[SoF2] Issues with a Character Model -1 reply

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KeNniithhh

Mapper - skinner

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17th March 2007

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#1 6 years ago

Hi again,

As the SoF2 modding community is pretty dead, this is again, my only hope !

For a week I've been learning again on how to rig and port a model to SOF2. I'm pretty close to having the model ingame but carcass is being an ass.

( force-build mode )

-------- C:\AVSDK\base\models\weapons\ABC\ABC -------- entering c:\avsdk\base\models\weapons\abc\abc.car ( Reading 0.46MB CARPET file )

0% (90 degree skewing OFF) Loading GLA "average_sleeves_mp.gla"...2549 frames Grabbed 1 files with 2549 frames Processing 'c:/avsdk/base/root.XSI' Processing meshes, LOD 0 Error: Vert (4) on mesh "model_root" has no weights

What to do, what to do..




jk3editor

Retard Hungarian Modder

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21st August 2008

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#2 6 years ago

According to my zero modelling knowledge, you must weight your model.




KeNniithhh

Mapper - skinner

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17th March 2007

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#3 6 years ago
jk3editor;5668686According to my zero modelling knowledge, you must weight your model.

Already did that, but it seems like i havent done some vertices but i can't find them or something else is happening :(




ChalklYne

Boats n Hoes XDDD

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20th September 2009

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#4 6 years ago

yer gunna need to post a pic of yer heirarchy. cuz model_root shouldnt be wanting to be weighed at all. weighing process should start with stupidtriangle.




KeNniithhh

Mapper - skinner

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17th March 2007

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#5 6 years ago

Ok here ya go.

EDIT

Spoiler: Show
naamlooskub.jpg



Silverfang22

Knight Fall Operative

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7th January 2007

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#6 6 years ago

Off topic, but I was looking at your work not too long ago while looking around at SoF2 mods, I downloaded the CSS maps with plans to fix them up and use them in Gunslinger's Academy. That's awesome that you're still around :o

Anyway, not knowing softimage mod tool (assuming that's what you are using, I could be way off :p ) I can't help you here, but if that's the "pro" version of softimage, for some reason I thought that didn't work with carcass... maybe it was just minilogoguy's JKA Skeleton that it didn't work with, not sure.




ChalklYne

Boats n Hoes XDDD

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20th September 2009

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#7 6 years ago

im pretty sure yer using a tags as a model root. it should be a null no geometry. im pretty sure thats what yer dealin with here. also. under mesh_root, a null located at 0,0,0 should be another null named stupidtriangle_off located in the center of the model. then under that would be "smd_import" and so on. and change b_model_root to just model_root

so like this model_root mesh_root stupidtriangle_off smd_import




Dream Evil

I'm too cool to Post

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31st July 2004

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#8 6 years ago

The process for models is the same as Jedi Academy so what I see is that you are using 3d geometry for your heirarchy which you shouldn't. for B:model_root, mesh_root and skeleton_root you should use dummy objects, the no weights error will go away.

Also your folder structure seems wrong, base should start in C:/ (C:/base/models/players/yourmodel/) with the carcass.exe compiler in C:/base/ unless that AVSDK folder is necessary and is part of the structure in the games .pk3 asset files.

You should be able to look around here and the player model compiling tutorials should be nearly identical, the skeleton is even the same between the games. Not sure how many good SoF2 tutorials there are out there, thankfully this game still has a decent player base going and a few active modding communities.

He's using 3ds Max btw Silverfang, no matter, I used to use it and still even have a student license for version 2013 so I know more than enough about the program to help him out.




KeNniithhh

Mapper - skinner

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17th March 2007

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#9 6 years ago

Nice to hear that Silverfang, I was afraid noone was using the maps yet but good to hear you are, good luck with it !

- The JKA Skeleton is like 90% the same as SOF2's if I'm right, I think the size is a bit different, the pose too and it misses some finger parts for SoF2. So I havent used it cause of those things (yet). - Not sure about the stupidtriangle_off as I don't think SoF2 has it but I'll check that out tomorow morning. - About the B:model_root etc.., I use this when I make weapons for SOF2 so I thought I'd use the same technique for it but I guess it won't work for a character. So I'll try to use those as a dummy. - I know that the structure is wrong but I'm used to hex editing the GLM of the weapons so I was thinking of doing the same for the character.

And yeah I've read the tutorial from psykopat but it was still a bit strange to me as its always about the humanoid and I didn't know that much about rigging yet. Plus SoF2 barely has any good tutorials, I don't even think it has one about models, maybe only weapon models.

Anyways, the last 4 hours I've been making a new skeleton for the first time in Maya 2013 and weighted it but I still have to get used to it all.

And thanks for the time to help me out !




Dream Evil

I'm too cool to Post

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31st July 2004

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#10 6 years ago

Well if the process is even somewhat similar think of it this way, if SoF2 has a general animation bank for it's characters like JA does then you'd want to send the root.xsi to the folder that contains it and use assimilate to add the .GLA file and from there assimilate will compile the model to a .GLM so that it will use the .GLA file you referenced in assimilate. No hex editing will be needed that way.

Example would be for JA player models is export the root.xsi to C:/base/models/players/_huamnoid/. in there you'll have the _humanoid.gla and the root.xsi. For you though you need to set your folder structure up to mimic what the SoF2 assets use, I don't have SoF2 so I'm not sure, maybe you can post a pic of the .PK3 file containing the character animations?

Google pakscape btw, awesome program for .PK3 files, can handle just about any compressed format as well.




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