Jump to content

Home

JKII model to JA model...


Hellfire Jedi

Recommended Posts

For JKII I made myself a large PK3 file with all the models I found that I liked. So my base folder wouldn't be cluttered with PK3 files. I put it in the base folder for JKIII and wola they all work as well as the Large PK3 file I made of Maps from JKII. They work as well.

 

The only Problems is with some of the taunts for some of the models and some of the textures are missing from some of the maps. Other than that they work fine.

 

I was playing with the Darth Maul model, QuiGon, and Obi Wan in the FFA Nabo Hanger a few minutes ago. :) They all use the appropriate saber colors as well.

 

Its hard to get the Saber hilts to work however. They have to be named some how. Like I can't get Darth MUals saber in as a Staff Saber just a single bladed and its called Katarns saber lol.

 

I don't see why you people think is so hard. It's the same program same everything just a little more polish and not much.

 

Not that I don't like it, but it seems they just took all the MODs that were made and made it into a game. lol They stole everyone else's ideas. That's why they never released the source code it's most likely the same. Though Seage is a attempt at "ProMod 2" and not a very good one. they would have done better to use that code. lol

 

Hope I answered the right question?:confused:

Link to comment
Share on other sites

nice news Cosmos, that's what all the ppl with JA should do b4 posting something, try by themselves.

 

On the other hand what I said makes perfectly sense, that doesn't mean it's necessary or the only way, it just makes sense.

 

The skeleton in JA is similar to JO's, the only ppl who will have troubles using their models in JA are those who used bones from the JO's skelly which are not in JA's skeleton. I checked the _humanoid.gla of JA from the demo, and it has less bones.

 

But explaining this is kinda a waste of time, cuz nobody really cares I think.

Link to comment
Share on other sites

Your are right it does make sence, but I think sence the games are so much alike some of the things are backward compatable if you know what I mean. A few things I have found such as maps, taunts, and stuff are going to have to be updated a little for the missing textures.

 

Like I said though for the most part everything works. I trying the JKII stuff as soon as I installed JKIII I just had to know you know lol. JKIII is going to make alot of the mods that we had with JKII alot easyer to do sence alot of the stuff was already added like jet packs and stuff. ProMod 3 if done could make things alot better.

Link to comment
Share on other sites

We purposely put in code to recognize JK2 character models and convert them on-the-fly (at load time) to our new skeleton. So they will just work. We did this because we know that new player models are one of the most enjoyed, popular and sought-after mods.

 

As for collecting a bunch of mods and releasing that as a game, Cosmos, I hate to tell you that just doesn't happen. No offense or anything, but developers don't usually play mods. In fact, I doubt anyone on JK2 or JA played or looked at any of the code mods. Not because we don't care, but because we know what kind of game we want to make and we're just too busy making the game ourselves. I'm not dissing modders at all, I started out as a modder. Mods are extremely important to a game's extended life, but mods are for the players, not the developers, really... :)

Link to comment
Share on other sites

Originally posted by ChangKhan[RAVEN]

We purposely put in code to recognize JK2 character models and convert them on-the-fly (at load time) to our new skeleton. So they will just work. We did this because we know that new player models are one of the most enjoyed, popular and sought-after mods.

Actually I have noticed a bug with this. I'm not sure if it was the old maps that did it or the models, but after playing some FFA with old models in solo play. I couldn't get into any online games. My game would crash saying "No Shaders found." This happened after I removed the models and maps as well.

Originally posted by ChangKhan[RAVEN]

As for collecting a bunch of mods and releasing that as a game, Cosmos, I hate to tell you that just doesn't happen.

I didn't exactly mean that you did. I more meant that you can fined a aspect of pretty much every mod in JKIII from duel sabers to jet packs... I like how the jet packs thrust actually comes out of the pack, but it's so nurfed you can barely move. Of course I have my own ideas on the way the game should be and a lot of people do. I just have my own opinions.
Link to comment
Share on other sites

I've tried different ways to get the JKII models in I have a ext_data folder with the npcs.npc in it, and all the models in the models folder named by the old convention (ie jediyoda or rebornvader). Ive tried making all this a pk3 and putting it in the base folder of JA and I've tried to load it as a mod, but I can't spawn any of the models. Any Ideas? thanks

Link to comment
Share on other sites

  • 2 weeks later...

I have a question, is there anyway to fix the left hand on models like Dash Rendar? because during dual saber when you taunt or do the special the left saber stays in the hand and doesnt roatate.

Any help would be appreciated, sorry if this has been answered I couldnt find anything.

:mad: Dog

Link to comment
Share on other sites

The left hand problem is solved by weighting the 'bolt_l_hand" tag to the "l_hang_bone" bone which was not used in JO. After that you'll have to recompile the model using JA's _humanoid.gla and pray that you haven't used a bone that is not included in that .gla file (ie, the r_tarsal or l_tarsal bones).

Link to comment
Share on other sites

Well, could someone confirm for me that the model won't work "plug n play" with JA?

 

The only bones that they took out that I've used were the tarsals and the other finger bones, so reworking it to fit the JA skeleton won't be that hard. I've also made an altered skeleton for 3ds that should work great for my future models...

 

My main problem is that I don't really want to have two versions of each model , one compatible for each game. To be honest, the only snag I could see is the lhand tag and lhang bone... but you think it'd be able to convert the tag's weighting.

 

I guess my only question is: Will JA convert a model that has the right bones (sans lhang), but compiled for JO.... and what problems, if any, come up from doing so (i.e. lhand saber alignment) ?

 

If the only way of getting it to work properly is doing a model for each game, then I suppose that's fine.... would seem like an awful waste if it was though.

Link to comment
Share on other sites

But there is no lhang bone in Jedi Outcast...

 

-

 

Edit: Well, I think the left handed weapons might work if it's weighted to the lhand bone... I'm not sure how it'd look, though.

 

Someone could try loading an old Raven JO model into JA and see how the Dual Sabers look..... That's mostly what I'd like to know. Then we could see basically how it reacts to an older JO model that is weighted correctly...

 

If it still doesn't work because of the toes/hands, someone could try and get a model using the new bone structure with the lhand tag on the lhand bone... I'd try myself, but I don't have JA at the moment to test it.

Link to comment
Share on other sites

Originally posted by CortoCG

And yes, there's a l_hang bone in the original JO skeleton provided with the stormie's .xsi file. The fact is that it is not used in JO.

No, there is no lhang bone... it's lhand_tag_bone. it's a D, not a G...

 

In JA, they renamed it to match the rhang bone... Actually, I don't think there is a way possible to make it compatible with the lhang bone and be in line with JO. The only way I see possible is for Raven to patch their converter so it reweights the tag to that bone.... then it'd be fine.

 

I guess I'll wait till I can try my models out in-game to see if I'll make both JA/JO versions, or just a JO one. It really doesn't matter too much, as making an alternate version could be as simple as reweighting one tag.

 

If Raven could redo the tag weighting, you'd probably be able to make a single model for both games. If not... will just have to start labeling models for JA or JO if need be, or live without the added bonus of a correctly weighted lhand tag.

 

Edit: I just had an idea.. will run it by Corto, maybe some others. We might be able to add an additional bone to JO somehow (lhang)... I'm not that knowledgable in that area at the moment, so I'll have to check with others to see if it's feasible.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...