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jk3editor

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#1 10 years ago

[COLOR=Navy]Hi! I'm making an intro script to my map, and I want an animation, when she is lifting her right hand (it looks about we won a fight...)...is there anywhere an animation, what looks than this (in the SET_ANIM_BOTH menu)?? thanks the helps :) (This question in 2008, not 2009:D)[/COLOR]




Inyri Forge VIP Member

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#2 10 years ago

Open up a model in ModView and find out. That's how the rest of us would have to do it unless we somehow memorized all the animations.




jk3editor

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#3 10 years ago

[COLOR=Navy]An can i see in the ModView, what animation is this playing? I never used it:) But I'll searching:D And i would like a second help, what I've just found...when I set to a reborn this animation: "BOTH_STAND_TO_KNEEL", then he is only crouching...what can be the problem??:uhoh: Hmmm...when I'm opening a player glm (for example lando, or anybdy, it is writing this error message: model name ... exceeds MAX_QPATH:( [/COLOR]




cloudflint

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#4 10 years ago

[COLOR=Black]To stop the [/COLOR][COLOR=Black]MAX_QPATH error [/COLOR][COLOR=Black]extract the model to your base folder and open it there so the model would be in base/models/players/lando/model.glm for example[/COLOR]




Mikouen VIP Member

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#5 10 years ago

That won't fix the QPATH error either. The game ignores the "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\gamedata" part, but ModView doesn't get the same privilege.

To avoid ModView returning that error, the solution is to go into C:, create a folder there named base, and extract any files you wish to use into there,preserving base-like filepaths. "C:\base\models\players\stormtrooper\model.glm", for example.

MAX_QPATH is a parameter limiting the filepath to 64 characters.


I don't know how, and I don't know why, but this is totally Sheep's fault.



jk3editor

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#6 10 years ago

[COLOR=Navy]Uhm...okay, thanks:) But I think that's easier, if I'll set an animation in the script, and I'll try that in the map:D It's slow, but easier, than learn to use the ModView:uhoh:[/COLOR]




Mikouen VIP Member

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#7 10 years ago

What's to learn? ModView is pretty straightforward. :clueless:

But, that's your prerogative, so....


I don't know how, and I don't know why, but this is totally Sheep's fault.



Inyri Forge VIP Member

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#8 10 years ago
Mikouen;4745008What's to learn? ModView is pretty straightforward. :clueless:

Forge Productions - How To Use Modview ;D




Mikouen VIP Member

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#9 10 years ago

Now...

Do I delete that because it's a shameless advert, delete it because it's almost an insult to the JA community that such a tutorial is needed, or leave it because it is - rather sadly - actually required?

Oh, such dilemmas.


I don't know how, and I don't know why, but this is totally Sheep's fault.



jk3editor

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#10 10 years ago

[COLOR=Navy]Thanks:D[/COLOR]




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