and there are 0 posts in the 3 JA editing forums...
Tools?:confused: I wasn't aware there were tools released for the game. You mean like map creators and such?
Where are these tools? Can you provide a link?
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.
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. ; )
Skinning tools have been released at Lucasfiles.com (
http://www.lucasfiles.com/index.php?action=file&id=108) 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...
Originally posted by Kurgan
People need to check the JediKnight.net news more often. ; )
Huh? Whuzzat? :D
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.
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 So that comic link is no longer valid...
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.
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.
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.
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...
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.
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.
But this is being caused by the Modview.exe just released by Raven Software. :confused:
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.
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?
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.
http://www.sparedlife.com/StarWarsImages/reborn_new_000.JPG)
Originally posted by Andy867
But this is being caused by the Modview.exe just released by Raven Software. :confused:
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. :)
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
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....
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
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.
I think my computer is trying to tell me something
ANDY867 SHOULD NEVER GET INTO MODELING
http://comic.jediknight.net/comic/pictures/modview_error.jpg)
Originally posted by Shotokan
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.
LOL! Me too. I thought that it was mapping tools and quickly rushed to Lucasfiles to search. All I found was... skinning tools...:(
modelling tools, Heh! l33t modelers, Heh! crazy GLAs, Heh! a l33t modeler craves not these things.
Btw, the annoying 4588 error code, that carcass returned all the time when trying to compile a model exported directly from Softimage, came from a bad named stupidtriangle tag, it didn't end with "_off". Thank god Corto was there to help me sort that problem out.
Now, why when making the same model with 3dsmax I don't get that very same problem? How did Ste Cork programmed the XSI exporter? doesn't mather anyway.
CortoCG: I wish the Max exporter did that....nothing like exporting a model, then trying to compile it and getting all sorts of errors because of incorrect naming. Well, you either get it on export, or during compile I suppose. Still, I'd rather get it on export so I know everything is in place when I get to the compile stage.
Originally posted by Andy867
I think my computer is trying to tell me something
ANDY867 SHOULD NEVER GET INTO MODELING
http://comic.jediknight.net/comic/pictures/modview_error.jpg)
You need to extract the animation file for the humanoids to your /gamedata/base folde (preserve the folders when you do that).
BTW, the "Filesystem call made without initialization" error seems to be fixed if you put modview and everything (with folders preserved) in your JKA game folder. I think it's looking for some files in the /gamedata/base directory without asking. Probably the animation file.
Holy crap. There's a ton of new animations. Heck, Raven even put in some good old fashion tactical handsignals. Swwweeeetttt.
"My God! It's full of animations!"
These XSI files keep giving me a "version 3 revision level not supported" error when i try to import.
Would that mean i need the latest xsi import plugin ? (using max 4.2)
If so where can i get it ?
(cant wait to create some Tauntaun replacements)
Check other threads that treat the subject or head this way CortoCg.com (
http://www.cortocg.com)