Heeeeeeeeeeeelp!! Damn Assimilate!!!!! -1 reply

Please wait...

Sanj

One Destiny

50 XP

25th May 2003

0 Uploads

209 Posts

0 Threads

#1 17 years ago

Bloomin heck! The assimilate proegram is reallllly PISSIN ME OFFFF!!

I will think that anyone who solves my problem is a MASTER OF THE UNIVERSE!

My Prob is -

Evry time i press the B, button on the control pannel it say "Process return error"

I know ive done everything right, the model blah blah, weighted, capped, tagged, bonned, the whole kitten kaboodle.

Im not sure i have the right preferences, or directories. I have my _humanoid.gla in my gamedata/base/models/players/_humanoid directory, and i have my root.xsi in my gamedata/base/models/players/(model name)/ directory...

NOW WHAAAAT!!?!

By the way, in case ya havent noticed, im a total NOOB at modeling.

HELP ME OBI WAN KENOBI, YOUR MY ONLY HOPE!....or the people at jk2files forums!




aidy1972uk

As Helpful as I can be

50 XP

1st April 2003

0 Uploads

279 Posts

0 Threads

#2 17 years ago
SanjBy the way, in case ya havent noticed, im a total NOOB at modeling.

I can't help you on your matter BUT you are SO not what I've left in the quotes! I can't even work out how to do any of it! I used Jan's Mesh and deleted pony tail's polys and made "ears" for my catwoman skin but thats as far as I got, when I run assimilate it said it had no weights or something, but shouldn't the mesh already be weighted by the fact that its just a mesh edited from existing player or do I have to weight it anyway...? :confused: :confused: :confused: can't get 3DSmax working now for some reason but if I DO manage to a few hinters would be greatly appriciated :D Good luck on finding what your trouble is and sorry this post isn't of any help to you! (in the plus colum there is a compliment at begining!) :p




LightNinja

Ninjonator

50 XP

22nd March 2003

0 Uploads

922 Posts

0 Threads

#3 17 years ago
I used Jan's Mesh and deleted pony tail's polys and made "ears" for my catwoman skin but thats as far as I got, when I run assimilate it said it had no weights or something, but shouldn't the mesh already be weighted by the fact that its just a mesh edited from existing player or do I have to weight it anyway...?

Lol?, so you put ears to the model and u think that you dont have to weight all the model again?, The .glms aren't weighted, you have to reweight them. Have u seen tutorials like THIS ? look at them and you will see what really happen.

Im not sure i have the right preferences, or directories. I have my _humanoid.gla in my gamedata/base/models/players/_humanoid directory, and i have my root.xsi in my gamedata/base/models/players/(model name)/ directory...

The xsi and the _humanoid.gla must be in the same folder.




Sanj

One Destiny

50 XP

25th May 2003

0 Uploads

209 Posts

0 Threads

#4 17 years ago

ah thx man. Does it matter what folder?

Also whats this enum thingy?!?

Also what do i have to set my preferences at?

AAAAH ITS STILL SAYS " Process return error : 1 " !!!!




LightNinja

Ninjonator

50 XP

22nd March 2003

0 Uploads

922 Posts

0 Threads

#5 17 years ago

Look at the tutorial that i linked next time:

Assimilate

This is the program that we use to convert our models in to glm files. It attaches the humanoid.gla, the animation file that Raven uses, to our own models.

Firstly our models must be segmented, uvwmapped, all the verts must be weighted and the hierarchy must setup before we can successfully export to be assimilated.

You have to export your model from max using the xsi exporter that Raven included in the first tool release.

Now we need to extract the humanoid.gla file from our assets0.pk3. You can find it in your base folder, C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\asset0.pk3. I chose to unzip the full contents onto my hard disc, this was so that I could view the file structure they used and also because I'm nosey and like to have a look at all the things included.

If you go to models/players/_humanoid directory you will find the humanoid.gla .Don’t move it, you need for it to be in this folder because when you compile your model the game engine will look to the humanoid folder to get the animations. Basically this was done so that all the characters could share the same animations without the need of bulking up the game contents by adding 9megs of animations for each character.

Extract humanoid.gla to your own base/models/players/_humanoid/ folder. Now we have our folder structure and we can export our model (xsi format) your own folder. Save your model as root.xsi into your own model’s folder. (e.g. models/players/aurra)

Open assimilate - the front end program for the compiler carcass. Select the add file option and add the humanoid gla. Go to the control panel and press B - for build and assimilate will ask you what you want to save your .car file as. You can save it as anything you like, but I recommend you save it as model.car in your folder. Then carcass will compile everything. If there’s an error it will tell you so that you can fix the problems.

Ok now you should have successfully compiled a glm. This glm will be called model.glm or whatever you called the .car file. When you come to actually putting it in game it needs to be called model.glm but for now it can be called anything. Open Modview and load your new glm. Now you will see your model animated in modview. This is a good time to check that you have got the hierarchy setup and also check that your model is deforming well.




Sanj

One Destiny

50 XP

25th May 2003

0 Uploads

209 Posts

0 Threads

#6 17 years ago

Ive been through that tutorial, but there isnt in alot of detail when it comes to assimilate.

What are the preferences i have to set it to? hm? Whats enum file?

AAAH