ShadyD Posted October 22, 2005 Share Posted October 22, 2005 must be a way to do it.. now i call upon the pioneers of JKA modding once again to take it one step further.. I created a new biped. corto than suggested just to edit the JKA skeleton, so i did. but carcass keeps bitjin on me.. cant recall the exact error atm, ill edit tommorow, anyone who has done this before? Link to comment Share on other sites More sharing options...
razorace Posted October 22, 2005 Share Posted October 22, 2005 Try talking to Keshire about it. He would know. As for my opinion, I think the issue is mainly a one of porting all the basejka humanoid animations onto the new skeleton. That would be a huge amount of work. What do you need a new skeleton for anyway? Link to comment Share on other sites More sharing options...
ShadyD Posted October 22, 2005 Author Share Posted October 22, 2005 Yeah i realize the amount of work i would unleash upon myself.. but its worth it.. Im working on a mod and some of the characters are way out of proportion compared to the JKA skeleton.. and seeing the hair and clothes move also make it worth while Link to comment Share on other sites More sharing options...
keshire Posted October 24, 2005 Share Posted October 24, 2005 Not gonna be possible. Game looks for specific bones, and the also looks for only the /_humanoid/_humanoid.gla Anything else doesn't register as a player model. I had this issue when I was working with a four armed general grievous. Only NPC's and Vehicles can use custom skeletons. Link to comment Share on other sites More sharing options...
ShadyD Posted October 24, 2005 Author Share Posted October 24, 2005 blah.. too bad.. if i recall right lee/almighty_gir said he had done it.. Also if jka works like the q3 engine how come the q3 engine CAN support new skellys while jka cant? Link to comment Share on other sites More sharing options...
razorace Posted October 25, 2005 Share Posted October 25, 2005 JKA uses an improved modeling system (Ghoul2). Link to comment Share on other sites More sharing options...
ShadyD Posted October 25, 2005 Author Share Posted October 25, 2005 so... either gir did the impossible or he's lying Link to comment Share on other sites More sharing options...
razorace Posted October 25, 2005 Share Posted October 25, 2005 mmm, I think it's technically possible, you'd just have to create special models and a lot of code to get it to work. Link to comment Share on other sites More sharing options...
keshire Posted October 26, 2005 Share Posted October 26, 2005 I tested this fairly thoroughly. Adding/deleting/renaming just one bone will disallow the model from being a player. Granted, you could totally rearrange the 52 bones in the skeleton however you like. But then you run into the problem of the player specifically using the _humanoid.gla and no other. So you invalidate every other existing player model. Link to comment Share on other sites More sharing options...
ShadyD Posted October 26, 2005 Author Share Posted October 26, 2005 what about simply scaling bones.. for example making the skeleton with long arms but short legs.. just an example.. and than create your own set of animations for it Link to comment Share on other sites More sharing options...
razorace Posted October 26, 2005 Share Posted October 26, 2005 Sorry, it wasn't my intention to contradict Keshire on this, he is correct. I was just indicating that it's technically possible if you're welling to put enough blood/sweet/virgin sacrifices into it. But you'd have to be really, really dedicated because you'd have to invalid all the existing models/animations to do it. As for your scaling bones issues, my guess is that you could just scale the bone distances in the animations, and that would translate to larger bones on the models, but the models would have to be set up for it to make it look correct. Unfortunately, this is a modelling thing which probably has to be handled mostly outside of the code. Link to comment Share on other sites More sharing options...
Wudan Posted October 27, 2005 Share Posted October 27, 2005 In any case, it's going to be a ton of work, and your new frankenstein couldn't work as a regular player (ok, it could, but, still, it's a ton of work.) Ideally, you'd need to have the engine source to work with (and obliterate the existing G2 bugs.) Link to comment Share on other sites More sharing options...
ShadyD Posted October 27, 2005 Author Share Posted October 27, 2005 Im dedicated enough i have enough virgins to spare and lots o blood.. though the thing is i dont know where to start. Im not really a computer-wizzard with coding etc Link to comment Share on other sites More sharing options...
keshire Posted November 3, 2005 Share Posted November 3, 2005 Im dedicated enough i have enough virgins to spare and lots o blood.. though the thing is i dont know where to start. Im not really a computer-wizzard with coding etc Build Your model, Build your Skeleton (52 bones, exact naming of standard). Those are all you need to make a new player skeleton. You don't even NEED all the anims. Just a 1 frame root to test. You also don't need to animate all the bones. But waste not want not. The ones you don't use for body movement can be used for other things. Like clothing. Be aware. That the game does some seperating for upper and lower body. Link to comment Share on other sites More sharing options...
ShadyD Posted November 8, 2005 Author Share Posted November 8, 2005 sounds easy, wont carcass murder me? (srry for the late reply, bit hectic at work) so lemme get this straight> 1. Construct/re-arrange the JKA skeleton (52 bones and same naming) 2. Weigh the apropriate model to it 3. Export with 2 frames, frame 0: Root (leonardo pose), frame 1: just some bones moved. 4. compile 5. Party? Link to comment Share on other sites More sharing options...
keshire Posted November 10, 2005 Share Posted November 10, 2005 sounds easy, wont carcass murder me? (srry for the late reply, bit hectic at work) so lemme get this straight> 1. Construct/re-arrange the JKA skeleton (52 bones and same naming) 2. Weigh the apropriate model to it 3. Export with 2 frames, frame 0: Root (leonardo pose), frame 1: just some bones moved. 4. compile 5. Party? Carcass is only picky because 3ds max doesn't export hierarchy very well into xsi. But ya. Don't even have to move any bones in frame 1. Link to comment Share on other sites More sharing options...
ShadyD Posted November 17, 2005 Author Share Posted November 17, 2005 Right sorry for the late reply again but i dont visit these forums daily anymore :/ neways what about the bones that i dont need for example the face bones, can i use them to do other stuff? oh yeah and there are allot of bones that dont need weighing but still do something (motion_eff etc) can i use those too or do i have to place em at a specific place? oh and what about the model.car Link to comment Share on other sites More sharing options...
razorace Posted November 17, 2005 Share Posted November 17, 2005 The motion bolt is used for aligning the torso with the legs. I wouldn't mess with it. Link to comment Share on other sites More sharing options...
ShadyD Posted November 17, 2005 Author Share Posted November 17, 2005 Any other bones i have to keep in its place? Link to comment Share on other sites More sharing options...
razorace Posted November 18, 2005 Share Posted November 18, 2005 The model_origin (I think that's the name). It's used to base the model into the game world. (IE, it's your ground for animation purposes) Link to comment Share on other sites More sharing options...
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