doing wrong Some screens for better visual comprehension:
  18. I have been trying to learn Modelling house for a few days and I wonder that is it possible to make Jedi Academy with blender then converting it into .map format and importing it to GtkRadiant Because mapping fancy maps in Radiant is very difficult and also buggy as it crashes when i make new brushes or make them as circles If there's a way can you tell me how And teach me in discord for 1-2 days if possible? Discord Name: DarthValeria#6365 please help me , i need it
  19. If you guys can help me in this problem It'll be very appriciated My problem is i can export it without weight problems or something else Howewer, when i ever test model in ModView , it says that a part is more than 1000 verticles but i checked out every part of the model and all of them are less than 800 verticles Please help me to solve this problem <3 Here you can examine it if you want http://www.mediafire.com/file/c2lhtbe1ek62ztu/Lisa.zip/file
  20. So I've been working on this Kyle Katarn Frankenstein for quite a while now. It's Scerendo's Cassian Andor's body, with Poe Dameron's head (and DT85's Savage Opress's shoulder pad). I have a really irritating problem with the model that is difficult to explain, and I was wondering if anybody has a solution to the problem. There seems to be something wrong with the placement of his head, or something about his body, that causes the game to think he needs to look up much higher than he should. It's like the game thinks his head is in his chest or something. For example, in cutscenes NPCs always look at his chest, instead of his head, and Kyle seems to look over them. This also happens in game too, the NPCs look at his chest instead of his head. Whenever he presses buttons, you need to aim up to be in line with the button, or something. These screenshots are taken in JK3, but with the "Jedi Outcast - Academy" mod. He does the same thing JK3 cutscenes, and it is really annoying. I followed this tutorial on YouTube, I replaced the head, didn't mess around with any other settings, didn't touch the skeleton, so I have no idea what is causing this issue. I did move a couple vertices around his collar. The Poe Dameron head was a bit too big for the body, so I moved the collar a bit to fix some clipping issues. I don't think this is the cause though, as it still had this problem before that. https://www.youtube.com/watch?v=e8ML5S9KSa4 The Kyle NPC file has "headPitchRangeUp 150" which makes a small difference, but not a whole lot. In game, the Kyle NPC will look above the player's head too. I have two versions of the model, a default JK3 model, and one with the JK2 skeleton, for 'JOA' mod cutscenes. Both versions have this same problem. If you have any idea what is causing this issue, please let me know. I can upload the model on to my Google Drive, if you want to take a look for yourselves.
  21. Hey guys I have a few problem at my exported swtor models At saber stance or normal standing , it looks normal but It has problems at running , camera moving and weapon stancing 1- She runs faster than usual 2- It has problems at aiming 3- It has this problem, when i play a default character , camera and mouse moving are normal but when i ever play this model , it does inverted in SP and MP so weirdly Please help me to solve those problems Here's link of NPC and Blender files so you can take a look if you want http://www.mediafire.com/file/bplan19ap003hhw/NPC+Selyneth.pk3
  22. Greetings friends, i have been working on exporting swtor models and converting them into glm format I was studying to master it on models step by step, and then i finally managed to export it, very perfect But when i ever enter the game , i got this black things between the face and the head Please help me how to solve this problem
  23. Guys as i posted a topic about blender, about exporting problem before I have solved those problems thanks to ooeJack's a lot os helps But now i have a new problem as i am so close to the end and i cannot find a solution about this Please help me and contact me in discord if possible You can take a look to file solve the problem if you want Please help me, it's so important
  24. Hello JKHub. I've been attempting to merge DT85's First Order Stormtrooper and his Captain Phasma into one model with Blender so I can easily replace the models on Movie Battles II with a project I'm working on. I was going off of an example from one of Peneke's models where he managed to merge three different models together and I copied exactly how he sorted his but I'm getting the hierarchy error when I put it through Modview. I've had this error before but have since learned how to solve the problem with some help from the community here and my own intuition. The problem here is I've never merged two models together successfully. I have tried before relatively the same way and failed. Any help on how to approach this or how I should specifically construct the model would be very appreciated.
  25. Hey guys, I decided I wanted to start attempting frankenstiening and I hit a snag pretty quick. I've downloaded blender as well as the JKA plug ins for my Mac, whenever I try to import a GLM i get a message saying there is no GLA file. I've watched several tutorials and still can't figure it out. I have a separate models/players/ folder in my base game that contains all the humanoid files as well as all the models. Any info would be greatly appreciated. Thanks Arrow
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