Sabre9 Posted September 16, 2003 Posted September 16, 2003 and there are 0 posts in the 3 JA editing forums...
Neverhoodian Posted September 16, 2003 Posted September 16, 2003 Tools? I wasn't aware there were tools released for the game. You mean like map creators and such?
Uber_Saber Posted September 16, 2003 Posted September 16, 2003 Where are these tools? Can you provide a link?
Sabre9 Posted September 16, 2003 Author Posted September 16, 2003 I got it from the News page here... Here's the direct link http://comic.jediknight.net/ja_model_tools.zip Andy867 posted it, so it's legit.
Kurgan Posted September 16, 2003 Posted September 16, 2003 I just setup the forums a few hours ago. The tools were just released tonight. People need to check the JediKnight.net news more often. ; )
Prime Posted September 16, 2003 Posted September 16, 2003 Skinning tools have been released at Lucasfiles.com It has a new ModView, skin templates, and so on. It also has a new section added to the documentation related to JA. Looks like things are much the same way as they were in JO...
Uber_Saber Posted September 16, 2003 Posted September 16, 2003 Originally posted by Kurgan People need to check the JediKnight.net news more often. ; ) Huh? Whuzzat?
ImmolatedYoda Posted September 16, 2003 Posted September 16, 2003 the ModView still gives me "exceeds_max_qpath" error everytime i try to open one of the demos GLMs. i dont know why, nor what that means.
Andy867 Posted September 16, 2003 Posted September 16, 2003 Lucasfiles now has the file running full-time whereas mine was just temporary until it got uploaded onto LucasFiles. So that comic link is no longer valid...
SparedLife Posted September 16, 2003 Posted September 16, 2003 I downloaded the tools but it is the same tool used for Outcast. This is fine with standard models but doesn't seem to work well on the Jedi-models. I thought the tools would have been updated to account for the optional pieces.
emorog Posted September 16, 2003 Posted September 16, 2003 It is updated! look on the left side tree of modview, and click on SKINS - there you can choose a head, torso, and leg skin to view different model parts. Originally posted by SparedLife I downloaded the tools but it is the same tool used for Outcast. This is fine with standard models but doesn't seem to work well on the Jedi-models. I thought the tools would have been updated to account for the optional pieces.
SparedLife Posted September 16, 2003 Posted September 16, 2003 Well shut my mouth, your absolutely correct. I noticed the version numbers were the same on the tool tips and when I loaded the Jedi_tf model it looked the same as with the tool I already had. Thanks for the tip now I can get to making some skins for the Jedi models.
Andy867 Posted September 16, 2003 Posted September 16, 2003 Got a tech question for ya, Why is it when I go to load up like the new reborn GLM, or even a model from Outcast into the modview that I get a "Filesystem call made without initialization" error... Others have been getting this error as well, just wondering what is causing it...
Shotokan Posted September 16, 2003 Posted September 16, 2003 Darn, it's only models and skinning (I'm not good at either, I'm a mapper). Got my hopes up there.... Thought it was mapping tools.
SparedLife Posted September 16, 2003 Posted September 16, 2003 Originally posted by Andy867 Got a tech question for ya, Why is it when I go to load up like the new reborn GLM, or even a model from Outcast into the modview that I get a "Filesystem call made without initialization" error... Others have been getting this error as well, just wondering what is causing it... I get that error when I try to load a model using an old model viewer or trying to load a newer model on an older viewer. Specifly trying to find a way to load the NightFire (HL) MDL files.
Andy867 Posted September 16, 2003 Posted September 16, 2003 But this is being caused by the Modview.exe just released by Raven Software.
SparedLife Posted September 16, 2003 Posted September 16, 2003 I tried that model and it loaded without your error but it only loads the blue skin with no face. The other skins including the default did not work.
Andy867 Posted September 16, 2003 Posted September 16, 2003 Do you have any 3d editing programs like 3d Studio max or Milkshape that might have plugins that are aiding in the loading of Modview?
SparedLife Posted September 16, 2003 Posted September 16, 2003 Well I see my problem, I had already used the Outcast tools to make a reborn skin and I removed everything from the folder that I didn't use. Which included the default skin textures.
StormHammer Posted September 16, 2003 Posted September 16, 2003 Originally posted by Andy867 But this is being caused by the Modview.exe just released by Raven Software. The first time I installed Modview.exe for Jedi Outcast, I placed it in it's own directory outside of the game directory, and I kept getting an error when I tried to run it. The second time I installed it under the path for Jedi Outcast, with all sub-folders intact, and it's worked without a hitch. I'm going to d/l the JA version soon - either when I get my 'free' time back, or when my broadband connection arrives.
Schattenelb Posted September 16, 2003 Posted September 16, 2003 There is some new option available as well. Now you can center the model you are viewing + there is an import function for quake4 models:D
A_Bug Posted September 16, 2003 Posted September 16, 2003 Originally posted by ImmolatedYoda the ModView still gives me "exceeds_max_qpath" error everytime i try to open one of the demos GLMs. i dont know why, nor what that means. same here...i've read about it somewhere,but cant find it back.... its something about the path to the model beeing to long or something....
SparedLife Posted September 16, 2003 Posted September 16, 2003 Originally posted by Andy867 Got a tech question for ya, Why is it when I go to load up like the new reborn GLM, or even a model from Outcast into the modview that I get a "Filesystem call made without initialization" error... Others have been getting this error as well, just wondering what is causing it... Originally posted by ImmolatedYoda the ModView still gives me "exceeds_max_qpath" error everytime i try to open one of the demos GLMs. i dont know why, nor what that means. I slept on it and after a fresh nights sleep I got your answer. The tools cannot penetrate the multiple layers of folders. For instance you probably have the game in c:\program files\lucasart\star wars jedi knight jedi academy demo\game data\demo\models\players\reborn new or something like that. What I did was create a folder in the root directory named "Base" and unzipped the models into there. So I have c:\Base\models\players\Reborn_new and that error doesn't show for me
StormHammer Posted September 16, 2003 Posted September 16, 2003 Originally posted by SparedLife I slept on it and after a fresh nights sleep I got your answer. The tools cannot penetrate the multiple layers of folders. For instance you probably have the game in c:\program files\lucasart\star wars jedi knight jedi academy demo\game data\demo\models\players\reborn new or something like that. What I did was create a folder in the root directory named "Base" and unzipped the models into there. So I have c:\Base\models\players\Reborn_new and that error doesn't show for me Yeah, I always change the default installation path for all my games. So JK2 is basically in c:/games/jedi outcast - so the path is a lot shorter.
Andy867 Posted September 16, 2003 Posted September 16, 2003 I think my computer is trying to tell me something ANDY867 SHOULD NEVER GET INTO MODELING
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