slimking Posted December 17, 2002 Posted December 17, 2002 i was thinking of trying it? i duno where to start?
Matt-Liell Posted December 17, 2002 Posted December 17, 2002 get Pakscape, notepad and any painting program i.e. paint shop pro 7, adobe photoshop and get a tutorial and you'll be ready to go!
slimking Posted December 18, 2002 Author Posted December 18, 2002 ok i have paint shop pro 7 and a rocking fast PC, i just need a tutorial
boinga1 Posted December 31, 2002 Posted December 31, 2002 skinning is easy in principle, but to make superb skins like neomarz...probably not easy.
Pnut_Man Posted December 31, 2002 Posted December 31, 2002 I got into skinning last month, took me about 2 days to get familiar with the basics.. Best tutorial (in my opinion ) http://www.theforce.net/games/jo/skinning.shtml
jp-30 Posted January 20, 2003 Posted January 20, 2003 You like my tutorial, huh? If you need anything in that tutorial clarified, there are links to the thread where I first posted it linked at the end of each section. It was written for the absolute beginner, and "holds your hand" right the way through...
Classic Luke Posted January 20, 2003 Posted January 20, 2003 I read that tutorial and it helped me the most out of the numerous tutorials I've read. Layering certainly makes a world of difference, however, I am unclear as to the 'ramp up and ramp down' parts of paint shop pro. Any added explanation would be appreciated greatly. Thank-you for your time.
jp-30 Posted January 20, 2003 Posted January 20, 2003 I've never used the ramp up / down features in PSP, to be honest. What it does though, is allows a layer's transparency to not be uniform over the whole layer, but to depend on certain values - ie colour or brightness. Say you had an image of a sleeve, and also a red-green checkerboard image on a new layer above it, you can use ramping to make just the green component of the top layer transparent, while leaving the red parts opaque. Or you can set the green transparency level to a different see-throughness value to the red. ie - you're ramping up (or down) the transparency of certain pixels depending on different parameters (colour / brightness etc...)
Classic Luke Posted January 24, 2003 Posted January 24, 2003 Thank-you much friend for your reply. The thing that really confused me was the arrows, one on top and one on the bottom, which are found on those ramp up/down adjustments.
__CKY__ Posted February 2, 2003 Posted February 2, 2003 I Keep getting an error about not have a _humanoid mesh or something when i try to open Prisoner in Mod View =/
__CKY__ Posted February 2, 2003 Posted February 2, 2003 Or any others =/ Can anyone help me with that?
jp-30 Posted February 2, 2003 Posted February 2, 2003 From this tutorial; http://www.jediknightii.net/edit_mpskins.shtml Extract the _humanoid.gla and animation.cfg following the same instructions as above (extract into the GameData/base folder and the files should appear in the directory: GameData/base/models/players/_humanoid - remember to have “use folder names” checked when you extract). Do you have a GameData/base/models/players/_humanoid directory? If so, what's inside it? If that doesn't work, there are a few other things to try. Maybe you haven't properly extracted the assets from the assets0.pk3 file. Either you didn't extract all the files, or didn't re-create the directory structure properly. Oh, if I recall correctly there is an issue with the path length of the filenames in certain circumstances. If the first sugestion didn't work, let me know, and we can try a few other things.
jp-30 Posted February 2, 2003 Posted February 2, 2003 I have the feeling once you make a directory GameData/base/models/players/_humanoid and extract the relevant files from assets0.pk3 into it, everything will work fine.
__CKY__ Posted February 2, 2003 Posted February 2, 2003 So I have to make a new directory folder in my blah blkah blah folder lol and put in the files in the humanoid thing
__CKY__ Posted February 2, 2003 Posted February 2, 2003 Um There's already a Humanoid folder in the players folder so should i just reextract everything?
jp-30 Posted February 3, 2003 Posted February 3, 2003 What files are in your \_humanoid\ subdirectory? Also, what is the full path of your \models\players\ subdirectory? ie. C:\Program Files\Lucasarts\Jedi Knight ii Jedi Outcast\base\models\players\ Something like that?
__CKY__ Posted February 3, 2003 Posted February 3, 2003 C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\players Humanoid files are:_Humanoid.gla and Animation.cfg
__CKY__ Posted February 3, 2003 Posted February 3, 2003 C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\players Humanoid files are:_Humanoid.gla and Animation.cfg
jp-30 Posted February 3, 2003 Posted February 3, 2003 Hmm. All looks to be in order. You've got me beat. What's your exact error message Modview is giving you? It happens on ALL the models you're trying to examine right? // confused // EDIT: I'm away from my home PC at the moment, but I'm wondering if there shouldn't be a further \models\ subdir in there somewhere. But even still, I dunno who Modview would be so picky about the directory structure...??
Some 1 guy Posted February 3, 2003 Posted February 3, 2003 I used jp-30's tutorial a week ago, and it really helped me. Here are all of the skins I made, thnx to jp-30's tutorial: http://www.geocities.com/donkeydude84/
jp-30 Posted February 3, 2003 Posted February 3, 2003 LOL. Your "Jedi Pilot" bears more than a passing resemblance to the "New Republic Pilot" that I used as the example throughout the tutorial! Nice work...
__CKY__ Posted February 3, 2003 Posted February 3, 2003 R_LoadMDXM: missing animation file models/players/_humanoid/_humanoid for mesh model.glm is what it says
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