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ForumsJedi Knight and Mysteries of the Sith Editing Forum → new enemies/allies
new enemies/allies
2007-12-07, 2:14 PM #1
Ok, so, whenever I use a custom 3do to make a new enemy/ally one of their hands is invisible. How do I fix this?
2007-12-08, 4:42 PM #2
ANYONE? I don't want people shooting stuff out of the stump where their hand SHOULD be.
2007-12-09, 1:49 AM #3
its not a reskin of a kyle model is it?
2007-12-09, 8:40 PM #4
the ky.3do model itself is missing the hand, so if you reskinned that model, that's why it's gone.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2007-12-10, 9:09 PM #5
I have come across this, and it's annoying (especially if you have non-white human players). :psylon: Lucasarts in all of their genius decided to include a hand model in EVERY weapon model that is displayed. I take it that you are playing with non-original weaponry that does not include the right-handed fist on them.

I suggest merging the fist weapon (something like fist-g.3do) to your kyle-type player model. You can edit the 3do in notepad, and you have to make certain that the textures match in the 3do file.
This is retarded, and I mean drooling at the mouth
2007-12-11, 1:33 PM #6
Ok, I fixed the problem, they have a hand and a weapon now, BUT now they are half way through the floor. Legs are stuck but they can still walk around. When it rains it pours...
2007-12-11, 11:49 PM #7
Make sure that the floor has the appropriate flags on it... or else your player will sink throught he floor like you describe
i believe 0x5 is the proper floor flag unless you want soemthing extra like metal or dirt floor
2007-12-12, 8:16 AM #8
I recall this having something to do with the position offset, but I never had this issue myself. For some reason I'm having no luck with the forum search right now, but I know this has been asked before if you want to look. Or just play with the offset in the 3do file (open it in notepad, I don't have a 3do on this computer though to describe where the value you're looking for would be, but I think it was in a header-like section)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2007-12-15, 3:31 PM #9
Okay, no that isn't it, my floor is set to a floor. They walk like normal but their legs are in the ground. Everything else walks fine. I tried using JOKE to put the blastech and hand on the 3do. Is that why?
2007-12-15, 5:10 PM #10
Okay, I tried getting a new enemy a different way, but NOW it is just a little dflt textured block that shoots at me.
2007-12-15, 6:29 PM #11
These are 3do problems. I suggest reverting it back to the one with the legs that are "in the ground." Does the fist and weapon look correct on that one?

The problem with JOKE is that it messes up the 3do file. A text editor is necessary when 3do editing:

Players and enemies have a 3do offset, which basically makes the 3do work in an offset position in game.
Open your 3do with a text editor.
Put this in for the offset:
"INSERT OFFSET -0.000050 0.000000 0.120114"
If you have a zero offset then the players hip will be level with the floor, and his legs will be "in the ground"

Here is a fix for if your 3do looks scrambled in the game:
If you are using a kyle katarn - style model, using ky.pup:
Have ky.3do ready.
Import your one into JED via "import 3do"
Now go to tools -> 3do hierarchy -> load load the ky.3do hierarchy.
Now export to 3do, and manually add the offset that I said above.

The 3do hierarchy is basically how the 3do is built, and what child/parent objects are. Like thigh -> calf -> foot. JOKE has been known to mess this up. It is found at the bottom of the 3do file, but I don't suggest editing that directly as you don't know what you're doing with it.

But from what you said it just seems like you just need an offset!
This is retarded, and I mean drooling at the mouth
2007-12-15, 7:10 PM #12
THANK YOU! I finally figured out what the offset was and put it to ... well the right one anyways.
2007-12-15, 10:32 PM #13
Ah yes, it's the insert offset. I couldn't remember what it was called. And as F-body said, JOKE messes up 3do files, but don't let that stop you from using it. Usually a quick import/export through JED fixes the issues JOKE makes.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"

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