ModView Problem -1 reply

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#1 13 years ago

i've got modview installed but when i want to open up a clone i get this message: R_LoadMDXM: # bones mismatch! "models/players/clone/model.glm" has 72 bones "models/players/_humanoid/_humanoid" has 53 This model probably needs recompiling how do i solve this???:confused:




kotfquig

Master skinner-in my mind :-P

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2nd August 2004

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#2 13 years ago

no clue, i actually had the same problem with grave's dante model. Let me guess, this model has more things then a normal human that move, IE: it has like a cape that moves with the legs or something. I believe since it moves it has its own seperate bones, and thus cant be used in modview because the gla file has only uses the 53 bones you mentioned. there might be a way to fix this but im not sure, because it has more bones it might come with its own animation file. Rename your _humaniod folder to 1_humaniod and if there is a folder with an animation take that out of the pk3 and rename it to _humaniod. Now it should work, granted this is only if it comes with its own animations




Inyri Forge VIP Member

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15th March 2005

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#3 13 years ago

Jedi Outcast models and Jedi Academy models have different amounts of bones. To view the Jedi Outcast models you'll need the Jedi Outcast _humanoid folder. There are two ways to do this, but since I was pwned earlier I'll give you the easier version. Have two "base" directories. One for Jedi Outcast models and one for Jedi Academy models. IE: have your Jedi Outcast directory come out of your Jedi Outcast base folder, and your Jedi Academy directory come out of your Jedi Academy directory. If, by some off chance, you don't own Jedi Outcast, you'll need some help from someone who does own it to get you the proper files needed for viewing the model.




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#4 13 years ago

thanks for the help. i spawned 1 clone in SP and there was a message saying it was converting a jk2 model.