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10-22-2005, 02:25 PM
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#1
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Rookie
Join Date: Oct 2005
Posts: 25
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New Skeleton in JKA
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?
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10-22-2005, 03:52 PM
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#2
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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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?
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-22-2005, 05:15 PM
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#3
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Join Date: Oct 2005
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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 
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10-24-2005, 01:23 AM
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#4
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Join Date: Nov 2003
Location: St. Charles, Mo
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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.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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10-24-2005, 01:57 PM
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#5
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Join Date: Oct 2005
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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?
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10-25-2005, 01:01 AM
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#6
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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JKA uses an improved modeling system (Ghoul2).
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-25-2005, 05:33 PM
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#7
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so... either gir did the impossible or he's lying
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10-25-2005, 05:48 PM
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#8
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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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.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-26-2005, 03:55 AM
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#9
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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.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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10-26-2005, 01:26 PM
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#10
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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
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10-26-2005, 02:29 PM
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#11
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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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.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-26-2005, 08:23 PM
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#12
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Got Balance?
Join Date: Oct 2002
Location: Salt Lake, UT
Posts: 1,442
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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.)
Mt-Wudan.com
I made a silly little program called Dragon, which is an animation tool for the GLA format, used in Jedi Outcast, Jedi Academy and Krakatoa.
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10-27-2005, 06:45 AM
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#13
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Join Date: Oct 2005
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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
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11-03-2005, 02:11 AM
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#14
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Quote:
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Originally Posted by ShadyD
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
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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.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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11-08-2005, 06:07 PM
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#15
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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?
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11-10-2005, 04:42 AM
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#16
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Quote:
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Originally Posted by ShadyD
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?
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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. 
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
-Keshire of the Bleak Cabal.
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11-17-2005, 09:31 AM
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#17
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Rookie
Join Date: Oct 2005
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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
Last edited by ShadyD; 11-17-2005 at 10:14 AM.
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11-17-2005, 12:16 PM
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#18
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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The motion bolt is used for aligning the torso with the legs. I wouldn't mess with it.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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11-17-2005, 01:19 PM
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#19
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Join Date: Oct 2005
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Any other bones i have to keep in its place?
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11-17-2005, 09:18 PM
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#20
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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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)
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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