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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Adding parts to skins
Adding parts to skins
2001-06-07, 12:24 AM #1
I read the tutorial on how to add a ponytail to a 3do for my new dark jedi enemy, but after he looks kinda demented, like his parts are everywhere when I try to use it as a skin, and when I put it in Jed to make it an enemy, it doesnt show up at all, and causes some error. Can anybody help, I followed the tutorial step-by-step, so I cant think of what is wrong.

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Forget years of training and commitment!
I found a lightsaber in a garage and that makes me a Jedi!
- DCM JK Special Edition
Dont ask me how it works, it just does.
2001-06-07, 12:43 PM #2
It sounds like something got messed up with your nodes. Now it doesn't work right with the key (animation) files.

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"Sometimes nothing can be a real cool hand."
Have Lightsaber Will Travel
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
2001-06-07, 10:46 PM #3
I suggest you try opening that 3do in JED and try to load the nodes from the ky.3do into JED and apply that to your 3do.

To do that, first open JED and import the ky.3do from your JK's res2.gob and then open the 3do hirerachy section and save the nodes from that 3do as file by clicking on the "save" button (best to save it to the 3do section of your skin's project directory). Once you've don that, import your model into the JED and then load the ky.3do nodes you saved to your 3do (click the load button in the 3do hirerachy to do that). Now, before we export that, make sure you placed the ponytail mesh you made to the right place by either assigning the ponytail to the head mesh by just nameing the layer it uses to "k_head" or just making it it's own node and seeting the parent of the ponytail node to the k_head node. Then, export your 3do.

BTW, since JED .95 tends screw up a 3do's "insertoffset" setting and makes the righthand node be placed wrong, here is how you fix that.

First, open up the ky.3do in wordpad or notepad and search for the "insertoffset" setting. Copying that info and then paste that into the insertoffset setting in your 3do.

Now, to the right hand node, just copy the right hand node from the ky.3do (it's node it called "k_rhand" and it is located at the bottem section of the 3do) and just paste that over the "k_rhand" in your 3do.

By doing those two things above, your 3do will not be walking on his knees in the game and his weapon will be placed in the right position on his right hand.

-- SavageX

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"Everyone dies." - Boba Fett
"Be kind to nerds because one day... one will be your boss."
SavageX's Editing Corner
2001-06-09, 1:11 AM #4
Will that still work if my character's skin is based off of Jerec's?
Dont ask me how it works, it just does.
2001-06-09, 1:48 AM #5
Just make sure you are using the Jerec multiplayer skin and not the enemy. Then it should work fine.

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"Sometimes nothing can be a real cool hand."
Have Lightsaber Will Travel
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association

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